No, it was just clearly a good idea since day 1. People complain about throws being worthless outside of Rufus/Lili and the timer being as issue. This helps toward fixing both.
Tbf, Raven is one of the least tekken-like tekken chars. His corner juggles are pretty good, but require Ex-Shuriken. I think the problem is the damage scaling, not the juggle system. It makes intricate and awesome looking combos less optimal, and getting rid of that would open the door to some sort of innovation when it comes to combos.
They have good dive kicks which don't leave them at a disadvantage on block which means they have an easier time of throwing you similar to SF4.
Cammy would be another with EX dive kick and very rarely her normal one.
I think throws are probably good for anyone who can do jab jab jab pressure ;o
Nah, they aren't.
You just jab them out of range of a throw lol
All you do is crouch tech if they get even remotely close to throw range in this game and either you will land a LK and start a chain or you will tech it. Its too easy in this game to avoid them making either more jab pressure or high-low pressure a much better option unless you are a dive kick character with a good dive kick, which is Rufus or Lili and sometimes Cammy.
Welcome to footsies. Don't get hit if you don't want to eat a 50% combo. You don't deserve anything for losing half your life. Also, most character's can hit confirm into a tag combo, and you also have things like alpha counter which causes hard knock down and allow you to raw tag at the cost of 1 stock.
Switching characters shouldn't be easy, otherwise matches would be longer than they already are.
I never said thrwos should not have been nerfed. They should simply do their current damage and keep their current range, but they should kill red health.
FYI for those unsure of what I mean by red health, red health = regen-able health
I feels you b
fyi octo, cr. lk > cr. mp is a 2 frame link. Have to link that and tekken chain the hp.
But that's the nature of the beast. If you have a game with 50% combos, then people are going to use them when given an opportunity. If you don't want to lose half of your life bar from one bad decision, then play SF4. It just boils down to the style of fighting game that you enjoy playing.
And let's not act like people are getting 50% combo's from one touch. Most characters require at least one stock of meter before they can take 400+
Snap backs are still a good idea imo. Or maybe breakers? I dunno how that'd work in this game or any serious fighting game.
Why aren't breakers optimal?
Breakers are usually only in anime games. I don't like when a game has breakers, personally. That would make the timer issue even worse:
1. Get early lead from footsies
2. Turtle and build meter (normals build meter)
3. Play footsies and use all 3 of your meters on breakers and win by time.
Zangief/Hugo/Dhalsim/Bison would be a bitch to deal with.