zeknife
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- zeknife
Death crawl beats ssj every time
That's mostly what I was wondering. I knew the air super would beat it out because its a hit grab.
Wanting them to parry your projectile is as much a thing as wanting them to move away from it. Fixed the non-parry issues with projectiles in 3S, they stop being bad from within halfscreen range.For the people arguing whether parries ruined zoning in 3s...go fight Remy or Oro in SF Anniversary with parries turned off!
Projectiles in 3s are worse than they are in SF2, sure, but the problem with parries is this: the point of zoning is to make the other person HAVE TO MOVE or take damage. If they move they move where you want them to, otherwise they take damage which is a gain. Parries negate BOTH parts of that, so there is no way for a zoner to force you to jump or otherwise sacrifice your position. So yes, while parries may not have been 100% of the reason why zoning in 3s is crap, they are at least 90% of the reason. And that's why Big Band takes chip from parries.
I was wonsering about Big Bands parry.
Certain supers are post flash unblockable which means he has to preemptively parry,and big band is already destroyed by the free mixups put on him in the neutral game. So is it possible as a big band only thing that he can parry any super as long as he is at neutral even when the super is post flash blockable? It would make his defense stronger and random supers not as scary anymore against him.
IDK I mean it would encourage people to stop mashing against Big band and it would allow him to have a better way to not get chipped to death if he was stopping to bait super.I think that would be too good. However, I was in training mode in the beta and had an idea similar to this.
Parasoul's beta Silent Scope super is difficult to parry after the superflash because it hits almost immediately after the sepia effect. You have a very small window of a couple frames after the superflash ends to parry.
Because of this, I got to thinking: What if you could buffer parry during superflashes? This wouldn't affect point-blank reversal supers that use hitstop, but it would allow Big Band to more easily parry supers like Argus Agony and Silent Scope that aren't post-flash unblockable, but occur so quickly after the superflash that parrying them is an unreliable tactic.
Big Band surely is the #1 character to complain about other people mashing against him
Then please enlighten us.
My impression wasn't that you didn't understand how SG's ground tech system works, but that your experience with fighting games was extremely limited if the only thing you thought of when you heard "Make tech chase better" was "It must be made more like exactly this one game and I don't like how this one game does it so don't make tech chase better."
You forgot the cps2 jojos game where you could air tech in all 8 directions + neutral tech :)