Watching the S3 changes again (I really need S3 in my life ), something occurred to me. With all the (justified) hype regarding flip out combo breakers, armor canceling heavies, and flip out resets, it seems to me that one of the most significant system changes is probably one of the least talked about - the changes to shadow counters (SCās).
To start with, let me just say I think the SC changes are very, very good. The normalization of SC start-up is phenomenal, as it means you donāt have to adjust when and how you use SCās based on who youāre playing anymore, which was really annoying and kind of nonsensical when you think about it. Maya and Aria basically had no reason to ever use them, while they were some of the best defensive tools in the game for other characters. I shadow counter all the time as Sadira, but with Hisako I learned pretty early on that SCās were mostly just a good way to waste a bar. Heck, her awful SC is actually one of the primary drivers for why Riptor/Hisako is such a bad fight - itās why Riptor gets away with degenerate jump+HP pressure that you pretty much have to just sit there and take. In S3 I think the fight will be a heck of a lot better than it is currently, and SC buffs are a big cause of that.
But as I was thinking about it, Iām wondering if the bigger change isnāt actually the expanded SC ācatchā window. That change, combined with the speed buff, might have to capacity to change the way we currently play the KI oki game. We saw in the changes presentation that the new SCās are fast enough to blow up jab strings (or certain ones at least), which is already really big. But if the SC catch window is long enough to also blow up meaty frame trap pressure (think Wulf cr+MK or Jago standing MK strings), then it has the potential to really affect the way you have to approach knockdown pressure on an opponent with meter. If that kind of meaty pressure can now be shadow countered, where before only a DP would get you out of it (or a timely throw tech), then I think it might make for an overall more dynamic game on knockdown. Which Iām all in favor of, and which seems to also let the game flow more naturally back into neutral (which the new breaker system also does).
Whether or not this new meta (sorry @TheKeits) becomes a thing is largely dependent on the exact frame data on how long the SC catch window is and where those great frame trap buttons also fall, but I think thereās potential for SCās in S3 to force a bit of change in how certain characters manage their vortexes. Would Orchid no longer be able to rely so heavily on low short->low short OSās, or Wulf on cr+LK frame trap strings? I hope thatās the case - not because those characters shouldnāt have vortexes (they should, and still do even in the above scenario), but because the knockdown vortex should have an element of thought and consideration behind it that it doesnāt have a lot of the time. Currently, the offense kind of gets to just toss out plus frame normals until they get a counter hit into confirm or decide to throw.
What do you guys think? Think Iām putting too much stock in the change, or that maybe Iām on to something? And if you feel like chiming in Keits, please feel free. Is the SC catch window long enough to tag someone on a Wulf cr+LK frame trap string?