No, I'm talking about the delayed hail. Counter breakers from a distance is an issue with counter breakers in general, no? At some point, these animations will become incredibly obvious to break so manuals and counter breakers will be very important. As far as I know, Glacius cannot do a manual with his long range combos.
Also, I would certainly hope a zoning character would have an advantage at range. I don't know about "owns," but what I've seen so far, even from people who've played this game for a bit, dudes just like throwing away meter or want to RTSD all day. I'd really like to see how Street Fighter players handle his zoning in the next six months before jumping the gun on what's broken or not.
The only character who can do a Counter Breaker from a distance is Glacius, so the issue is reserved to him and him alone. Also, Ice Lance is a long-range Manual for Glacius.
I get that he should own at range, but it's too easy for him to get you back out to range once you get in. That's my issue. I fight and fight and fight to get in, then one throw, Combo Breaker, or well-timed Puddle Punch and I'm right back out.
Generally I play as Saberwulf. Most of the time I try to do the run and low sweep to avoid the fireballs but it leaves me to open to wind kick. I'll work on jumping over them and see if I can combo into it. Shadow counters would work also right? On the last hit of the wind kick?
The low sweep goes through the Wind Kick as well if you time it properly. You need to just move in, then start the Run and wait to execute the slide until you see Jago twitch. If he doesn't twitch, use the Running Uppercut.
Maybe I'll upload some of my Jago matches. I do not fear Jago at all when playing as Sabrewulf.
Nah that's exactly what I'm referring to. He doesn't get punished directly, but he does have enough recovery for the opponent to close in. Getting close to a zoning character is the goal, after all.
I do agree he's one of the best. I feel it's probably between Sabrewulf or Glacius at this point with Thunder and Jago being the most honest.
Not really. At full screen you can't move in much. The recovery on a missed Counter Breaker can't be more than 7-10 frames. That's not much time at all.
-nod- Aye, but Thunder lands pretty good meter from all the Ankle Slicer enders you'll want to use in this matchup.
When I play Thunder, I do the battery Ender almost exclusively. There's no reason not to unless you have full meter... in which case you should be using meter in the combo. There are exceptions, especially if you want a corner combo, but I tend to want Instinct to be active when I do the wall splat Ender.
What does Glacius do to on-wakup Call of Earth threat? Slow jump so he get's Sammamished? He can't backdash out of the throw, and puddle punch gives invul, but if blocked / jumped over, he's open.
Attack. Normal CotE can be interrupted pretty easily in almost any situation.
Maybe just enough time to get in, land some damage (maybe not a full combo), and then get that all-valuable knockdown. Though I wonder if they should remove his ability to full-screen counter breaker? There's a lot of other weird stuff with him already (Like not even being able to do moves like puddle punch if you're not in range for it to work as a linker during combo, it just eats the input, or his full lack of a dash, lack of any rapid-fire self-chaining weak normals, etc), so it wouldn't be too unusual to add one more item to his "too good" pile.
If I have time to land a single hit, I have time to start a combo.
Also, Glacius doesn't have quite the variety of chaining normals at close range, but he still has some. He can frame trap just like most (all?) of the other characters.
As I thought, but I swear at times I've blocked it, started the basic "punish the opening" stuff, and gotten hit by a cancelled move before I could do anything. I've only fought a few of her online (though I have dabbled with her as a 2nd or 3rd), but I'm surprised at how safe she seems at times. I didn't expect her to be able to cancel the kick-off of an HP air fireball into dives and normals, for example.
The HP are fireball is very risky to use. If the opponent has meter it's an easy Shadow Counter. If not, after the kick off you can generally anti-air before she has a chance to attack. At worst, I've traded with the dive kick, but that was more because I was late (yay controller issues) than anything else.
Maybe configure to turn triggers off, and just use bumpers? Not a full solution, but might help for a bit.
I need all 8 buttons since I use the x3 buttons for Shadows/Ultra. On a stick this wouldn't be a issue, but on a pad I don't have much of a choice.
Hmm, His close normal all seem a level below others, and have very specific ranges / areas of effect, plus slower start-up. I always feel like I have an advantage at what I use, even with Thunder's less-rushdown-like stuff. I feel like his weak character-space-away footsies are a trade-off of his fantastic distanced abilities.
His normals are the same speed as everyone else. The fastest is i4, the slowest is i11.
Yep, when you play as the Wulf/Dog you should stay on your opponent at all times. Wulf isn't a distance character so you shouldn't stay away, Wulf is a rabid animal so you should play like one.
I disagree. You need to space against Jago, Sadira, Thunder, Sabrewulf and Orchid. If you're constantly in their face you're taking more risks than you need to. I find giving them some room they tend to make errors giving me easy punishes. After a knockdown, I go off until I feel the need to give them room again.
Apologies if this has already been discussed, but I've been having a pretty major problem since the update. Anytime I pick Sadira, the game crashes right before the characters load for the fight. Anyone else experience this?
I figure redownloading the game is the logical fix but I don't want to lose all my unlocks.
Your saves are stored in the cloud. You won't lose anything.
DH better not do any nerfs until a year has passed and they release all the characters. A lot of you guys need to think of ways to counter the problem then get rid of it.So what if you have to work harder. There are pros and cons to everything. Besides there is no such thing as a truly balanced fighter.
Let the e game mature first. There is nothing game breaking with any of the characters so let's go in the lab and see what we can do.
A year is far too long. It doesn't take a year to develop a solid metagame. If need be, there should be a balancing patch around Evo. Before Evo is it's bad, after Evo if it's minor stuff.
Also, the full-screen, risk-free Counter Breakers are game-breaking.
No...