Zoning =/= turtling, throwing fireballs is always a risk. You can jump over a fireball and punish it for far more damage than what one unblocked fireball does. Nerfing zoning isn't going to do much other than reduce one dimension of this game and make it more shallow.
Exactly! Zoning in this game is soooooo much more forgiving than it used to be. Consider:
-At some distances you can avoid chip by easily neutral-jumping.
-There are many spots where you can jump forward and fall out of AA range.
-ONE missed fireball can result in an ABC = death combo.
-A fireball that hits scores minimal damage.
-Rolls allow you to come closer after knockdown.
Seriously, people were complaining too much. Anyone who couldn't get through fireballs here must have hated the hell out of ST, Alpha 2, HDR, and so forth. People who actually know their basics will find fireballs easy to avoid.
Horseress said:
That's the biggest problem with this game, this IS Street Fighter, but it's NOT supposed to be played as Street Fighter (like 95% of the players are doing).
Remember, it's Street Fighter, but it's x TEKKEN, so, if you wanna make a game Tekken-like, you need to make rushdown WAY better than zoning, especially when you have 2 health bars.
See, this is where we disagree. Tekken is supposed to integrate into the Street Fighter world, not the other way around. Why do you think characters like Raven and Jin were given fireballs for the first time...ever? The game you speak of will exist once Tekken x Street Fighter releases.
In the long-run, these changes will just encourage even more jumping. Players will realize long-range tools are inferior and will resort to mindless jumping for getting in. I personally think every character will have the same play-style, no variety. Oh well, will try the patch once before I drop the game entirely.