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I meaan it's bound to have SOME impact, right?
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Speaking of which, you can land onto small platforms instantly like on Battlefield if you input down and fast fall when you dodge. However its kinda funky. If you input the down fall and fast fall fast enough, you can shield right after you land. If you don't, you spotdodge. This is with holding the Sheild button of course. Otherwise you have a delay before you can do anything else. I think this may only be pratical in situations where you may want to apply shield pressure?? Or maybe try to bait somebody with a parry. Its nothing really that big and if I may be honest, I think it will prove kinda useless unless if parrying becomes a big part of the meta or if somebody finds a way to do things other than shield without the delay.You can land with DAD, which is nice, and somewhat lagless. However, doing it offstage will most likely result in a SD.
Yes. With good timing you can still get enough invincibility to dodge attacks and be perfectly positioned to follow up with a punish.Will this iteration of wavedashing be any use?
I think it could be good for escaping certain things, might be something that could be handy for characters who are more based in zoning like the Belmonts... though the lag after the air dodge could be a problemYes. With good timing you can still get enough invincibility to dodge attacks and be perfectly positioned to follow up with a punish.
Yeah from what I've seen it's best use is against smashes and single hit aerials either from above or off a short hop. Multi hit moves like jabs it doesn't work for me.I think it could be good for escaping certain things, might be something that could be handy for characters who are more based in zoning like the Belmonts... though the lag after the air dodge could be a problem
Speaking of wavedashing... If you're close enough to another character, you can actually Short hope and DAD through the opponent to land directly behind them. I don't know if this is that useful, but it could be important for a few combos considering you can dash through each other anymore.
In my testing, if you get an aerial from trying to wave dash with grab it's because you're still holding shield when you press grab, like when you try to wave dash out of shield. Just release the shield button, you can cancel the shield drop animation with a jump in this game.I don't think airdodging to the ledge is very fun.
But they're just enough to be expressive enough to be good for mindgames on the ground.
I have problems with using Z to wavedash sometimes, it gets me an aerial sometimes and it feels random.
Way too soon to simplify the mechanic.I'll answer the title question with another question:
How much does having multiple airtech options (neutral/forward/back/up/down) 'shake up' a given player's recovery mixups in Guilty Gear?
It's a very similar situation here. Your options in the air after being hit are going to be: attack, jump, neutral airdodge, directional airdodge. Attacking carries the risk of whiffing and dealing with landing recovery or even getting parried, and jumping risks getting smacked out of jump and having less options to leverage off-stage. You could do a directional airdodge and hope your opponent goes the opposite direction trying to chase you (very similar to a grounded tech-chase situation after a knockdown), or you could choose to perform a neutral airdodge with superior recovery all around with the risk being that you're going to go in one specific direction when you perform it, and your opponent will be right on top of you if they guess correctly.
It's just another 'air-tech' tool that lets you mix up your 'wakeup' game in the air.
I mean with most characters in the game, landing on the stage with a directional airdodge is going to give you just enough lag to get launched right over again. It makes true combos less reliable but the engine itself makes chase and juggle situations far more aggressive and slanted in favor of the attacker in this game.Directional airdodging has made combos and strings far less reliable. Anyone who was hoping that this will put the game between smash 4 and melee is going to be disappointed. I'm really not seeing at all how this increases the advantage to the attacker when its impossible to cover landing options.
Or people will learn a new game. There are plenty of games of you want 0 - Death true combos.Directional airdodging has made combos and strings far less reliable. Anyone who was hoping that this will put the game between smash 4 and melee is going to be disappointed. I'm really not seeing at all how this increases the advantage to the attacker when its impossible to cover landing options.
Yes it made edgeguarding more effective, but thats it. When it comes to strings when you mix this with the generally lower hitstun in the game, with the rapidly growing knockback, take a moment to watch some matches and look at how the game is stray hits, people chasing each other down and the person in the disadvantage state having far more options than they ever did in smash 4 before returning to neutral. Look at snake for example, he could b-reverse a grande or throw out a bair or airdodge, that was it. Now he has those 3 options, plus a left and right airdodge. So you went from taking a 1/3 guess on what he was going to do for a hard punish, to a 1/5.
People will eventually turn against this change and wish it wasn't in the game, it just gives the character being chased in the air far too many completely safe defensive options and requires complete guesses to punish things.
Wanting a clear disadvantage state does not mean wanting 0-Death true combos. This current iteration of air dodge removes skill from the game because it makes the combo trees and frame traps very inconsistent and lets the person in disadvantsge get back to neutral state because characters cannot commit to a follow up and follow the drift from the air dodge. It is disheartening because all we really needed was to take Wii U’s air dodge and limit it so you can only use it once.Or people will learn a new game. There are plenty of games of you want 0 - Death true combos.
Except that a lot of characters have moves or set ups that can cover multiple options at one. More then once I've baited out an air doge with a fastall Charizard nair and punished on response. On the other hand, I've had a Chrom nair at me then follow my directial air dodge with a bair punish.Look at snake for example, he could b-reverse a grande or throw out a bair or airdodge, that was it. Now he has those 3 options, plus a left and right airdodge. So you went from taking a 1/3 guess on what he was going to do for a hard punish, to a 1/5.
Actually, you get your airdodge back if you get put into hitstun. Of course, this just means that baiting is crucial...I think the new airdodge mechanics will force players to feign punishes more often and try to bait airdodges that can be punished. Pressuring people will look different; lots of empty hops and posturing to bait dodges and set the opponent up for a further punish. Players will be in each other faces more, but will less since that will be the best way to force mistakes and capitalize on them.
Its similar to the frame traps of Smash 4, but since you can only dodge once, the defender can't rely on rely on another dodge further in their fall/recovery. You essentially only get one chance to make the right call, which means both the attacker and defender are going to have to be good at prediction. Fast fallers especially will like this, since they can jump up, force a response, and still get back to the ground to follow up. Floaty characters will suffer since they provide their opponent more opportunity to pressure them and cannot follow up as readily when on offense. Its different than Melee since you can actually dodge and still have options afterward, albeit not as good as the invincibility frames of a dodge. Your not stuck with DI as your primary defensive tool.
Recoveries are more varied since the defender has another option for recovery. Off stage play will be more complex and will require more prediction rather than flow charty removal of options. There were many characters in previous games that had to recover in specific ways so you could always cover the option. A lot of that is gone now. Characters with bad recoveries at least have some counter play. It will ultimately reward aggressive edge guarding that forces early responses. Hanging out on the ledge probably won't cut it anymore. You will need to make the leap to get the sweet edgeguards.
Just my thoughts.
Yes, I think it will lead to things like:Actually, you get your airdodge back if you get put into hitstun. Of course, this just means that baiting is crucial...