That's a shame. There were rumours of better launch height and requiring less hits to land CB.
So this is just DOA5 with some bind state thing and a re balance?
Wakeup kicks now have an audio cue. May need to start setting up more headset stations at tournies for that, i dunno yet. They also appear to be more vulnerable. My wakeup kick was straight up beaten out at least three times during freeplay. Others were reporting the same.
He never had a guaranteed cb once they fixed the stagger glitch. You could slow escape and hold. The big deal about 3pp being unsafe again is before I could throw that out and do 3p again after to crush most moves. Cant anymore. Also h+k appears to launch higher so we'll so what he can do in a few weeks
It didnt look like it because they low threw it lol. Not being able to finish that string without worry sucks because its already easy to react to as it is. And I didn't test 3pp enough to know if it bounds all the time. I just know that hold 3p was the best launch for maximum height but now I gotta test what I can do w h+k. Two weeks its lab time lol"KidArk, post: 115343, member: 2166"]Oh , you were trying to throw out another 3p? it didn't look like it from the video , H+K launched Higher so that's the preferred launcher not (3)P? Well if that's the case he can possible be the same, juggle wise. Yeah the CB isn't guaranteed , sure you can S/E it but it's pretty useful and if you sneak it in 3PP to crush , certain strings it's a little hard to react to. I'm not sure if heard right but since 33P bounds now he.. does he even have any sit down stuns?
I don't particularly understand why that is a bad thing, or why some of you guys seem to think that CB is the only way to get damage. Hayate can teleport in from behind and get a free CB regardless of the threshold (actually, the high threshold lets him do MORE damage). Bayman can pop you once in the face and launch immediately and still take away a third without any environment, or hammer you and take 45-50% without CB.
Leon gets free 2-in-1's off of guard crushes into launch, into environment and gets all of his damage that way.
Many situations require far less guessing than maximizing the threshold manually and result in more damage. If you're trying to go for CB all the time you are frankly playing wrong. That "bind state thing" results in even greater amounts of damage without the use of threshold maximization. I have no idea why you would downplay something that significant.
Yea which is why I pushed for the idea of more aerial ground bounce moves as well as aerial bound type moves. A lot of people are like "we don't want another Tekken, but in reality VF had bound type stuff as well... I don't know if it was before Tekken but you guys can see all the rebounces from the VF characters in juggles and select DOA cast members. It works and it could help increase some character's damage outputs.Hate to be grammar police but it's not bind, it's bound (as in rebound/bounce)
Some characters will benefit more from bounds than others, just look at TT2. Not everyone can get huge juggles by themselves
About oki, I think FTs fall into the category but obviously TN is further moving away from that with 5U
seems like in 5u most will be ending their combos w/ max damage , quite boring evolution to this series ... so the days of dropping combos mid air to go for risky non guarantee ft combos and sacrificing damage for guarantee ft's are over?imo they should of just removed the +12-20 advantage from all those guarantee force-tech air launch setups from and/or only removed guarantee ft from middle and max thresholds based off air juggles and kept normal threshold ft's(least amount of dmge) in the game . did the versatility of this game just die off , will ft's still be around in some form , will team ninja have any regrets ? find out on next weeks episode of dbz
There are still force techs and pseudos, they're just harder to do.
As a Helena player I was basically forced to play her one way thanks to PFTs and the like, now she's looking to be a much more diverse character.