You might have a point here, and it’s probably a bit unfair to pick on the SF bit, but I have a bit of a frustration with SF (particularly SFV) of late for having a lot of very elaborate and flashy-looking moves that are ultimately weak and seldom useful in any kind of non-combo situation. I tend to give tatsu as an example of this in SF games in general, but I think moves that make characters fly around the screen and yet do nothing particularly powerful are a bit too commonplace in SFV in particular. This is also, incidentally, a thing I think KI has in its favor: KI has a lot of dirt, but it’s often in the form of a lot of high-power specials that actually get to the point, and are possibly even understated in appearance. (Wind kick was an obvious example of this.)
Back on-topic: I know there’s something to be said for disentangling the quirks of various individual tools under different circumstances, and more basically just for the experience of “leveling up” by learning the definite answers to low-level dirt – indeed we mightn’t see so many threads like this one if people saw value in these things – but I’m also acutely aware of the tendency for deep emergent structure and interactions to arise from simple rules and constraints, and on the other hand (maybe paradoxically) for murkier and more complex ground rules to cloud, smear, and even unravel much of that deep structure. In the case of “quasi-unsafe” moves, I think they’re generally a bit much: people already struggle to develop and balance their options in the (very rich) interaction that follows a blocked safe advancing move. Throw in the notion of a false punish opportunity to consider and I think the clarity of the ground rules gets smeared too much, to where the deeper gambits of the safe-on-block situation are less likely to emerge.
I might also add that quasi-unsafeness might be slightly more interesting in SF games where the pressure tends to be shorter and less of a focus than it is in KI.
But also, this is just my wishy-washy musings, and I can see where you’re coming from. Also, hidden away in my argument might be a bunch of pearl-clutching about fighting game education: if you complicate the basic moves then less seasoned players are less likely to understand the interactions, and therefore more likely to complain about not getting the rewards they think they’re entitled to. That’s not an irrelevant argument, but games shouldn’t be shaped entirely by the needs of the subset of players who complain about everything rather than learning and improving.
Sure. I guess I see KI footsies as being aware of how your (and your opponent’s) character’s options vary at different ranges (where there’s a range at which you generally play a game like SFV, KI characters tend to have a spectrum of hot and cold spots spanning from point blank to full screen) and predictions about which ranges your opponent will occupy within the unreactable window of time from now, rather than being about a concerted effort to create or maintain given spacings. I guess that still means having “meaty cold shoulder” on the table as a predicted outcome to a predicted spacing, but I guess I’m also going to make a similar argument out of this to the one I made above: that the gambit space for a given neutral positioning is rich enough without this kind of option there too. I don’t think always-safe cold shoulder would make Glacius less interesting to me at midscreen, at least.
Oh, I don’t intend to say that I think all the tons of unbreakable damage or anything like that was fine, or that I think there isn’t any powerful stuff left in season 3. That said, I think there has been stuff that I thought was totally fine (I made noise about unreactable jumping slash going at the start of season 3 for example, but I’m sure there have been more) which has disappeared not because it was degenerately powerful, but because of, as best as I could tell, some wishy-washy arguments about “fairness” that I disagreed with.
I know. I’m technically proposing a buff to Glacius: make it impossible for medium shoulder to be punished by light normals. I thought this was apparent.