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Ex Kyo / Re: Kyo Kusanagi (NESTS)
« on: December 03, 2011, 05:47:59 PM »
yeah the loss of hikigane sucks... but they probably chose the running grab over it for a reason.
btw welcome to DC
btw welcome to DC
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also @ shinsyn compared to shen's charge time in kof 2003 the punch is a lot faster and while you can easily roll out of it, and saying that after charging the move for that long it should guard break. isn't the case for a lot of characters in other fighting games with similar moves. plenty have moves that could be charged longer and the opponent has the to do something similar to a roll and block at the same time.
just so you don't get me wrong i'm not a fan of the nerf.
It's cool. I'm sure most of us aren't a fan of this nerf but it's still holds a great discussion for the character.
The 2003's version of the charge punch was way too long if you ask me. If the user was crazy enough to hold that full charge to attempt a guard break, the user be punished. Most charge moves that are in fighting games that gives you the option to hold the attack, and it's a physical attack (Mind you, there aren't many), it guard crushes.
Projectiles (more common moves that can be fully charged in fighters) do not fall under the category of guard crushing, on the exception of 2 that I know of; Ryu's Denjin Hadouken, and Yuri's Alternate Fireball (Similar to Ryu's Denjin Hakoukenin) in 2003 but in these cases, those projectiles just say guarding is irrelevant. In the end, it does stun which in a sense leave you as/if not more vulnerable after being hit with it.
[Yes, I just compared DM's to a Super, reason being is that the moves that Guard Crush on contact with charge in these games are DM's, Shen's DM does not have the Charge-Guard Break option so his Super move does.]
I can understand this nerf being something done for the "Interest of Fairness" for those who can't avoid and punish it, but it's an unnecessary nerf IMO since you have various options to avoid the situation of being guard crushed by it. But if it's true that there was an unavoidable set up for it, they could do what someone noted earlier, have it set to get rid of 75% of the guard gauge.
Well, this is how the game was made, and there's no changing it so I really don't have much of a choice, but to deal with it though.
I'd guess that toning down the guard crush to just 50% is to prevent it from being a punish to recovery rolling his sweep in the corner. At least, I'm pretty sure there was a video of corner cr.D, qcf+(C), CABC, (MC) Neomax basically killing if you recovery roll the sweep and get guard crushed. I don't think anyone else had a setup where a recovery roll would HAVE to be followed by a reversal or else give a free combo, and if the opponent didn't recovery roll, Shen could still cancel the punch and get some oki pressure on.
I'm really enjoying Shen in this game, he's a good character in my book even with his limitations which aren't that limited. The only thing I don't like is that his Punch charged at Max, doesn't crush guard anymore, it just doesn't make sense and kinda kills the whole point of charging it all the way.
Was there a specific reason behind that nerf because it was punishable if someone timed a roll correctly right?
The only time I've been able to get the normal command grab off is rolling in on a slow move or drive cancelling from the qcb + k slash.
Thanks to everyone for the advice. The Iori crossup seems to be working wonders.
I think my problem is mostly nerves. I usually forget my combos when I do get a hit so I'm losing about 90% of my damage potential. That sounds like something I just need practice for though.