#What's the point of Crouch Cancelling!?!
100 messages · Page 1 of 1 (latest)
Anyway, cc is made in order to allow certain moves to have strong frame data while also being safe on shield
So for example, zettershine
safe on shield, confirms into tons of combo strings
frame startup of 2
frame traps into and out of other aerials
can be delayed to beat parry
cc beats it
if cc didnt exist, shine would have to be nerfed in tons of aspects
same thing with forsburn cape
forsburn cape is frame 14
massive move
confirms into all his tilts
and into fsmash2
and is a true 50/50 DI mix
while also frame trapping on shield
and is safe if completely spaced
on whiff
how do you beat it?
cc
Lox ftilt? cc
And parry is worse in this game at frame 6
and you should not be relying on parry
parry will lose you games if youre using it like a defensive option
shine is moreso autofloorhugging
it all falls under the same
thing
Its not really unintuitive
you can learn it and get better or dont. Its here to stay and is a staple of combo routing and defense
and the devs are very adamant on keeping it that way
you crouch, you lower your knockback
you asdi into the floor, you can force a tech
because youre in tumble and touching the floor
true, holding/pressing down on/before hit
but, they're different enough to be pointed out
As a new player I've felt the same way about it and the answer that always gets shouted at me is "its here to stay deal with it". Could they re-balance moves and remove it? Yes. Will they? Seems like no. I personally think it would just be more fun to remove it and balance moves as needed but oh well đ€·ââïž
i agree with them and i agree with you
in terms of actually playing the game, there really ain't much more you can do than dealing with it :/
but
i read through a few of the negative reviews a few days ago, only read reviewers who put at least 10 hours into the game and
a common complaint was floorhugging
you won't hear their voices now bc they've prolly dipped
i had similar opinions with some of the beta builds
but then i played more and actually its great
personally, i always disliked it, just now i have an actual hard reason to that i'm not letting go of
got a clip and killed somebody after floorhugging a ranno weak bair while i was in lag for whiffing a nair
Watch floorhug dtilt fair fair upsmash fake and millions of other Rivals 2 videos captured using Medal.
the fake part is the fair > fair
*and i was at a decently high percent
idk maybe he shoulda hit you for real
i can't tell if you're joking or not đ
srsly, i guess he could have delayed his bair a bit longer
i can complain while still putting up with it
The point is that you braced for the hit
and he didnt respect that
so he got hit for it
If he mixes up his timing, does a move that punishes you for trying to press down, etc
you would die faster than if he had just connected the bair
i just don't think that "will i be punished for landing this?" should be a part of the thought process when thinking about whiff punishing
only thing you should be thinking about is "will this move come out before they can act/are out of endlag, and if this move won't come out, does my option beat their option"
it's cool to think otherwise, there are some far more important people (in relation to the game) who probably think otherwise
Thatâs valid.
I come from r1 as you know, where cc is significantly weaker
But it was weaker bc we had the most broke DI in the market
Now we donât, and shield wonât make up for the options characters have
i didn't know that but rivals1 was also the last platform fighter i grinded before rivals 2
feel like a reason drift di was axed was bc ppl didn't understand it, which was something i didn't understand
Thatâs not why, really
Drift DI was added in rivals 1 because we lacked defensive options in neutral. Parry was frame 3 but you couldnât really use that defensively except for select moves like Kragg down B, bubbles etc.
So in order to make up for any hit leading to potentially TOD from any character without defensive options to compensate in neutral, they had to make DI stronger to compensate
So disadvantage was super strong in r1 if you really think about what rivals 1 characters could do otherwise
Now we have cc, shield, floorhug
So now getting clean hits matter, but as the defending player you can reduce how often you get clean hit without having to outright avoid the attack
In ways you couldnât in rivals 1
And in return, if you actually manage to get hit by a clean hit, your disadvantage is worse to compensate
I think it helps make the low percent game feel more distinct from mid/high percents which helps with the pacing of the game. makes it's so it's less about always spamming low commitment moves and you have a reason to use higher commitment moves that beat CC or space your safer moves just right to get advantage and play a bit of a scrap instead of just go into your bnb combo in the first second of the stock
If you don't like cc, then this game is not for you.
i think it's fair to have gripes with it. for example it makes it so that it's optimal to dashdance around with your cstick glued down which is a pretty nonsense desgin
Isn't that ASDI down?
Sorry if I came off as dismissive, I just think cc is an important part of the RPS meta game
yeah but it's the same principle you are disadvantged on hit
because the other dude held down
Correct me if I'm wrong, but I thought ASDI down does not provide crouch armor while you're actionable and it also can't be buffered before a hit. So wouldn't taping down c stick not work quite like that?
it doesn't give you crouch armor so it doesn't work to as high percetns as CC will
you can hold it while you are in grounded lag though for example doing a smash attack or landing lag from an aerial
or you can just hold it the whole time if you hide the input behind a wavedash for instance
but even after it stops fully negating the attack it helps by putting you into mistech, principle off which you get asdi down tech and amsah tech
actually looks like you can't hold it during a smash attack
but it works while dash dancing
nvm you can
you can't hold it while charging the smash attack but you can hold it in the recovery frames
if i recall you take extra knockback when hit while mid charging a smash attack so maybe it's cause of that
JK YOU ACTUALLY can hold it charging a smash attack im just stupid and was holding up cstick which overrode my grey stick input
you can start charging an usmash with cstick and then move it to down without releasing the smash attack lmao
i disagree
being able to do something during literally anything (except crouching) vs being able to do something under a somewhat niche condition is a huge difference