that one 33 string is a good low poke that can cancel, too.
that one 33 string is a good low poke that can cancel, too.
Run cancelling isn't really hard, but it adds an unnecessary execution barrier that didn't exist before. A decent number of launchers now have added pushback from the previous game, and apparently solely for the purpose of forcing you to run mid combo.
For a game that's generally light on execution randomly forcing some characters to have much more involved combos for basically no reason is kinda dumb.
let those who cannot perform perish
dude, i play evil ryu. i literally give zero fucks about having a "barrier" like this lol
I'm just saying, for what's generally a super newb friendly game, forcing some characters (Jacqui and Cassie are obvious examples) to have to do run cancelling or have absolute shit damage on any non corner combo is poor design imo.
I actually picked up (and subsequently dropped) Jaqui because of that until I git gudder.
It's not difficult, it's just pointless and tedious.
They brought back a wished for mechanic and added a new twist to it.
It's a fucking mix of umk3 run and fadc from sf4. Why complain? They are trying to keep it interesting for the players who want to compete
Dole, there is a difference from playing Evil Ryu and playing Evil Ryu well
this is true, but there's no problems with my execution as long as i stay away from online
Run was fine in UMK3, but it is terribly implemented in this game, as well as the stamina bar in general. It doesn't add any depth to the game, just a bunch of arbitrary f,f+block inputs in combos.
I have the hardest time STOPPING my run once I start it.
so bait it and block loooooooooooow
then blow them up
Wake-up teleport meter gain for Kung Lao now, gg.
Tanya (from MK4)