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I dont have a problem that supports are in the game at all. I just think that supports shouldn't be able to apply guard damage and be used to get guaranteed guard breaks, that's it.
Which slide are you talking about? His ice slide or when he slides a bit when he attacks?
When he uses his ice slide he can go as far as he wants and jump on the other side. You can jump over it but he'll most likely fireball if you try or rush you completely since you're more vulnerable in the air. If he really wants to play it safe he can just ice wall.
When he attacks, he slides a bit before hitting you, so it's very easy to counter. But if he blocks your attacks and waits, he can pretty much counter you like most other characters. If he attacks you first though, you can pretty much attack him mid animation.
Shigaraki I just use when someone about to wake up from the ground. If they block when they wake up, I guard break. If they jump out of it, I'm pretty much safe anyways and I almost have him back even though I just used him.
I think guard in this game is only supposed to be a last resort or something like that. In normal fighting games guard gauge is not needed since they usually revolve around mixing up crouch and overhead attacks in order to break opponents guard and transition into a combo. In this game however, we only get an unblockable move, which usually can't be mixed up into a combo. That's why i believe guard damaging supports are fine. Most characters can't guard break without using meter and if they can't guard break, they get punished. Even if they use meter, they cannot follow up with a combo, it's just a saving grace in case you're blocked. Therefore, smart usage of supports, offensively and defensively is necessary. If you need to guard, a support might save you from guard break, but you pay for that with increased support cooldown time. Player that is applying pressure gets rewarded with lesser cooldown time, just like it should be. Fighting games usually reward aggresive approach. Calling a support during neutral uses less support gauge, so it can be easily used to intercept zoners as well, you just need a support fit for that. Muscular and Shigaraki are pressure and combo break supports, so they won't help much during neutral against a zoner.
What I think this game should have is something that rewards pressure with your main character. That way zoners who only run away would be disadvantaged by the mechanics. In Under Night In-Birth there is a sort of tug'o'war mechanic. Approaching and attacking the enemy builds up a meter shared beetween both players. The more you have, the higher damage bonus on attacks you get. And if you have more than your opponent for a longer while, you can boost your damage even more through an input. Something similar might work well here. Or maybe something similar to Guilty Gear, where running away depletes your special meter.
That might work but some zoners dont really need special to do damage to you or zone you out. Sometimes zoners will rush you when you're weak and try to special you to end the match though, which is annoying.
I actually like the idea of people who run away lose meter, I just feel like that it wouldn't work out to well since the other person trying to run and dodge projectiles would lose meter aswell. If the developers found a way around this though, then I wouldn't mind that mechanic being in the game. It would actually be a really good mechanic, so people who are dealing with zoners that are running away, would get meter to play more agressive using their specials. This would also stop zoners spamming specials, when you rush in, to space you out or catch you.
Blocking in the game is pretty much you setting up for a counter. You blocking and then unblocking at the end of your opponent's combo to successfully counter. That's how it should be, that's how it is. Supports timers shouldn't be decreased when applying shield pressure, because at the end of the day someone's just going to use their support when you're guarding, let the support attack first to get the timer decrease, then guard break, which is most of the time is guaranteed because if you try to escape the support will just hit you and your opponent will hit the guard break anyways. They can do this over and over again because of the timer decrease from guard attacks.
Supports should be used as combo extenders and starters. I wouldn't mind letting people use supports to escape from combos, but with the ridiculous speeds of which supports come back, my answer will always be no.
Supports should have fixed timers, so when you use them, they go on a timer that cant be decreased. Supports timers should be cut in half only if the support misses. I wouldn't mind supports applying guard damage, being used to get guaranteed guard breaks, or being used to escape from combos if their timers were fixed.
Some Supports should only follow through with a attack if the first hit lands. This would leave a small handfull supports to be used for agressive playstyles. This would also make it easier to pick supports to counter or play around guaranteed guard breaks
Overall, if they just added these changes to supports to the game, it would balance supports, and still allow different supports to reward different playstyles.
The game also rewards pressure by decreasing the timer on supports when comboing. This leads to huge combos (which I wouldn't mind if the combo wasnt able to be set up AGAIN after the combo) and even infinites. I think this has been fixed a little though, with some supports getting nerfs. Shigaraki support got a big nerf which I'm soo happy about. This is probably why everytime I try to punish someone who's been playing agressive I get knocked out of every combo I use against them because they get their supports back at ridiculous speeds.
I feel like like some ranged attack from zoners should be nerfed a bit. Like Toga's knifes, the developers need to tone down the hit stun they apply. I dont know if It was just the character i was playing, but a Toga player started spamming their knifes and I couldn't dash out of it right away. I was pretty much stun locked for a good three knifes until I blocked and then dashed out.
I think she can stun lock slow characters with her knifes if they dont block first which makes it soooo hard to reach her when her knifes have sooo much knock back on guard.
So it's a pure fighting game, without difficult inputs? Fine with me.
Uuuuum... ok lmao. I already stopped playing, ive moved on to better games. Not trying to convince you the game is bad lol, just pointing out the flaws. Dont take it personally, which you obviously did. Havent heard someone say that in a loooong time, the last time I heard that was 8 years ago in COD lobbies. ♥♥♥♥♥ ancient.
Most of us have moved on bud, last thing i posted was from a week ago. I dont care anymore. Later dude.