There's a reason DPs have a 623 input.I'd like to see anybody block an updo on reaction, you can't, its impossible. So if you can't block a reversal updo on reaction, why should you be able to block a reversal Dynamo on reaction just because it has a super-pause? By the same measure, you can't react to an Updo anti-air by canceling your jump-in into Gregor, why should you be able to save yourself from an anti-air Dynamo by mashing gregor or air-scalples?
IMO, air supers should not have hitstop (or not enough hitstop to catch you if you're not blocking before the flash). That's just my opinion.
Other then that I think they're good for the game. Characters like Bella and Valentine now have valid reversal options because their reversal super can no longer be blocked on reaction and can't be counter-supered.
I'd like to see anybody block an updo on reaction, you can't, its impossible. So if you can't block a reversal updo on reaction, why should you be able to block a reversal Dynamo on reaction just because it has a super-pause? By the same measure, you can't react to an Updo anti-air by canceling your jump-in into Gregor, why should you be able to save yourself from an anti-air Dynamo by mashing gregor or air-scalples?
"But supers do so much more damage then a normal DP!" - Bullcrap, have you seen the amount of damage that Filia or Fortune can get from a successful DP? Its a lot more then what most characters get out of a reversal super, I can tell you that.
Also, one thing somebody brought up in IRC
Make allow players to block during hitstop, but nothing else. You can't super or call assist or DP or whatever but if your character was in a state where they were able to block, you can block after the super flash.
I think this could be a good middle ground between the people who hate hitstop and the people who like it. Of course you'll still get caught by mashed Fenrir because its 0 frames after the flash.
No need to criticize me for saying that randoms supers have a much higher probability of hitting now. I don't think I'm playing the game wrong to the point where I need to go and practice "using the in game mechanics that make what incites a mashable super/close range super a bad idea." I'm just saying supers hit a lot of the times that they really feel like they shouldn't have now with the hitstop change. Thats it. I don't like the current way it works.
No need to criticize me for saying that randoms supers have a much higher probability of hitting now. I don't think I'm playing the game wrong to the point where I need to go and practice "using the in game mechanics that make what incites a mashable super/close range super a bad idea." I'm just saying supers hit a lot of the times that they really feel like they shouldn't have now with the hitstop change. Thats it. I don't like the current way it works.
I use burst baits a lot. If I don't recognize the name of the person I'm against and its PC, a burst bait pretty much has a 95% chance of working. My issue with the freeze is the absurd number of frames I can't react for.If there wasn't a method for dealing with super mashing besides baiting and blocking, then maybe I would agree with the calls to change it. BUT, SG has burst baiting, and opponent mashing super during a reset is exactly why it exists. Here's a question to everybody calling for it to be changed, are you applying burst baits to punish mashing in your game? Even if it's just blocking the burst?
ROFL
Basically it's harder to react to supers now, and some supers like Cerebella's Diamond Dynamo cannot be blocked unless you're holding back before the super flash even starts.
1. Random supers, provided you have a safe DHC, can semi let you bypass the neutral game. Dash up diamond dynamo with bella is far better than it should be, or even worse, any invincible super DHC to someone like painwheel or double, who will get a full combo if you got hit, and a mixup if you blocked. Random supers, hell random anything doesn't add to a game.I think in a game like this random supers have to be good, otherwise the game would be nothing but steamrolling folks- esp with all the long combos.
And yes, there is an option to beat it, blocking and punishing with a full unscaled combo.
In general, SG has a problem with folks being able to get in way too easily. The only char who has any sort of issues getting in to me is Bella, and she's got it easier than Hakumen.
1. Random supers, provided you have a safe DHC, can semi let you bypass the neutral game. Dash up diamond dynamo with bella is far better than it should be, or even worse, any invincible super DHC to someone like painwheel or double, who will get a full combo if you got hit, and a mixup if you blocked. Random supers, hell random anything doesn't add to a game.
2. Hakumen doesn't exactly have trouble with zoning since his own normals are long ranged, and he can destroy projectiles and form a barrier. She's got it easier than Tager.
1. Random supers, provided you have a safe DHC, can semi let you bypass the neutral game. Dash up diamond dynamo with bella is far better than it should be, or even worse, any invincible super DHC to someone like painwheel or double, who will get a full combo if you got hit, and a mixup if you blocked. Random supers, hell random anything doesn't add to a game.
2. Hakumen doesn't exactly have trouble with zoning since his own normals are long ranged, and he can destroy projectiles and form a barrier. She's got it easier than Tager.