I don't understand your complaints, you play Alpha 3 which also has 2 button grabs and yet you're fine with it. Also grabs are so braindead in Garou, they have priority over any normal, meaty or not. Invincible backdashes in Garou are very scrubby and removing invincibility actually encourages players to use other defensive mechanics (you personally don't even use Guard Cancels in Garou, you just spam backdashes and Marco's parry to escape pressure) City of the wolves actually expands on different defensive mechanics like adding Just Defense during block stun (which is a 2 frame window btw), it gives you more options and contributes to skill expression which is a good thing.
LOOOL tell me you have idea about Alpha 3 without tell me!! I'm glad you said you don't understand my complaint. Makes sense. Happy for you to run some GAROU sets vs me and punish these back dashes!?
I think modern fighting games switched the “skill” and skill gaps to be more focused on decision making, awareness, and game knowledge rather than execution, reaction, and game knowledge. For example instead of having an OS to avoid strike throw after blocking a jump in? The skill from that situation comes from avoiding blocking that jump in, via movement and anti airs(which takes reaction and some execution skill. Scrubs and players that aren’t trying to get better are not anti airing well placed jumps while playing neutral , while focusing on not dropping their combos, while paying attention to the meters for both players, time, position on screen, etc. mental stack is real we are humans) . Just my opinion. I understand modern controls are existing now to make anti airs easy with one button, but with the damage scaling it’s about as much damage as one button anti airs in older games anyways.
What modern fighting games have done is shifted skill-based decision making being the anchor of fundamentals to what’s now glorified guesswork. And I’m all for mixes and guessing but putting your opponent in situations where they have to guess used to be a skill in itself. Now it’s pretty much baked in because that’s a huge shortcut for people who are typically bad at defense AND offense. In a game like SF6, you can be put in a 50/50 (or worse) simply for blocking in neutral.
@@Yoloslides yea I feel that heavy. But there is still skill involved in avoiding these guess situations all together. Can’t avoid everything though and these mechanics can make it easier to force a guess
@@johnydonut5768 I agree with you. Absolutely there are ways to avoid engaging in the situation that causes you to guess. That's the norm, as in, you should always be anti airing. However, it's a lot bigger than that. How about the fast travelling moves that are plus on block? Or even safe on block? It instantly rewards you with a guess situation. The problem remains.
@@TheNinjasDen yea I agree. Those situations are super annoying, especially when they give it to certain characters and other characters are pure whiff punish and neutral (for example I main Ed in 6, he’s all whiff punishing and spacing lol. Compare that to Ken or Rashid 🤣) it’s clear who they want to be stronger offensively
@@johnydonut5768 I'm speaking mainly of game mechanics. The mental stack of a game should be natural. No one's going to play perfect, even the best players. But the solution should be less "play perfect and guess perfect" and more "Outplay your opponent" - Most of the time when I lose I don't feel outplayed and many times when I'm winning I don't feel like I really outplayed the opponent. The damage output in SF6 is as high as ever and it's kinda crazy whiffing one button or guessing wrong on a grab can cost you a third of your health, even half. You can die or be put in an unwinnable situation in 2-3 exchanges. At that point we're playing anime games lol. I do have fun with it though.
Fax ... No geese but the nightmare enters SNK for the first time strike it lucky top middle or bottom... 😢
Oh, naw, lol. That jump in/Throw is way too instant 😳
All games need that invincible back dash or at least some kind of hard counter attack like the alpha counter in SFA series for situations like this
So sad Ninja_Naz won't be able to run away the whole match like he does in Garou cause no invincible backdashes and no priority on throws🙂
LOOOOL what's your FC2 name?? Lool your comment says we fought before, right?
I'm open, chill, so who are you?
The silence says it all... LOOOL
all you can do now is pray this isnt what gets released at launch
At least the one button throw is gone.
Mortal Kombat 11 , Samurai Shodown 7 one button .. :(
I don't understand your complaints, you play Alpha 3 which also has 2 button grabs and yet you're fine with it. Also grabs are so braindead in Garou, they have priority over any normal, meaty or not.
Invincible backdashes in Garou are very scrubby and removing invincibility actually encourages players to use other defensive mechanics (you personally don't even use Guard Cancels in Garou, you just spam backdashes and Marco's parry to escape pressure)
City of the wolves actually expands on different defensive mechanics like adding Just Defense during block stun (which is a 2 frame window btw), it gives you more options and contributes to skill expression which is a good thing.
LOOOL tell me you have idea about Alpha 3 without tell me!!
I'm glad you said you don't understand my complaint.
Makes sense.
Happy for you to run some GAROU sets vs me and punish these back dashes!?
I think modern fighting games switched the “skill” and skill gaps to be more focused on decision making, awareness, and game knowledge rather than execution, reaction, and game knowledge. For example instead of having an OS to avoid strike throw after blocking a jump in? The skill from that situation comes from avoiding blocking that jump in, via movement and anti airs(which takes reaction and some execution skill. Scrubs and players that aren’t trying to get better are not anti airing well placed jumps while playing neutral , while focusing on not dropping their combos, while paying attention to the meters for both players, time, position on screen, etc. mental stack is real we are humans) . Just my opinion. I understand modern controls are existing now to make anti airs easy with one button, but with the damage scaling it’s about as much damage as one button anti airs in older games anyways.
What modern fighting games have done is shifted skill-based decision making being the anchor of fundamentals to what’s now glorified guesswork.
And I’m all for mixes and guessing but putting your opponent in situations where they have to guess used to be a skill in itself. Now it’s pretty much baked in because that’s a huge shortcut for people who are typically bad at defense AND offense. In a game like SF6, you can be put in a 50/50 (or worse) simply for blocking in neutral.
@@Yoloslides yea I feel that heavy. But there is still skill involved in avoiding these guess situations all together. Can’t avoid everything though and these mechanics can make it easier to force a guess
@@johnydonut5768 I agree with you. Absolutely there are ways to avoid engaging in the situation that causes you to guess.
That's the norm, as in, you should always be anti airing.
However, it's a lot bigger than that.
How about the fast travelling moves that are plus on block? Or even safe on block? It instantly rewards you with a guess situation.
The problem remains.
@@TheNinjasDen yea I agree. Those situations are super annoying, especially when they give it to certain characters and other characters are pure whiff punish and neutral (for example I main Ed in 6, he’s all whiff punishing and spacing lol. Compare that to Ken or Rashid 🤣) it’s clear who they want to be stronger offensively
@@johnydonut5768 I'm speaking mainly of game mechanics. The mental stack of a game should be natural. No one's going to play perfect, even the best players. But the solution should be less "play perfect and guess perfect" and more "Outplay your opponent" - Most of the time when I lose I don't feel outplayed and many times when I'm winning I don't feel like I really outplayed the opponent. The damage output in SF6 is as high as ever and it's kinda crazy whiffing one button or guessing wrong on a grab can cost you a third of your health, even half. You can die or be put in an unwinnable situation in 2-3 exchanges. At that point we're playing anime games lol. I do have fun with it though.
😢 I like pokemon Go
@@mdeen231 loool so do I bro lol
Pfffft, they're no more easy than they are in Mark of the Wolves. Hell, they're less good in the sense that they're not proximity now
Wrong and WRONG!!
You don't plat GAROU, right?
But you play SF6? Am I right again? 😭