ARGUMENTS FOR NAT:
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Airdodge is almost always the best option to escape a combo, as it is quick, and puts you in a
much better position (especially if you can AD into the ground into shield and roll away etc.), so why wouldn't you airdodge?
This point has not been refuted by anyone.
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Because Airdodge is always the best option, it makes the other options useless. This destroys the balance, which destroys the choice, which destroys the
DEPTH. With NAT, your escape options are more balanced, and thus you actually have to choose between several options, which is good. Remember how everyone dismissed Manual L-Cancel because it's extra tech skill without a choice? This puts more choice and depth into the game, so what's the problem?
MK26 has argued that it is unnecessary to add this depth. That it is being added just because it can. If we have the opportunity to add depth to the game, why shouldn't we? Dash Dancing, Dash Canceling, and NASL all add depth to Brawl+, but they are not "necessary". What determines what is necessary? I just see it as a way to throw your opinion into the argument. Again, "necessary" or not, if we have the means to ad depth, why shouldn't we?
ARGUMENTS AGAINST NAT:
- Destorys character balance...
I really don't understand how this makes sense. all characters will have to work more for the airdodge, so naturally those with a fast aerial will be able to use that. They already had that option, it was just overshadowed by airdodging most of the time. Having more options for situations like this is what
makes characters good.
Furthermore, I fail to see how this vastly affects the heavies in a negative way. how much startup do the moves like Diddy's Fair, MK's Nair, etc. have? I know for sure that diddy's fair isn't that fast, and all of these aerials have some startup 5 frames or more (Mk's Nair maybe slightly less). you can wiggle out of tumble and airdodge in 5 frames if you're good at it, maing it just as viable an option (for everyone) as these aerials are for everyone. Also you can jump and airdode, which would usually be faster than wiggling and sometimes faster than these aerials. So now character's Airdodges are
on par with these aerials, instead of being better than them.
IMO arguing character balance against a change like this is a cop-out. we've affected character balance in so many ways (Hitstun, ALR, Grab releases fix) that arguing this slight shift in character options completely breaks this balance and shafts the code is somewhat ridiculous.
I was very skeptical about NAT at first, and I still haven't fully adjusted to it (having not played against humans with it yet), but I really must side with Kupo on this one, because his argument is the only one that holds weight and makes sense, while the others seem to be desperate attempts to tear it down on technicality.
EDIT:
What's the depth in picking jump or counterattack over airdodge?
Also lol @ "What's the depth in choice?"