@sori_bucoy It’s being made by the same people that made the last 2 arena fighters and is following the same name scheme, so it’s unfortunately just gonna be another one of those
@Gaganmay31 I think that’s more of an issue with drive rush making confirming majority of hits from neutral into loop-able offense way easier than it was in pretty much any previous SF
Genuinely what would bringing this level of an execution barrier back do aside from just gate keeping newcomers. Having a buffer window does nothing to hurt top players at all and having some superiority complex over something that hasn’t been in SF for almost a decade is lame af
So two things here:
1: That combo is more difficult than the most difficult thing to do in SF6 by centuries.
2: notice its 2nd round, so the Honda spent all of 1st round building those resources and then he had to execute.
Modern dont know this because its given for free.
@Gaganmay31 I think neutral is where the skill difference should be the most apparent and where it’s most impactful, the game for sure has volatile offense with the existence of throw loops and how some characters utilize drive WAY better than others, I’d rather that change than buffers
Korra’s villains were FAR stronger and more equipped than any of the villains Aang and the Gang had faced in their entire lives. Yes she struggled against them, like any Avatar does against their enemies, but she still overcome each and every one.