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U can go to training mode and practice also for subzero he doesn't have an overhead so block low all the time his only overhead are 111 and f3 only
I've encountered the move plenty online...lag affects it. Same with the slide. I had that slide dead bang and still my inputs didn't get there...it's lag.
The way it should work is you hear the audio tell and you block.
When you block the teleport you have a very very short window to punish with a string, too.
Ducking is a thing but ideally you want to block lest you are meter burned and comboed for a huge chunk of life.
If you're ducking you are taking a guess.
It is true I see a lot of fights over international distances...I can tell there is lag. Your experience may differ. But as I also say there are American fights that aren't much better.
The issue with the teleport is it behaves differently online than in training. Online it is practically instant hitting. Combine that with projectile that can't be react blocked, it makes for a tough spot because you have to be mindful of basically instant hits from either side of you. One of which can also be a combo.
It must be very dependent on connection then, i've not really had that issue. I also main supergirl and against any semi competent player outside of the rare mix up or when they are jumping at me, to use the teleport is to give the apponent a combo in my experience. She has basically the easiest to block and punish teleport move of all the games this dev has made.
I'm not doubting you just giving my thoughts experience on the matter. :)
It is dependent on connections yeah...it's nice when I get a fight where it's more managable but that's uncommon.
In laggy fights Supergirl is quite unbalanced.
Many fights in this game are across oceans and continents...some lag so bad they disconnect.
A lot of online fights are people just getting away with stuff because of lag...and NRS's fighting system makes that even easier because of the prevalence of teleports, slides, insta-hits, freeze moves, super fast projectiles, etc. The core fighting system is unbalanced as it is, but gets worse online.
Atrocitus is just a big guess character for example...you block strings and gamble with your lifebar...mix lag in as well.
And I have had fights from all over the world...Saudi Arabia, Bulgaria, the Pacific, China, etc.
Not to mention his projectiles also being worse.
They should really design this stuff a lot better.
Not sure if you played fighting games a few years ago, but it is a dream now compared with before. Designing this stuff and getting it to work online is no easy thing to do and recently massive strides have been made.
dyi: Darkseid is just op from my experience. Not very fun to play as though.
Well they are still designing games for offline and putting them online really. That's a mistake...these days fighting game should be designed with online in mind first and then offline.
NRS needs to re-do their whole fighting system from the ground up really. Their designs aren't great to begin with, and get worse with lag.
Everything from the dial combos, the 50/50 heavy nature....to how they handle range and distance, safe and unsafe.
Robin and Scarecrow for instance, their own designs are unbalanced due to their range.
I even had a Green Arrow fight recently...my meter roll actually got hit by a projectile. I could hear the sound effect start up, but then I was hit by an arrow.
And say Enchantress can reflect projectiles...but when they are coming faster than she can make shields, well, that's an issue.
And Darkseid...it's just another example of bad design from NRS, really.
Well the player base is mostly international fights these days (tho like I say, some Americans aren't great either).
So that means a game has to handle a USA vs. Russia or China etc fight. Across the globe, multiple oceans.
Could be a bit better if NRS would evolve their gameplay design...dial mixup's that convert into big damage combos, basically those are free damage moves. Most of the time they won't be blocked...because practically speaking they end up like insta-hit moves.
And if NRS designed hadokens...they would always be like Ryu's EX vitrigger version, or Guile's super fast boom. Which would be considered absurd....and moreso online.
And so much is made so safe, so risk frer...they need to get into the idea of interruptions and more punishment.
Who in design looks at moves that if they hit do major damage, and then decides they can't be punished, or can't really be punished. I still shake my head at what can be safe in this.
Ah but you had said Darkseid was OP, and that's a design issue. ;)
But changes wouldn't have be to like super radical...if they let people actually punish in the game that would mitigate things. If somebody blocks a b3 or f3, they should be able to clobber someone, for example. I don't like low risk/high reward stuff anyways...but that works even worse in online stuff.
Moving away from dials would be a major shift for NRS...but they really should sometime. Too much being locked into things defense-wise, or mixup's being instant hit like and comboing.
Some people believe a block button in I2 would solve some issues....such as MKX had. That might help with Supergirl's teleport.
But anti-airing needs tweaking, wakeup game needs tweaking. Some specials need to be slower and more punishable.
Well in pro tourneys she is picked up and "sometimes" even pro fighters can't react to a mb teleport... it's part of the game.
I got several problems against SG too. When I got full screened and lasered, I try to block/duck and walk forward to get closer but then a mb teleport comes and I can't react to press F instead D or B haha...
I come from MKX and, being said that I couldn't block always ALL teleports, they were a lil bit easier to block (I guess because back-coming teleports were all mid or low).