What is a force tech?
I'm new to DOA. Would be nice if someone explains to me what it is. I tried googling to no avail.
They probably want to emulate some VF elements without some of the potential brokeness? I was a little salty when I saw Jacky is still able to kinda "worm" their opponents (I forget the technical term) for combos when Pai can't anymore lol.
All FTs do is limit options on wakeup, something competitive players have been doing since SFII. The important part is that the initiative is with the attacking player, not the one on the ground. Giving knocked down players the ability to low hold does the opposite and steals the initiative from the player that knocked them down.
wI always saw it as a built in referee. Like in actual fights, when one is curbatomping the ref breaks it up for a second so the defender can gwt back in the game. Wakeup functioned the same, a chance for the defender to get back in the game.
But like, a kokoro just got to do over half my health by just continuously attacking me with juggles and force techs, so there was nothing I could do as my character flops around helplessly. What the hell is supposed to be competitive or balanced about that? Combos should end when the opponent hits the ground (dropping a combo), not be able to just continue regardless.
Dude you have a scrubby mindset. Kokoro doesn't have any force techs that scare me its all situational. I'd hate if you could counter on the ground lmaoI always saw it as a built in referee. Like in actual fights, when one is curbatomping the ref breaks it up for a second so the defender can gwt back in the game. Wakeup functioned the same, a chance for the defender to get back in the game.
But like, a kokoro just got to do over half my health by just continuously attacking me with juggles and force techs, so there was nothing I could do as my character flops around helplessly. What the hell is supposed to be competitive or balanced about that? Combos should end when the opponent hits the ground (dropping a combo), not be able to just continue regardless.
w
Situational awareness is more important in this game than most. Start studying and understanding common setups and followups after an FT to have a better chance. Getting damage for free is the goal in all fighting games, gotta learn how to defend against any shenanigans and tech that comes your way. Just the way it is.
How would floor holds even work? You get up or roll when you use . Or would rolls become invincible and counter hold anything that touched them during the frames?
I think it's not necessary honestly.Be just like it was before. just perform a low hold while lying down.
I'm guessing you've never heard of resets where you intentionally drop a combo to put your opponent in an unfavorable mixup to start another combo and 'reset' any scaling combo count limiter. Happens in alot of games.I always saw it as a built in referee. Like in actual fights, when one is curbatomping the ref breaks it up for a second so the defender can gwt back in the game. Wakeup functioned the same, a chance for the defender to get back in the game.
But like, a kokoro just got to do over half my health by just continuously attacking me with juggles and force techs, so there was nothing I could do as my character flops around helplessly. What the hell is supposed to be competitive or balanced about that? Combos should end when the opponent hits the ground (dropping a combo), not be able to just continue regardless.
I think it's not necessary honestly.
If you're on the ground, you better wake up blocking. None of this safe wakeup kick crap. It should be -120 on block. If I'm being aggressive and you read that I'm gonna start an attack early so it hits meaty, then you wakeup kick and regain the initiative. Otherwise, sit your ass down and block, 'cause if I knock you down, I set the pace. No reason why someone on the ground should be at an advantage over someone standing up. Having to bait a wakeup kick by jumping over, backdashing out of range, etc. is just slowing down the game.