For clarification; The nerfed damage scaling only applies to standing opponents on ws4 counterhit. Scaling on Ws3 guaranteed follow-ups as well as follow-up combos like that of dss f1 in heat, on counterhits remain the same. The reason I think this is a fair change, is that ws4 is safe on block, whereas ws3 is a high that can be ducked and it also comes out slower at i16. And the counterhit launcher 1,1,1 (in heat) is unsafe at -12 on block. In conclusion, having a 11 frame counterhit launcher that gives you a full combo, cannot be both safe on block and a mid, with such a potentially large damage output. An increase in damage scaling, allows lower, but still big damage potential, without being unproportional to the risk you are taking. That’s why this change is fair in my opinion.
WS 4 DSS 3+4,4 for example currently does more dmg than both, counter-hit SS 3, DSS 3+4,4 and WS 3, DSS 3+4,4 despite both those attacks on their own being stronger than WS 4.
yeah all launching throws are now 14 frame, but thats 1 nerf law feels more because his was ALREADY slower (he has to do forward forward before he throws) this is a stupid nerf
Yes, right now it’s i12 so definitely a nerf, although I think a fair one, considering the explanation they gave of the damage being so high. Especially with guaranteed throws and counterhit throws being a thing as well. In reality it means that people have 2 more frames (2/60 of a second) to confirm the animation visually, and input the proper throwbreak input. I don’t think it changes much at high level, and I don’t think it changes really anything at lower level and intermediate level play. Just my thoughts :)
@@Lambkin-_- Not much. It is relatively slow move because you need tap f first so actually it already slower than standard throw anyway. Generally I feel odd with those changes. I seen Law as medium level at best, even slightly below.
@@JohnDoe-kq4dd you can easily buffer the ff input though, I don’t think the input requirements is a problem for law. And you could argue that when your opponent is further away from you, having a ff input throw can make it easier to land since it automatically gives you momentum from neutral
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I really dislike guardbreaks. I already get punished for blocking, because of chip damage. What’s the point of blocking at all anymore if you get chipped to death AND the opponent can just block break you to get through your defense. Unblockables are already a thing too. And I especially dislike the fact that some characters has an amazing block break, with nasty setups and damage potential with minimal risk (yoshi for example) and then other characters just straight up doesn’t have one, like at all. That’s bs imo. Either you give everyone a block break, or you just remove it entirely. I’d like to see it completely gone. There are other things I dislike, like tracking throws and all that, but I think getting rid of guard breaks is a good start :)
I think one of the reasons for the throw nerf is that on block powercrushes are punished by Throws, I think they generally nerfed all launching throws so that some characters didn't have a launching 12F, it'll still work as -14 punish though.