@RushdownX@Tampa_Bison@Deznere are there fighting games where this isn't true? if so, are they better for it? or are you just saying that the scale is just tipped too far in favor of the player who commits to more actions? curious not trying to bait or anything.
@Valo_666_@ScrubQuotesX i agree, i'm not arguing that it isn't stale. just don't agree that it 'damages new players.' that's like saying the queen is damaging to new players in chess because they don't bother to learn how all the other pieces work since queen is the best.
@Valo_666_@ScrubQuotesX what about nash dashing in your face with 8f of lag, years of plus frame medium into plus frame medium, braindead oki, s1 chun li instant legs, s1 mika blender, fishing for crush counters etc? SFV season 1 had so much nonsense. It's nothing new. Pick your poison i guess?
@Josiney98 @ScrubQuotesX there's a whole bunch more from sfv I can list (also lol at aa jab being a season 1 thing). I'll admit DR is too strong. I just think it's stupid to act like this is some kind of new thing. there's always some new dumb shit in every fighting game, but we all keep playing.
@Skymoonsault@ScrubQuotesX not you, the dude who posted this is a known sfv defender which is fine. just weird to defend that one and act like sf6 is somehow worse for new players bc it doesn't teach them fundamentals. sfv fundamentals were super braindead.
@Skymoonsault@ScrubQuotesX yeah DR is super strong, but my point is that every entry of SF has something that makes people say it's not a real fighting game. it's disingenuous to act like this problem is unique to SF6; especially when you're on the SFV defense force.
@RyanJosephHart imo drive gauge needs some tuning. blocking should take less drive chip, drive rush should decrease drive recovery/freeze it for a couple seconds after use, unique ways per character to decrease opponent's drive gauge that aren't just punish counter and super. no more throw loops