My guess: Orchid’s attack blockade runner is easier to deal with as opposed Jago’s windkick. In fact it has no power over attacks coming from above, Jago’s wind-kick is alot harder avoid in some cases because the opponent has quite a bit to go over, though that’s a guess considering that I actually did not have any problems with Jago at all. But it’s really just cause I’m familar with him as I’ve played him alot in S1 and learned the game with him. Plus I’ve fought so many Jagos I probably contribute a lot to Jagonia’s population decline.
As for your issue with thunder, just block low and don’t attack until you’re sure it’s safe.
I will agree with some reworks, like Fulgore for example. granted in S2 Fulgore got nerfs up the butt, his laser which was good for keeping Sadira on the ground for example proved to be too powerful and it was shortend but overall was still useful. But it did shut down some gameplans for Sadira and Glacius especially with his floaty jumps. Plus the damage nerfs meant I wasn’t doing nearly as much damage as everyone else. But I adapted and kept in mind that alot of Fulgore’s other tools help him out this way. It just means I have to choose between zoning tools and damage.
It wasn’t till after the reworks that things at least to me, started to brighten up again. While it means my options are pretty limited against Sadira, it doesn’t mean that I’m completely helpless.
While I’d never trust DP or even crouching HP to save my life when Sadira’s on top of me, the best I can do is keep her grounded. I’ve onsidered about asking for advice against Sadira a little more as Fulgore, infact I’m gonna go do that right now.
Sorry I rambled let me get back on point: S3 Fulgore is by far my favorite, sure I don’t get meter as much as I use to, but at least I feel like my tools are worth it more and thus are more valubale, I can make teleports a bit safer if I am able to hit someone with my Heavy eye-lasers and that is of course if they don’t see Fulgore pull his head back and staring intensely for a breif second before the lasers come out.
I don’t agree with the changes and never use Dagger Assault, ever. They took a game I loved in season 2 (outside of Kanra) and turned it into something i’m unable to defend to my friends in the FGC. The game is seen as a joke in season 3 by most of the FGC. Me being a Virtua Fighter player, a game with basically no gimmicks and 100% unbreakable guaranteed damage from pure fundamentals (high tiers are an issue here as well), makes the ridiculousness of KI season 3 all the more apparent. I was an arcade player of the original KI and understand it always had combo breakers etc, but while season 2 was fun and felt like a good KI game, season 3 feels like a bad joke. The giant characters and moves that block out the screen like krill storm and just about everything they’ve changed from season 2 I dislike in general. The netcode also took a hit with the PC Crossplay. I have it on Xbox and had it on PC but win 10 is trash so I can’t have it on my current windows “update”.
Like I said i’m fine with them leaving the game the way it is for the players that like it currently. Tekken 7 is pretty close so I wont be bothering with KI S3 after it drops. I really wish they just had a season 2 disc I could buy and run without any updates. Usually games get better in future updates and revisions, but KI got far worse and It’s sad to see KI end this way. Oh well at least I have positive memories of season 2.
Er… yeah. I don’t want to make a stink because I think they take a lot more feedback than anyone else. But my interpretation of that survey was:
“Hey guys - we have an idea that we are super in favor of but one of the higher ups at MS is tired of getting blown up on Twitter every time we do anything. So in order to assuage them we are putting out a survey. Please check one of the below boxes. Hugs - IG”
Box 1: Sure, why not? Sounds great-we love you guys!
Box 2: No way! I’m going to freak the ■■■■ out and spam MS on twitter if you do this!
It’s fine to not enjoy the game, although the reasons that you present for S3 being worse than S2 are not substantive “the game got worse.” And the argument “all my friends think it’s a joke” has more to do with your friends than the game. That’s not substantive.
But VF is filled with YOLO stuff that works great and plenty of random interactions, just like every other game.
Totally agree with the sentiment behind your post, but disagree with the analogy between flipout and the start of a match. Flipouts don’t put you or your opponent into a neutral state at all, flipouts are basically the same as an oki situation off of a hard KD.
You force your opponent to a reset situation in which you’re at frame advantage, which gives you Meaty setups as well as mixup potential.
I love flipouts btw, just pointing out that they do not generate a neutral situation, in most cases.
An important difference between flipouts and hard knockdowns is the speed at which it happens, which I think is why a lot of people don’t like flipout (it stresses them out and they can’t prepare themselves for a decision in time). There’s no doubt flipout speeds the game up, but yeah I don’t think it leads to any mixups more devastating than a hard knockdown would, and fast game pace is not objectionably bad in any sense (in fact, I think most people tend to prefer fast games).
Flipouts aren’t equal, either. For example, after Jago’s flipout he doesn’t have time to cross you up, he’ll just hit you with a high/low/throw mixup. If he throws you, though, you might have to deal with that OR a crossup/empty jump mixup, so he has more options off his hard knockdown. Other characters get more off their flipouts.
which is true, no point in attempting to counter if they keep guessing. But the argument was “counter breaker is there to stop people from guessing” thus leading to the guess paradox. within that paradox if the offender continues to open you up they win because of the opener damage output, which still again isn’t exactly going to teach the defender they’re making a bad move by guessing.
Today I JUST fought someone that broke frame 1 everything no matter which manual i switched to they broke it or locked out. I didn’t counter it, but I couldn’t land substantial damage over a string where he guessed correctly for four openings. I counter broke one time an killed the body but then the player kept breaking frame 1, so i should have kept countering frame 1 until he stopped. No matter how much I personally changed one thing remained consistent was my opponent could keep guessing to stop me. An because of how combo breakers allow immediate action right after depending upon where he broke me it put him in the advantage, which is another problem entirely.
That’s why I really enjoy flip outs. They speed things up and really increase the pressure of the constant two way interaction. Teching a throw after flipout, landing a high or low mixup after a flip out or counterbreaking someone you know is gonna try and break your flipout are all really fun things that I struggled with at first but now love them and couldn’t imagine the game without.
If your opponent is being stupid and not altering his guess, then you don’t need to change what you are doing. If he is being smart, you will change what you do and so will he.