There are less of them now, but "no" is quite an exaggeration.no gatlings
There are less of them now, but "no" is quite an exaggeration.no gatlings
True, my bad. I was thinking that it doesn't work like in the past. Not sure why I typed it like that.
The way it is now it goes P doesn't go into anything. K goes into D. And S goes into HS. And from what I could tell it's the same for all the cast.
Comparison to DBZF is ridiculous. This game might lack the execution or technical details of classic GG, but it is absolutely still a GG game depth wise.Played Zato and got placed into floor 6, then got to floor 10 during the weekend. It's a wierd game. The movement felt really clunky compared to +R. And no gatlings also feels bad. Moves have slow recovery. Even the basic punch just lingers in the air for a bit. But once you get used to it it's an alright game. Just, kinda easily figured out I feel. And there is no technical skill required. It feels kinda like DBFZ in that sense. Doing basic loops in +R is 100x more thrilling then whatever I can do here. I fear after like a month the game will get kinda stale.
Supers do a lot of damage. Raw super will easily do 40% dmg. So you have to repsect them at all times. Combos are short and can be really damaging. Stringing 4-6 moves, depending on character, can do 40% aswell. More if close to a wall. And it's not that difficult to do. Dust launcher into 2x D does 150 dmg on Zato. This was obviously made on purpose. Big damage+easy combos = bad players can win easier if they get a lucky hit.
It's hillarious how focused Strive is on new players. Not only by removing technical stuff from the game, and making combos short, damage higher and speed slower. But there is a mission where it tells you that moves change input directions when you switch sides. Literally for people who never played a FG before. There is an arrow at round start that points at your character and says "you" (lmao wtf?). The floors are designed so you can't join lower ones, and you quickly rank up after going on a win streak. Getting a counter hit results in a massive slowdown so you can't miss a follow up. When a player sticks on a wall, he just sits there for a few seconds etc...
Wall break is a really clunky mechanic as well. Not sure how I feel about it yet. Another thing which I noticed is that a lot of moves push the enemy really far back. Atleast speaking for Zato. They really do not want someone to keep the pressure up without spending resources. But then you have Leo, who just gets to play his Xrd left/right bullshit AND gets a command grab for no reason. And Axl gets to keep full screen normals. And Sol gets to chain 6P into 6P for some reason. Idk why. Leo and Axl are imo the strongest characters atm. We will see how the meta develops.
Zato is alright. Very different from previous games. Eddie has 2-3 uses per summon and a fast refill. And you can't really pin someone down with him. Everything he does is some kind of forward movement that covers a lot of space and pushes the opponent away. You can get small combos with him only, unless in the corner. So you basically use Eddie more as a regular special move to extend combos/pressure for a few hits, rather then to tag the enemy and put him into extended lockdown. Maybe I'm missing something though, haven't really hit the lab or watched any YT tech.
For now it's fun. But again, I thought DBFZ was fun at first. And then I couldn't stand the game after 2 months. We shall see how the game develops.
- Automatically gains Tension
- Damage for all attacks increased 10%
- Damage taken from all attacks decreased 10%
- Nullifies Tension Gain Penalty
Why is crossplay not industry standard in 2021?
Oh yeah, thanks Japan, make the bitch with no shoes a god tier so all the fucking JarlFranks main her and dominate. I'm Faust here, throwing out items like I'm cleaning out the attic, and this bitch is just killing every ounce of neutral integrity this game has. I knew once I set eyes on this Ramlethal she was going to be nothing but trouble. I'm serious too, I saw Ramlethal and May Lee and I winced and said aloud "oh no..." These are the bullshit characters come to wreak havoc on my life.
Who hard counters her to the point of ragequits?
I don't think I-No has the big dick energy that Faust has.
I-No is also some rocker thot, Faust is a doctor. That means he has better payout. Better payout = better results in the long term. This is how my brain chooses characters.
Ok Zato vs Axl has to be a 3-7 matchup. Wtf are you even supposed to do here.
TK bomber loops are nice but it's not exactly easy to hitconfirm in the corner, if he does it oB he's toast. you can definitely play Axl without touching them atm. the easiest ways for axl to utilize bomber loops are off of c.S CHs (with 1 bar) or corner throw and occasionally j.H jump in (which are super tight)I think it's fair to say Axl not wearing jorts massively upped his popularity. I was going to play him purely because he decided to wear pants until I saw TKBomber shit and I don't want to be a cripple just yet.
Right now I'm dead set on Faust but I am hearing the spirits call the name Potemkin in my head. He's a slow, lumbering cut of unfuckable meat but my god his damage is really something you would put on the fridge and show mom.
I play Axl :3
1. Axl cannot do anything to you if you approach in the air because of meterless air blocking. If you get smacked by the AA sickle it's because you weren't blocking.
Jump forward and block.
2. Axl is a typical zoner in that he cannot cover the ground or the air at the same time, if he likes to 2H/sickle a lot either jump forward and get in his face or IAD if you're really feeling ballsy,
If he's AAing a lot with his 2s (and you're on the ground) that basically means you get in his face for free with a CH.
3. his fastest move is 6f and his only defense options are YRC and reversal. If he lacks meter, wail on him. He likes to FDC to push you out to where he can f.S you, be sure to throw + tick throw a lot in your pressure.
additionally, he has no real mixup. he has to rely on throws to open you up. stick out a S if you see it coming. his c.grab is hard at first but you can either IADin or backdash on reaction for a huge punish. pro axls are more pro-active than reactive, if you understand how Axl has to play his zoning you can beat most of them, especially if you understand how to pressure people properly (and can confirm into big half life corner combos)
if you think Axl is bullshit you should be thankful air blocking is free, in plus R you have to spend meter to even approach him in that game.
btw, axl isn't actually top tier, he pretty clearly has losing matchups vs nago, gio, and chipp. unless goldlewis or happy chaos are dumpsters I'm probably switching characters.
I have yet to play any game where Axl times anyone out, if you play safe, you still gain ground, and if he overcommits a poke you should be quick enough to close the gap.Idk how air blocking being free even matters though.