Oh "Air Blocking" is a problem? Blasphemy, there's alot worse than just simple AIR BLOCKING. Mostly because, air blocking is something that a character in Mugenshould know how to do.
So you are saying, I'm not sure, that KOF (and others) characters attacks shouldn't be able to be air blocked, but those characters should be able to air block (against MvC, EFZ, etc..)?
I honestly agree with that. IMO, the only advantaged that KOF characters always had is that their moves can't be blocked in air. That make players don't go jumping like maniacs, since, if they jump at the wrong time, they will be punished. That is needed, even more in Mugen, where most of characters have lack of any known cooldown.
Wow, I got quoted :o But "who's Elix17 anyway"? :D The issue that you surfaced here can be extended with other similar ones which all concludes to one dilemma: who is right (has priority) - the attacker or the defender? I'm looking forward to you uncovering this in your other Mugen Snipers volumes! ^o^
Quoting you shows that your own statement (when you said that Takuma shouldn't grab opponents that just landed with his Shouran Kyaku) shall be applied on Serious Kyo regarding aerial block.
That said, the attacker have priority. The author shall remember it when coding. GM, even being the best SF3 maker available, failed on that. Their chars would work best against only Garou/SF3-like games.
When creating for MUGEN, you shall remember gameplay clashes, and handle them the best way you can
I think it makes sense that when a character that can't air guard like Vans or KOD's KOF characters, none of their attacks should be air guardable. I think GM does that with his SF3+MOTW characters.
That was proved wrong in the video. When you pick Vans or KOD's KOF chars against chars that can juggle you in MvC style, you're pretty screwed up.
The key is in a PART of what you just said: "none of their attacks should be air guardable."
"character that can't air guard like Vans or KOD's KOF characters" is utterly wrong.. YOU SHALL NOT REMOVE AIR GUARD. JUST MAKE THE MOVES BEING AIR UNGUARDABLE. THE CHARS WILL FACE EACH OTHER JUST FINE AND FACE AIR COMBO ONES WITH A CHANCE.
BTW, assuming that you could come up with "then make the chars invincible after getting hit while in the air", I have to say that "then you screw MvC combos, as I already saw with Ihoo's Iori, that does exactly that. You hit him with a launcher, hit the opponent few times, then everything passes THROUGH him, without hitting."
Ummm, you can't air block soon as you get juggled MvC style anyways.
Best solution would be just to add an aerial recovery, which KOD's characters can do.
Fortunetly, my roster is strictly KOF, so I don't have to worry about that problem. However some of the KOF characters I have on my roster have air guarding and/or air recovery, and some do not.
"Ummm, you can't air block soon as you get juggled MvC style anyways"
Wrong. You can't block on the way up. But, soon as you start to go down you can.
Your KOF roster can be "corrected", and I can teach you how. But I must ask: you need a KOF '96-'98-styled air block (my chars), or newest ones (Vans and so on)?
Oh "Air Blocking" is a problem? Blasphemy, there's alot worse than just simple AIR BLOCKING. Mostly because, air blocking is something that a character in Mugenshould know how to do.
Edgemaster000 2 years ago
So you are saying, I'm not sure, that KOF (and others) characters attacks shouldn't be able to be air blocked, but those characters should be able to air block (against MvC, EFZ, etc..)?
ReturnOfDrM 2 years ago
YUP
truedondrago 2 years ago
I honestly agree with that. IMO, the only advantaged that KOF characters always had is that their moves can't be blocked in air. That make players don't go jumping like maniacs, since, if they jump at the wrong time, they will be punished. That is needed, even more in Mugen, where most of characters have lack of any known cooldown.
ReturnOfDrM 2 years ago
You know, now I am sure about giving my Charlotte the ability to airblock...
Chainsawdentist 2 years ago
Wow, I got quoted :o But "who's Elix17 anyway"? :D The issue that you surfaced here can be extended with other similar ones which all concludes to one dilemma: who is right (has priority) - the attacker or the defender? I'm looking forward to you uncovering this in your other Mugen Snipers volumes! ^o^
Elix17 2 years ago
Quoting you shows that your own statement (when you said that Takuma shouldn't grab opponents that just landed with his Shouran Kyaku) shall be applied on Serious Kyo regarding aerial block.
That said, the attacker have priority. The author shall remember it when coding. GM, even being the best SF3 maker available, failed on that. Their chars would work best against only Garou/SF3-like games.
When creating for MUGEN, you shall remember gameplay clashes, and handle them the best way you can
truedondrago 2 years ago
Nothing annoys me more than having an anti-air move air guarded. :(
WildTengu 2 years ago
and that wolverine kick is.... (guess what?) anti-aerial.
If you're talking about some char you use that has a move that isn't supposed to be air blockable, you can blame the author, with that motto:
"'GUARDFLAG = M' DO YOU CODE IT???"
Failure to do so make the char fails at MUGEN.
truedondrago 2 years ago
+1 here
Elix17 2 years ago
I think it makes sense that when a character that can't air guard like Vans or KOD's KOF characters, none of their attacks should be air guardable. I think GM does that with his SF3+MOTW characters.
WildTengu 2 years ago
That was proved wrong in the video. When you pick Vans or KOD's KOF chars against chars that can juggle you in MvC style, you're pretty screwed up.
The key is in a PART of what you just said: "none of their attacks should be air guardable."
"character that can't air guard like Vans or KOD's KOF characters" is utterly wrong.. YOU SHALL NOT REMOVE AIR GUARD. JUST MAKE THE MOVES BEING AIR UNGUARDABLE. THE CHARS WILL FACE EACH OTHER JUST FINE AND FACE AIR COMBO ONES WITH A CHANCE.
truedondrago 2 years ago
BTW, assuming that you could come up with "then make the chars invincible after getting hit while in the air", I have to say that "then you screw MvC combos, as I already saw with Ihoo's Iori, that does exactly that. You hit him with a launcher, hit the opponent few times, then everything passes THROUGH him, without hitting."
truedondrago 2 years ago
Ummm, you can't air block soon as you get juggled MvC style anyways.
Best solution would be just to add an aerial recovery, which KOD's characters can do.
Fortunetly, my roster is strictly KOF, so I don't have to worry about that problem. However some of the KOF characters I have on my roster have air guarding and/or air recovery, and some do not.
WildTengu 2 years ago
"Ummm, you can't air block soon as you get juggled MvC style anyways"
Wrong. You can't block on the way up. But, soon as you start to go down you can.
Your KOF roster can be "corrected", and I can teach you how. But I must ask: you need a KOF '96-'98-styled air block (my chars), or newest ones (Vans and so on)?
truedondrago 2 years ago