Awesome set for both players. I play Li almost as main, I’ve data mined Li, watched Val’s videos & he one of the tops. I think he beat himself in this match, and that’s taking nothing from Chris W, he’s obviously tops. But two mistakes I observed from Val, and still almost overcame. As the match went on he was becoming a little predictable with his close mixup MP normals & kikoken, both which were working in the beginning. For Chris, he made those reads and stuck with it, no need to adjust his approach. I think Val became flustered a bit, he should’ve changed up kikoken conditioning, maybe using one, two, none or level one the rest of the match with his anti air being efficiently solid. And conditioning in close with the mix up, mid close pokes included, is risky for any character let alone Luke but the opportunities were consistently there & I’ve seen Val do this, he’s a master at the frame trap, would’ve liked to see it more, with stance overhead. A lot of this happened in the corner so there was opportunity for other paths as well. Great match guys.
great display of skill but the meta is still so poor in this game. 90% of it is just poke into DR buffer, nonstop. DR is too prominent as a mechanic, capcom should address this rather sooner than later, after seeing how the game really behaves outside of playtesting. its becoming boring even to watch.
I agree, kind of. But that’s not totally true. It just shows commitment to philosophy vs flow. There was hardly any frame trapping in this match, Not one close in neutral jump from Li, and same mixups from both players. Commitment to positioning with hit confirm as the status quo vs flow is easy to see here, that’s between pros. It’s not DI that’s over powered because it does have its counters, it’s the players from the FGC that are limiting themselves to FG philosophy, in some cases, this is why good players wont play players who play a certain way. But the game itself is at fault too, it too is conditioning players to play this way. I still think Capcom should get rid of throw loops by limiting number of throws while expanding on the throw itself, maybe something difficult that comes with risk/reward like a frame perfect cancel with different routes of attack or defense to drive gauge or super meter, or a condition that stays for 10 sec maybe, damage dealt or received, better frame data or recovery would change a lot, maybe to much. Balance & difficulty I think is key, fighting games in general are becoming to easy. More supers variety & expanding on them would be cool. But I definitely agree with you Poke DI is too easy, but is ab important mechanic to the game. Fighting games in general have been getting easier so everybody will keep playing which is kind of crap. Maybe limiting the number of DI s and maybe really strict avenues to choose to retain or regain them with high risk reward would be interesting.