sunchip/holeman made me realize good lows are unnecessary tools to make a char top tier.
here is why, in bulletin form.
- using a char with good low gives us higher tendency to whore it.
- no matter how good a low is, it's 100% hopkick-able and 95% parry-able.
- in addition, good lows are normally launch punishable on block and 99% ws4-able
- almost no lows in the game are <20 frame and deals as much damage as hopkick juggles does on NH.(correct me)
- my point is, the risk/reward factor for all lows are fucked actually.
- on the other hand, almost all chars have <15f mids that give at least +5 on hit and -4 on block.
- there's 0 risk to these moves unless you whiff it/ use it in a completely wrong situation/ just out random-ed lol.
- moves that are -4 on block enable you to ss jabs and launch it. unless its like a fast double jab like jin's 21.
- even better, quite a number of chars have mids that give +0 on block. or safe mids that launch on hit but safe on block. or even safe TRACKING mids that launch on NH/CH lol.
- it's human tendency to duck out of fear, spamming these mids gives you a game that's completely leaned towards rewards and rewards.
- that's the theory anyway lol. not considering pitbull-ed situations and situations where your opponent just don't fucking duck.
- also, imba spacing/punishing/patience is needed for this playstyle to work
- lows are still essential in the game. but i am just wondering if our idea of tier listing is fucked.
- steve being number 1 in this game is the best example to fuel theory and b1 of cuz.
so discuss, DO WE REALLY NEED GOOD LOWS TO WIN?
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