here we go..
I disagree and NH launchers are very affective in many cases be it a whiff punish , a hold punish , or a launch after stun ...
but you missed my point, i wasnt even saying normal hit launchers were better .. I was simply stating that there are many GOOD high launchers .. be it a NH or requiring stun ..
this goes down to playing the opponent and figuring out his hold preference .. restricting your gameplay to mids and lows severly limits you .. sometimes a simple can be effective enough in increasing stun or just chipping away at damage ...
gladly .. do you live in london ? if you do we can arrange a meeting through PM .. maybe you can even help me out with the recordings that require more than 2 hands ...
I wasnt talking about safe jump .. i was talking about a dry jump from standing .. particularly sagats uppercut ...
lets say you're using juri ... if spaced right I can empty jump and render his uppercut completely useless even though it may have the illusion of acctually hitting .. same thing with non DP characters and their normal anti-airs .. you are less likely to get hit with an empty jump ... and there are many situations where a jump like that is viable ... (punishing a fireball from a certain distance comes to mind ) .. on the other hand once you go for an air attack your hitbox gets extended and those normal antiairs or sagats uppercut .. would hit .. safe jumping is a different ball game .. sorry I should have been more clear with my example .. I specificly mentioned juri because she has a very deceptive jump arc as well .. another example would be with dhalsim ... because his teleport is 0 frame I can on reaction bait air reversals out with this same manner or just go in with a hit .. ive even won tournament matches like this (one hilarious recent semi final comes to mind .. id gladly link it if you're interested .. lol ) .. anyway .. lets not turn this into an sf discussion (but i would gladly continue this in PM ) ...
i mentioned before this isnt mainly about NH but they do infact work ..
have you played the alpha demo long enough ? the stages are pretty narrow and you do hit the wall quite often to the point that you can consider it a valid 3rd option in addition to launches and trip stuns .. the game is quite aggressive in that sense
its the better option yes but not the only option .. even if you compare the damage output in doa4 .. ground states were not too great either when you compared them to the launches .. but still they were an option ..
I did a little reply on this just before this one ..
and with the way the game currently flows i feel it fits .. yes its easier i dont disagree .. but it fits .. kinda like how it fit in doa 3.1 ..
- Normal Hit launchers don't matter because the chances of you catching someone on NH are close to nothing. You're more likely to hit them on CH anyway. Those other ones you mentioned were really easy to hold in 4, and if they're mid they'd be that much easier in 5.
I disagree and NH launchers are very affective in many cases be it a whiff punish , a hold punish , or a launch after stun ...
but you missed my point, i wasnt even saying normal hit launchers were better .. I was simply stating that there are many GOOD high launchers .. be it a NH or requiring stun ..
The point was that it's a better idea to go for the mid launch because the only thing they can do to stop it is hold mid. Highs can be held out of by holding low. Just because a launch has a follow up doesn't mean you'll be able to use it effectively, you have to hit confirm Busa's 8K,K, and that's not an easy task. If I were on offence and I thought they were going to low hold I wouldn't be using that at all anyway. I'd be using 33p or 124p in 5 and 7k, 6kk, or 4k while rising in 4. I'd still get more damage from throwing low though.
It's a 50/50 if you choose to play the way I suggested.
this goes down to playing the opponent and figuring out his hold preference .. restricting your gameplay to mids and lows severly limits you .. sometimes a simple can be effective enough in increasing stun or just chipping away at damage ...
I think we should play DOA, it would be easier to show you.
gladly .. do you live in london ? if you do we can arrange a meeting through PM .. maybe you can even help me out with the recordings that require more than 2 hands ...
You shouldn't be randomly jumping in on characters with DP's. Assuming you get a safe jump you can use OS to kill any guessing.
I wasnt talking about safe jump .. i was talking about a dry jump from standing .. particularly sagats uppercut ...
lets say you're using juri ... if spaced right I can empty jump and render his uppercut completely useless even though it may have the illusion of acctually hitting .. same thing with non DP characters and their normal anti-airs .. you are less likely to get hit with an empty jump ... and there are many situations where a jump like that is viable ... (punishing a fireball from a certain distance comes to mind ) .. on the other hand once you go for an air attack your hitbox gets extended and those normal antiairs or sagats uppercut .. would hit .. safe jumping is a different ball game .. sorry I should have been more clear with my example .. I specificly mentioned juri because she has a very deceptive jump arc as well .. another example would be with dhalsim ... because his teleport is 0 frame I can on reaction bait air reversals out with this same manner or just go in with a hit .. ive even won tournament matches like this (one hilarious recent semi final comes to mind .. id gladly link it if you're interested .. lol ) .. anyway .. lets not turn this into an sf discussion (but i would gladly continue this in PM ) ...
They aren't that effective; you aren't going to run into many NH situations, if any.
You aren't going to be near a wall that often
Those are only near the wall.
You can still guess out of that.
i mentioned before this isnt mainly about NH but they do infact work ..
have you played the alpha demo long enough ? the stages are pretty narrow and you do hit the wall quite often to the point that you can consider it a valid 3rd option in addition to launches and trip stuns .. the game is quite aggressive in that sense
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You're right those aren't bad options, but to get those you have to use a low sweep which are usually super slow, or stun them first to knock them over. Also, in the beta the ground game isn't that good, so you aren't getting the same opportunities you did in DOA4. Launching is the better option in 5 right now.
its the better option yes but not the only option .. even if you compare the damage output in doa4 .. ground states were not too great either when you compared them to the launches .. but still they were an option ..
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In the current system 3 point is just too easy, but like grape said the problem is the ability to hold in the first place.
I did a little reply on this just before this one ..
and with the way the game currently flows i feel it fits .. yes its easier i dont disagree .. but it fits .. kinda like how it fit in doa 3.1 ..