Originally posted by fuse
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I’ve just made it to Diamond 5, one more rank to master!
It’s been a tough old slog at times, and since they opened the matchmaking regions up a bit more, the skill ceiling has Definately increased.
My garbled thoughts;
- Modern controls are too strong. As you say, one button inputs on anti airs, instant reaction level 3’s, I feel is OP. Especially when combined with certain characters tools. Like for example- an instant 1 frame startup level 1, or level 3 on reaction every time is crazy. A player can still play badly but with anyone mildly competent, it’s pretty much an iron wall of defense and instant punish every time. The icing on the cake is that the 20% damage reduction in modern can be ignored by using traditional inputs, so you get the best of both worlds. Yes, some characters lose a few moves, but this affects some characters worse than others. I highly suspect high level players will move to modern as standard in the future if it remains this way.
- part of me wants a toggle to exclude modern from ranked if I choose, as I feel it’s not quite a level playing field. But I understand why that won’t and probably shouldn’t happen, at the very least for the lifespan of the game itself.
- input buffer is really fecked. Supers coming out as normals and vice versa. The input buffer seems to hold/remove stuff at either too long or too short times, meaning you legit sometimes aren’t sure if the input you’ve done will come out as
- drive rush inputs being eaten. This is still bull****. In OKI, when people are DR-ing you down, an EX reversal comes out maybe 30% of the time. It all depends on when the DR screen flash happens. It’s nonsense and completely limits your defensive options in those situations, because it’s not worth going for when you have no idea if the same input at the same time will come out.
- Ken. He’s far too overtuned. He has every tool, every buff, even bloody animations that trick you heavily into thinking they’re unsafe when they aren’t. Plus on block neutral skips, dead simple combos leading to 60%, amazing pressure and OKI, and corner carry. He literally has no drawbacks. And that means you see him 90% of the time.
Other that that, I’m pretty happy. There are a tonne of gimmicks and characters that revolve around them, and even at higher ranks they’re there- showing how effective they are! But I love the focus on meter management, and oftentimes find the times I’ve opted to burnout to go for damage, is actually when I lose the round. And the opposite is true, when I see someone playing yolo, the best thing you can do is let them burnout, and the advantage is yours. Knowing when to go all out versus when to conserve is the crux of this game. There are so many systems and mechanics going on that it can sometimes not feel like the SF you know, but when you get that grasp it’s pretty incredible stuff.
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