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It means that there is no balance in the mechanics. There was no testing done to see if all of the mechanics they put in work well together to make a compelling gameplay experience. There is no reason to try to skill up because the optimal way to play is to abuse the cheese. there is a lot of cheese, but most detrimental is the overtuned defense mechanics. Super counter can be done at any time for free. you can block your way out of a lot of front combos, just hold block and stop them. You can mash multiple defense inputs at once and one of them will definitely go off.
Unfortunately, this means that people who want to win and do well are going to resort to things like unblockable ult spamming and find the 12 different ways to get to someone's back immediately.
Both of those things have something in common: they remove most of the defense mechanics from the equation.
The game has homogeneous characters, low execution requirements, and a lack of mixups. These are all things scrubs and casual players complain about in every fighting game. Taking them out of your game is a recipe for a bad game. so here we are.
It's not even fun to fight people once you get skilled. If they're also skilled, it's a cheese contest or a stalling match. If the other player isn't skilled and thinks they can throw rush attacks, it's hold a button and get a free punish.
it's a sad sorry state.
Tenkaichi has always been that way.
Every character is a "set up" archtype. Every character has the same 3 string combo, which all works off the same button.
It looks like a movie until the 30th vanish, or 5th beam struggle in a single match.
BT 2&3 was fun, because I played it with several people who wanted a more casual, couch party vibe over the more in depth fighters I played.
I don't think the "couch party vibe" translates well with online MP, and sweat benders.
Ah yes, the "Git gud" brigade has arrives. "Z counters aren't even that hard." You're right, they aren't, super counters on the other hand, are quite difficult. The move in general was brought over from a game that had no online capabilities, unless you count the Wii, so we factor in online+latency+the opponent's computer and your own to compensate for being able to super counter someone like say, SSJ4 Gogeta, who hits you how many times in a second?
Sure, you CAN do it, but can you do it consistently enough to avoid back damage, considering the person can just go right back behind you? No, you can't and thus we have the problem. Why do you think the number 1 thing complained about in this game is back shots? With ki blast spamming in sparking (LSSJ broly is the main complaint.) being a close second? It isn't because it isn't a problem lol.
Good on you if you "Got gud." but to ask people to do a 4 frame input the MOMENT something hits you in an online scene, is stupid, plain and simple and to have it as the only means to escape a back combo, is even stupider. There is 0 reason revenge counter shouldn't work from the back. It works from across the map for god sakes and it would even the playing field substantially for those who can't get the timing down, thus, lowering the complaints.
Exactly. They designed a defensive measure from the front that is already in line with like 5 other things you can do from the front. Yet from the back, there is 1.
Super Counters are free but extremely hard to pull off for beginners while revenge counters cost 2 skill points and are easy. I think it is fair if they allow revenge counter to be the easy but costly way out of a back spam. It'll freshen up the gameplay and make banking those skill points for emergencies more important.
This, I would enjoy if the Z / Revenge counters would get added to the back defense, is a new option to defend
I tend to use characters with the senses and afterimage skills because I just can't do the super counters efficient enough to get out of the absurd back combo for the ninth time against Super Vegito or Gogeta SSJ4