This is coming from a guy with cerebral palsy here. Game is one sided. No defensive options. People who play this game Love the simple controls instead of learning the motion controls. The game is fun, but it's not fun if I don't have a way to get out of the corner when players are mashing auto combo oblivion. Fix this, please.
#Game is completely one sided.
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The motion controls are currently broken. The motions often won't come out in combo, like DP for example. You have to hit clean neutrals quickly to get the moves out. Motion inputs, don't have proper buffer windows. Like we can't wake up DP at all. If you try you will be hit. "Boosted Dash" M+H doesn't work consistently. Even if you add the boosted macro it's still unreliable.
Since, the standard controls moves are automated, instant and one button. Your opponent can whiff punish your buffering often times with specials and supers. They are reacting to movement and twitches not making reads. It also makes their control scheme instant panic response. The mental stack with motion is higher. Being that you are playing the IQ of the game plus the execution. Standard players are playing half a fighting game. so they have a much lower mental commitment. Intentional mastery is being completely disrespected as the devs are clearly saying execution doesn't matter.
It's frustrating seeing all the standard control play being called legitimate and high execution. As it is not. While our control scheme is barely functioning.
As far as defensive options. You have counter tag. To possiblely stop their active tag. When they mash auto combo, tag, auto combo. If you cant get out with counter tag, you have assist breaker. It cost more resources, but it breaks up the entire interaction. Except, for sometimes it gets beat for some reason. Though, it's not suppose to.
If you are being pressured in the corner, you can go for a the armored counter heroic strike. You can also push block as well, to back them up off of you. Throw can be a good option. Especially, if you can get a back throw. It side switches and you can combo from it. So, you do have defensive options. You can also time your assist defensively depending on what it is and how you use it.
It's just their control scheme gives them a lot of get out jail free cards with maximum consistency for half the effort. As autocombo also auto corrects. As does their one button supers and specials. The game erases their mistake. If you cross them up, you still get hit on the other side. Since, they kept mashing after making contact with your assist or something for example. Or they clearly whiffed a special when you jumped over them, but it simply turns them around and hits you anyways.
They always mash light in neutral because if it catches at the very least they have a guaranteed auto combo and can force you to play the "rock paper scissors" active tag game. While getting good enough damage in the process. It's like they are playing with accurate turbo buttons.