D
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Ever since Melee, my favorite fighting game, and I experienced counters, I always felt they were kind of annoying. However, I think the reason for that being didn't really dawn on me til now because I've adapted to countering with grabs many years ago. As it stands, counters generally prevent any and all moves outside of a grab, so depending on the character, slow characters for example, it's not quite easy to punish them and slow characters can easily be baited.
Countering in this game is the strongest it's ever been, deadly even in the right hands, but I think the issue with countering is not that it stops all attacks, not that you can do it in the air despite it being a ground animation, or even the potency, the real issue is this:
Counters can stop moves from every single direction despite the counter blocking in one direction. Let's use Little Mac and Lucina as an example. With Little Mac, he prepares for a blow in-front of him, but if you attack from behind he immediately turns around despite not being able to see the opponent and know what's going on. With Lucina, she is using her sword in a defensive stance preparing to deflect a blow from in-front of her, and despite hitting her from the back, she deflects it.
I find as far as common sense goes, this is already something that should not be happening, but this is a video game so we have to use 'video game sense', and what works in-game together as a cohesive experience. I find that countering, the more you delve into it, is more so unfair to slower characters, ones that cannot grab or punish as efficiently as the fast characters. Their speed flaw is to keep them balanced, but countering and the way it works doesn't give them much strategy other than to guess what the opponent is going to do, or hope the slower character can grab in time which is already rather tough due to the speed they lack.
Countering I feel should have another means of fighting against for balance purposes and that proposal is to make it so that you can only counter moves from in-front of you, but your back becomes vulnerable. It's not so much a matter of countering being "broken", but more so something that should be changed for a better gameplay experience for the cast as a whole. Honestly, countering the way it is now is a bit silly since it stops from all directions imo.
Countering in this game is the strongest it's ever been, deadly even in the right hands, but I think the issue with countering is not that it stops all attacks, not that you can do it in the air despite it being a ground animation, or even the potency, the real issue is this:
Counters can stop moves from every single direction despite the counter blocking in one direction. Let's use Little Mac and Lucina as an example. With Little Mac, he prepares for a blow in-front of him, but if you attack from behind he immediately turns around despite not being able to see the opponent and know what's going on. With Lucina, she is using her sword in a defensive stance preparing to deflect a blow from in-front of her, and despite hitting her from the back, she deflects it.
I find as far as common sense goes, this is already something that should not be happening, but this is a video game so we have to use 'video game sense', and what works in-game together as a cohesive experience. I find that countering, the more you delve into it, is more so unfair to slower characters, ones that cannot grab or punish as efficiently as the fast characters. Their speed flaw is to keep them balanced, but countering and the way it works doesn't give them much strategy other than to guess what the opponent is going to do, or hope the slower character can grab in time which is already rather tough due to the speed they lack.
Countering I feel should have another means of fighting against for balance purposes and that proposal is to make it so that you can only counter moves from in-front of you, but your back becomes vulnerable. It's not so much a matter of countering being "broken", but more so something that should be changed for a better gameplay experience for the cast as a whole. Honestly, countering the way it is now is a bit silly since it stops from all directions imo.