Ummm... no. You could ALWAYS react to it. The timing window is what is messing people up. In the first beta you could mash the GB button on reaction and get a GBC easily. Then they tightened the window so it would be harder.Originally Posted by pmkr0 Go to original post
So obviously you haven't thought this through especially since even now people have enough time to react to attacks faster than GB and none of those attacks have a literal blatant red Sign advertising the attack is coming.
Oh yeah and no one knew that the true counter to GB was light attack. That's why people complained.
I'm so sorry that you're so ignorant of basic game design that the concept of RPS confuses you. It's literally built into every good game but you don't know enough about games to realize it. That's your problem not mine.Originally Posted by pmkr0 Go to original post
Oh and FH is realistic? Sure... respawning after decapitation is really realistic. Cutting through four wooden shields to kill four people at once? Yeah, that happens in real life. I do enjoy smiting lightning bolts in real life too. Hopefully you sense the sarcasm. LOL
I think the reason you don't see throw abuse in games like Streetfighter is they typically don't do nearly as much damage as a combo does, so the risk/reward paradigm isn't nearly as good for it (and this becomes even more skewed when players know this, because they're even more likely to attack rather than just turtle enough for you to throw them). In for honor, there are little if any strings that are guaranteed off an opening attack that is easy to land, and the damage you can get off a guard break is almost always better.Originally Posted by MisterGuyMan Go to original post
Of course, none of this would be a problem if people found guard breaks to be an interesting mechanic to focus fights around, but I think I speak for the majority when I say I'd rather see a focus on sword play, attacking, parrying etc. than grappling in melee range (though as a niche component I welcome it). For that to occur, you need guard break to be potent but only in niche scenarios.
Throws generally aren't as viable as attacking in Capcom games. In general with SF, just being in throw range means you had to walk past the ranges of fireballs, sweeps and even short range pokes. Even then any attack will beat out throw and combos just deal more damage. So since the incentives and risks so favor attacking, throws aren't as dominant as attacks.Originally Posted by Aarpian Go to original post
In FH the incentives to defend is likewise higher than GB. You definitely reduce your opponent's stamina on top of generally getting a free GB and if you get your opponent out of Stamina you can throw them on the floor, get more damage and get a window of advantage until they regain stamina. So given a choice, you'd still prefer a parry over GB. If it's still an issue then do what other fighting games do to minimize throws. MvC halves all damage done after a throw. To nerf ledging, treat directional throws like Tekken command throws where you can input the right direction to break the direction. These are all known solutions so we know they work.
Nice necroOriginally Posted by iSpyPlays Go to original post