Fighting game mechanics are not as complicated as people think. The fanbase just enjoys deliberately making them sound confusing just for the sake of screwing with newcomers and I honestly kinda love that. Dustloop wiki makes it look like you have to learn fukin ancient cryptic language to understand the most basic guide, when really you just look at one picture that explains the"cryptic language" and now the website becomes one of the most effective and efficient guide websites I've seen.
Moba is literally the lowest difficulty in hierarchy, you can win any match without a talent, and lot of kids play moba (mostly mobile), as long as you know how to build the characters, like "item, character role, leveling, etc", you can easily abuse these feature in moba. But in a fighting games, arcade, or puzzle, you can't abusing the system, the only thing that you can do is abusing your hand and brains to the limits.
@@Hugo_Basilio I meant competitive, sorry if I didn't clarify. I was always a competitive player, and fighting games is *considerably* way more difficult than MOBAs. League is 5v5, while fighting games are one on one. If I make a mistake, others can cover for me but a _single_ mistake in fighting game will cost you round.
@@a_very_burnt_steak what do you expect from a bro telling you that building items,using skill,playing on lane and role is "system abuse" ? I can also saying that learning frames,skill is just system and i can abuse the shit out of the op characters and make high level player cry about how unbalance it is *Sheeva * *johnny cage* *deadshot* don't disrespect games that you don't even play bro keep the heat up
As someone who was 3rd I'm my country with a specific champion, I have to say, mobas are the easiest kind of games. The only thing that's sometimes easier are some battle royales (but not all)
Not like this was new. Sol did this type of stuff in older games too. Just strive players didn't play those so they didn't care. Just like Ky 5f stun dipper, Leo BT mixup, Aba's install turning her into a monster, the list goes on. Most things people think is "bad game design" has been in the game for years and noone cared until guilty gear became AAA game levels of mainstream. Yeah they been doing this for years. The difference between having a niche community and having the world at you is clear in their balance choices and how safe everything was up until the HC release.
Sol’s far slash comes out in 10 frames I believe and it leaves him at +2. So if a sol seems to be looping far slash you can beat them if you use a move that takes under 8 frames to come out. Not saying this will work against high level sols because they’re likely to Gatling into a damaging 5H combo.
I finally understand frame data Thank you, and who figured this out Let alone who is going out of their way to memorize this stuff respect to those people
A funny thing about frame data is that the numbers aren't exact. The frame data you see posted online always treats characters like they're standing still. Sol's far slash is +2 but if it hits on the second active frame, it's actually +3. This can happen if you run into it or if it hits you late because you're getting up. Basically frame advantage is goofy and the more active frames something has, the goofier it can be. Potemkin's garuda impact can become so plus on block that it forms a true blockstring into another garuda impact if you time it right on wakeup.
I remember when everyone would press S and Fafnir for an unescapable vortex and the mixup came from guessing if he was gonna use Fafnir after this S lol. Good times.
OP doesn't explain how to counter this, so I will very briefly - Use FD or IBFD, Sol will still be in range to do an RPS between, a low 2S, a delayed fS follow-up and a frametrap 5H - fS can be counterpoked by 6P, but if he's too close his pressure will be a 50/50, and the throw will beat out your 6p
Also it’s kinda broken how in umvc3 Vergil can just block stun you, hit any incoming assists and chip your health away slowly, you can’t even try to unblock, it just stays in block
Launch Faultless Defense made moves more plus on block and didn't have a minimum pushback amount iirc so Sol fS would become more plus and still be in a strong situation because Sol would still be advancing forward.