Doesn't really matter the game, a new patch arrives, and some people get up in their feelings about the perceived new enemy of the people. Sometimes its justified, sometimes it isn't, and is that the case here? Potemkin was written off as dead due to the changes on paper, and in reality he's probably quite a bit better off, and Ramlethal nobody made much of the changes originally other than "hey, neat" and now due to the power of her new moves (and upped damage) people are wringing their hands together like its full power happy chaos all over again. Sunrise, sunset perhaps but its always fun to talk about.
Hey, I am considereing getting into Guilty Gear. SOmething to Compliment MK 1. What is your take. I played Tekken 7 pretty well and MK 1 pretty well. Might get T8 later. These anime fighters always scared me because the frames are crazy fast. And I was scared of not being able to react to anything. lol
@@ralphwarom2514 Guilty Gear is an "anime fighter" but strive is a bit less anime than some. Its still a great game and worthy of anyone looking to play a quality FG
@@ralphwarom2514 I think it's great.honestly the break I needed from sf6 master ranks I got it from the sale this past week and honestly might not go back to SF till mai comes out lol
@@ralphwarom2514the 1st fighting game i ever took seriously was DBFZ. I was intimidated by guilty gear but still gave it a try because its just animated so well. I almost quit strive because I couldn't find a character I wanted to main. Goldlewis was my 1st main and I never looked back.
Pot wasn't written off as being nerfed - going into the patch a lot of us speculated it'd overall be a buff. It's the pain of losing what gave him depth and nuance at a high level. He's far more linear now.
@@rooflemonger Not good, people who like KoD can go play him. People who like the unique, fun character GGST Pot was are out in the cold until a community mod brings him back. Whether the character that replaced him is stronger or weaker is irrelevant. My boy is dead, arcsys killed him, and people making excuses for doing these years after his core identity was established are missing the point entirely.
It doesn't matter if pot is "better" now. Our reasoning was that kara cancel is what bind us to this character. If we wanted strong big body, we could have always play Goldlewis. I don't want a stronger character by trading away fun playstyle.
@@freshlymemed5680 explain in glueology They took away our old glue and gave us new glue but this new glue is a different brand of glue and we, majority of glue eater, are very angy
The thing about Pot... if all we cared about was whether the character is good, we wouldn't be playing a big body grappler to begin with. Even if the buffs he got did adequately compensate strength-wise, the fact remains that losing a ton of effective range on his moves feels _bad._
Us axl players feel similar. They took away a reall fun and interesting tool that allowed axl players to pressure instead of just zoning, just to replace it to buff his zoning. Which doesn't change his spot as the worst zoner whatsoever. It just made him a more boring character to play
ok since I posted the patch visual guide vid ive done nothing but play metaphor, and I finally beat it at 58 hours on the clock on hard mode. I will tell you normally if its not a fighting game, I drop almost every game around 20-25 hours but Metaphor is so good it kept me going the whole time. Its probably my GOTY and as "fantasy persona" I legitimately think its better than any of the Persona games. Even precious persona 5, which isn't actually better than persona 4 but thats a whole nother thing. Legit super recommended. Anyways fighting games are good too but just gotta get that out there.
Hello there Rooflemonger. That Ramlethal shenanigans is just Bonkers. And as for Pot, as a Chipp main, it does not matter at all. It´s still one mistake and I´m gone. But the real question is how were you able to finish Metaphor in only 58 HOURS and on HARD???? I have almost 59 hours and I am still in the obtain Drakodios quest. That´s crazy, or maybe I´m just very thorough. And I like to grind. Anyway, I´m having a blast with it. It´s been nothing but SF6 and Metaphor every single day. Cheers and keep up the awesome work my friend
Played the demo and loved it I wouldnt say it is better than P5 imo but I havent finished Metaphor so yeah also I just love the life sim parts of Persona
I thought this patch was going to be horrific, but I really enjoy it, since it took tools away from characters but gave them new ones. Except for ram, ram makes no sense.
What’s up with that? People have been complaining about this character since release and it seems like she just gets better in the areas people are complaining about
Yes, more when you consider that the character from rev 2 used to activates the levitating swords by comands and they come back to you with an attack in a very cool way... now she is almost a melee, and now you cant even pick up the swords and they come back so slow they used to teleport. Of course it has to balance but next time axl attack with no chains 😂 and baiken withouth sword
like I get it, I thought they killed him. It took me a bit to turn around and really look at it and realize he's basically just better now. Thats what happens when you change something thats part of the character where people are really emotionally invested in
@@rooflemongerits just a kara-cancel. We big body character players dont see that often, so neutral with or without it was never an issue as long as the character has tools. They were clearly giving Pot tools, and everyone was still blindly looking at because the seen "nerfs" over "buffs".
It was 100% warranted though. Putting Pot players to shame for a reasonable reaction is pretty unfair imo. Kara-cancel became inseparable with GGST Potemkin, and if patch notes threaten the removal of something inseparable with your character, then of course everyone playing said character would lose their mind. Luckily, Potemkin's changes ended up keeping the character in-tact though, so the dooming is mostly gone, but still.
I think the main problems that some Pot players (myself included) have with the removal of Kara cancels is how it was done completely without explanation. Prepare to listen to a really dumb rant from a really dumb person who might understand about 25% of what they're saying. Pot, from the beginning of Strive, was practically built around Kara cancelling. That's not even just me being overdramatic. Notice how none of his specials had a K input, every single one of them. Yes, a contributing factor to that was the existence of older games having the same inputs, but even new moves for Pot still had P, S and HS inputs. Between this fact and the literal tutorial that taught you how to Kara (which has now since been removed) and you'll see exactly what I'm saying. He was a grappler designed around a higher-than-average execution barrier. That was his Strive identity for the past few years. To remove this part of the character's kit after over 3 years seems extremely random. Adding onto that, the patch notes also failed to give adequate reasoning as to the removal of Karas as a whole, with the only half-explanation being that it was slightly too difficult to perform an optimal Buster. They only addressed Buster without addressing the removal of every other Kara option, most notably KBMF. These factors (combined with the fact that nobody was complaining about Karas before this last patch) have resulted some of us to generally be quite pissed and, more importantly, confused at the sudden, completely unprompted, removal of Kara cancels on Pot. Removing them on the character that seemed to have them as a major part of their kit while also keeping and adding Kara cancels for other characters just overall results in a massive amount of confusion.
Everyone who used to complain that Ram was overpowered yet never won any big tournaments, Arcsys listened and decided to show you what an actually good Ram is like again
Yo facts. Before she was a knowledge check. If you don't know how she worked, you were going to get ran over by her, but with even a little understanding on what conditions she needed to loop her pressure or the windows for escape, she was very easy to interrupt. Now, even if we removed the glitch with her sword tosses ignoring her getting hit, she straight up has mix and huge damage, with or without sword tosses.
@@KingAfrica4 No, straight up. At the end of S3 she had like a 3% play rate coupled with an almost 42% win rate at top end level play, to which begins dipping hard after floor 7. Her game plan was strong but entirely predictable. Once people got familiar enough with the character to play around her strong RPS, she wasn't that oppressive, especially on defense.
Hmm, we'll have to wait and see. But they did put out a post showing the known bugs/issues from this patch and Ram's sword inconsistency is not listed. So as far as we're aware, it's intended behaviour.
While this is true, Goldlewis also does not receive a overall damage/range nerf for 6-7 sec. after trying to use his drone. Which makes me believe this was a possible intended feature that was overlooked by the fact she can get a full combo off it. Simple fix is either on a trade she just instantly gets the sword back the split second she is hit, or the sword still comes out and you both trade, but on the trade, the opponent is then knocked back instead of popped up, in turn resetting neutral for both players. Either or is better for everyone vs what it is now. Fact is if she just loses the sword on a trade no good ram player will ever use that move unless they are absolutely sure it will land without a doubt because the reward would not outweigh the risk for trying to use it, defeating the entire purpose of it having a guard crush property when the opponent can just hit you and its gone ,leaving you with nothing but less damage and range.
I never thought Potemkin would become low tier or anything like that just because they removed the karas, my issue is he's just not as fun as he used to be without them.
I still think removing Kara cancels from Pot was a bad call. In a patch that was meant to hone in on what made each character unique they took away arguably Pots most defining technique.
I feel like every time anyone is trying to have a discussion about this patch online a Pot main Hammerfalls through the wall shouting "I LOST MY KARAS DID YOU KNOW I LOST MY KARAS" And like, you can dislike the change and even think it's bad design, it's a reasonable opinion. But that is not _the problem_ with this patch IMHO. _The problem_ is that the game is full of bugs and unintended interactions, and the nerfs to the overall damage of the game haven't hit the cast as evenly as they should've. It definitely worked for _some_ characters and if you watch matches with those, you can see the vision, but for others it's just not there. My big fear is that they might not fix most of this stuff until near the holidays. I hope that's not the case...
This is a great review of the patch, it completely sums up my feelings on it. I also agree with your worries that a new patch won't come out till the holidays or even after, really well written but I do think a point you haven't considered is that Potemkin lost his karas 😐
The point is that most of the usual suspects and perennial strongest characters in the game, like may, sol, ram and nago got buffed while the hardest characters were either nerfed (hc) or kept as powerless as they were before. At this point why would you try to learn a harder character when you can just play one of the untouchables and have an easier time?
I'd never pick a top tier just to win, or because a character is top tier. My 1st main was goldlewis in season 1. I've been humbled by every character in this game, its just whether or not u play a good ram or a bad ram. It's still early but we'll see.
@@MegafanX123 I mean, most of the winners did, those who didn't played the other top tiers, like ken and yun, and the very few like Hayao are remembered exactly because they're the exception
@@juliustaylor9920 my issue is that it feels like you are punished for learning the harder characters while character with way simpler gameplans seem to roam free and even get buffed. It feels backwards
I wasn't personally a big fan of a lot of the changes because even if some characters are better off competitively because of those changes, like... they're just not fun. I don't think Bridget's new blanka ball is worth losing jump cancel roll because JCRM was fun to do, I REALLY hate what they did to Nago and how they made moves non-cancellable in exchange for higher damage because I'd rather get that damage from the combo instead of just one move, I don't like Pot losing karas because even if he's better overall, that was still a form of player expression that was taken away, just a whole lot of little things like that. I don't play fighting games super competitively. The reason I play them is because I like nerding out about moves and learning cool combos that I can fight my friends with. This patch, to me, felt like they aimed to make every character more viable competitively (and accomplished that maybe?), but did that at the expense of player expression and I really, *really* don't like that. Taking away tools from a fighting game character to me is the worst thing you can do to a character to nerf them and this patch has taken away any faith I have that ArcSys won't do that in the future with strive, meaning I don't feel like I can get invested in playing any characters if they're gonna change this drastically. If there's one good thing to have come out of this patch, though, it's gotten me to play Xrd again and I'm having a ton of fun with it! Venom and Dizzy are both a ton of fun to play in that game and I don't have to buy a season pass to get them! To any strive doomers, remember: Xrd has Rollback now, you can go back!!!
Rev2 supremacy! But tech buttons and fireball YRC still suck to play against. Though I take those over the plethora of issues Strive has (since release btw). If anything, the vision of Strive has remained consistent since 2019. That's for sure. This patch further solidified that.
As a ram player im not the biggest fan of this patch. Yes she is the best but they killed some of the fun you would have before. Her new optimal is legit is any starter into sweep then dauro or just dauro then rekka 1 cancel into rekka 1 until you get the opponent stuck to the wall
Agreed, also was a Ram main until the patch rises, the combos I felt satisfying to do are basically all dead. Now it feels she can do whatever she wants without penalty, Ram still can make a hell of a pressure with 1 sword, it's a broken char for sure. It's weird, she got new rotes, I've checked all of 'em, but I prefer season 3 Ram so much. Dauro was kinda of a bad move, but it was cool to use since u could predict opponent jumps Sabrobato was all about risk and reward, and it felt SO NICE when u did hit it And the sword throw (the now diagonal one) was also about risk and reward, u should think twice before throwing it Now she has everything, and it feels bad cause it took out what I've struggled to learn the MOST. If I was Daisuke, I would make her slide destruo an overhead, and make her sword come slower towards you, THAT'S IT!
I was never a pot player myself, but practicing Kara's in training mode and seeing what you could do with this incredibly unique and expressive mechanic was a solid 80% of his appeal for me. Now he's just far, far less interesting imo. Buff to flick is good though, nice to see it become a move™
The some fun things in the patch: -Swing the Club!! Swing the Club! Swing the freaking Club! -Chip’s rope from the Home Depot - Zato is back to playable along with Xrd Baiken coming back. Downside: Typical major Arc Sys patch that we have to suffer and complain until they clean all (almost) the dirt up
I think the people wanting change for Ramlethal is warranted, however, as a fair warning of what happened to Chaos and what is STILL happening to Chaos and what might even be starting to happen to Asuka right now, bad perception because people refuse to learn a gameplan around a character. I for the longest time (post long-range nerfs) played Happy Chaos religiously, it took me around 60 hours to even have a mental grip on how his game flow worked as he is arguably or more so WAS arguably the most execution-critical character before Asuka came out. I finally reached a point where I had a 50/50 execution rate on the more complicated 1-framers with Happy and I felt well.. happy to say the least. After what I thought was the most fair and needed nerf for the character to function properly he continued to get shot in the foot EVERY... DAMN... PATCH. While he still got good placements in tourneys you saw FAR less of him especially in big name tourneys. Almost no more complaints from top players and more consistent players because he had weaknesses. No Invlun moves, limited defensive options with drawbacks to them, you lose round start you most likely lose the round, having to sometimes give up pressure due to more recent meter changes even after significant nerfs to meter at a longer distance. Curse FINALLY got removed on hit because why the hell did it not before like every other effect in the game? Happy FELT balanced to me as a player at a higher level. BUT at a lower level I heard people still complain about him all the time. All it took was someone to just spend 20 or so hours to learn some cheap method of playing him or some pressure loop that was most definitely breakable and people would lose their shit. To be honest 90% of his pressure is just bullshit and puts him in unnecessary risk with even LESS reward, you can just buffer DP or buffer invuln overdrive and it WILL beat out his option unless the happy is anticipating it fully and has conditioned you that way. And that brings me to a more recent change with him losing the ability to be protected by his clone, like wtf. I thought he'd get some kind of rework that would make him more balanced on a casual level while keeping his competitive edge and high execution barrier but he just gets hit with another BIG nerf to one of his only defensive options. So now this nerf conflicts with the last nerf to his meter cause when staying AWAY from your clone to be able to use it you use more meter and in turn get punished because the game already is hyper-offensive and makes clone essentially a useless move that damages you a good bit. Asuka's nerfs we'll see if they're important but they are MAJOR changes nonetheless to his overall mechanics and now he interacts even more in something he was basically having to be an input and execution monster for. He is HARD and even the top 1% of Asuka players still have execution errors or get sloppy. While he did get a good buff it's very use-case specific and honestly won't be used that often as switching test cases is up to wining a hard knockdown at round start or getting a small opening and you won't be getting 50% tension until you get the ball rolling and that's difficult to do with the default test case as he's forced to play more neutral. I now worry about ram essentially that due to this one poor change that her character in the long term will suffer greatly from poor reception. I feel like in a general consensus most players on a casual level really disliked Ram but not nearly as much as Happy. I just want the corrections to only correct what's wrong and not go overboard with nerfs, because I do think most of her changes were good and warranted but I feel like sometimes it's a slippery slope to make a character bad. I'm not saying Happy is bad but he's nowhere near top 10 imo.
I feel like all they needed to do was just nerf his reload. If they made it so he couldnt shoot and reload before I hit the ground, then he'd be pretty balanced imo
Dude honestly good take unfortunately you're going to get shot in this community for thinking like a rational person who just happens to go against the grain. ArcSys has proven time and time again that they care more about the vibes rather than what is resonable. Like with Zato for example. They will tear a character down to shreds and have their fan base struggle for a very long time just because that character has a bad reputation and ruins the vibes. Chaos was poison for the community and hasn't been allowed to breathe since. Slayer is popular so he gets a slap on the wrist. Chaos needed to be adjusted that's fine. But we are way past the point of reasonable adjustment because he has recived nothing but nerf after nerf after nerf. It's comical how dejecting it is to get nerfed learn to play again get my mojo back just to get nerfed again in the next update. And this sucks because everyone else gets better. I'm a firm believer that Chaos from a patch or two ago would be fine if not a little strong in this meta currently but apprently others think not so it's time for adjustment nerf 300#. I honestly can't bring myself to care anymore though. I only bought Strive for Chaos and I'm one more balance change away from just quitting to play something else. Akuma is out in SF for a while now Tekken is always my jam. I'm tired of the power creep into constant nerfs. They would rather go the fighterz route and break a characters legs (SSJ Goku, Bardock, GT Goku fpr example and these guys needed nerfs but they overdid it) and have them be usless (for the sake of diversity in higher play and the general community) then create 30 busted DLC characters (MUI, S4 Gogeta, and ANDROID 21!!! Who all went against this diversity push and created a meta that lasted for months that almost killed the game) and take 500 patches to reverse the nerfs and get them back to their old power level when that isn't even enough anymore. I'm not saying we are there or will get there but it just seems to be a trend of this character isn't popular so nobody but their player base who's the minority will care if we nerf them.
Speaking as someone who started earlier this year, even the season 1 guides are still good for getting a general idea for the characters. I recommend checking Dustloop for more recent stuff, people are pretty fast with editing it.
will really depend character to character lol. My old potemkin guide from back at launch considering all the changes over the years probably barely even works anymore.
Idk bro the Ram thing just looks like it's very obviously an oversight on their part Like, yes it's still a bad thing she has it but in terms of where they're going with the re-work I'd say they did pretty nicely. All they have to do is just fix this one thing imo
Yeah I agree. They did a great job with the rework overall and now she is so much fun to play. They just need to fix this one thing that feels like a bug.
I honestly think it is working as intended, but they didn't realize how powerful it would end up being. Reason I believe this, is before season 4, when ram would get hit during a sword toss, the sword would just drop to the ground, worst case you just picked it back up. Now with you not being able to pick your swords back up, this is why you don't lose the sword toss on trade, because if it did, no good ram player would risk using a sword toss unless they were 1000% sure it was going to land due to the fact that if the reward does not outweigh the nerf of losing a sword ( - Damage and range loss for 6-7 sec.) then they would never use it. Mind you this is counter intuitive to trying to guard crush the opponent with it. I mean it is a cool idea, but in practice I don't see it working well either way. If they leave it as it is, ppl will be pissed that they get full comboed for landing a hit, change it back and then moves reward does not outweigh the risk and in turn will hardly get used. I think the best middle ground for it, the sword still comes out on a trade with the opponent knocking them back instead of popping them up, this way Ram does not get a full combo follow-up but does not get completely fked for using the move, and neither does the opponent, basically you both trade and neutral is reset. Either that, or if she gets hit first then her sword returns to her side the moment she is hit.
@ There aren’t many moves that can trade with the sword when you’re mid range, so I don’t think it would that bad if the sword dropped. Besides, the reward is still so good for hitting the sword that people will still absolutely use it. They would just need to be careful. I also don’t like the idea of changing the properties of an attack depending on whether or not the opponent hit you during it or not.
If you told me that some new or "quit but interested" players were turned off by all the dooming of Season 4, I'd believe you. I'm just playing sets to keep everything manageable. I'm happy to be back playing Strive.
Well that's exactly what this game is about when you compare most characters with their older gg version. So, nothing new. They're just taking a step further.
@@fabianocapet7785 Exactly. This discourse reminds me 100% of the one after the 2019 Strive gameplay reveal with Kizzie and the others. But after Strive released and newcomers got to know the franchise they dismissed the old complaints saying it's "a good thing to trim the fat and get rid of 'unnecessary execution' ". Turns out now those people know how it feels to fall in love with a character and its mechanics only to get them taken away for the sake of "accessibility" years later. Ironic, who would've thought.
For me it’s not about balance it’s more like the devs really seem to not care about the amount of time I’ve put into a character. The reworks just make my character feel so different that I end up feeling lost now
Part of the problem is the patch notes were very vague. It did sound like pot was killed, but thats because we didn't really know what they gave him in return for removing his kara
language on arcsys patches has always been awful. Like given that FG's are mechanically dense and complex compared to other competitive games its always gonna be an issue, but within the companies there are games that do it better and worse and usually Arcsys is about the worst of them all lol
@@rooflemonger you *could* argue that its a language barrier, but they absolutely should've learned their lesson by now. also no frame data in strive somehow still lol!
I don’t like the pot changes, but he still is a good character. Taking away his Kara cancel was a really bad nerf, but his buffs are really good as well. Getting armor for pot buster, flicking more projectiles, and getting (kind of)more oki. Better character overall. Also sorry for yapping.
The reason why Potemkin's overwhelming pressure was balanced was because you had to EARN that overwhelming pressure, making it easier for Potemkin to apply that pressure just makes it less fun both to play against him and to play as him, making everyone profoundly sad Also kbmf is gone so all of his combos are objectively nerfed
@@rooflemonger I'm glad you're defending the changes. Pot is still fun even if they lowered his execution barrier. I personally never saw kara as his defining feature either, he's a grappler, his command grabs have always been the defining feature.
@@freshlymemed5680 I guess Gief is just another Pot then. Same as every other grappler in existence. Command grabs are the archetypes defining feature. Not the character.
How have Nago and Ram remained toppest of the top tier in this game since it LAUNCHED. That’s crazy to me. Can’t believe ArcSys killed Zato just for this
I really like this patch in general. I have to get used to some changes like the Sol move reworks, but I hope they fix things like the Ram sword toss "reversal" and Ky's infinite (as goofy and kinda impractical as it is)
As a ram main, i know the swords are a main factor to her playstyle. Thus why i purposely toss the swords away and focus honing on swordless combat to better myself while in that state. Start at the weakest, not the strongest.
As a Pot main that could comfortably use all karas (except kBMF) in match, I wecomed this patch. The new Hammerfall Break routes, 6H loops, and Blue Wild Assault are super fun to use.
A lot of noise was made about the Karas but actually a lot that worried me about Potemkin changes were his button nerfs. Tons of extra startup and/or recovery in his light buttons (other than 5P) and j.S and j.H got hit real hard. My feeling was that this was going to make both his defenses and his approach a lot weaker. The hurtbox changes to Mega Fisto didn't help with that impression. Only played a little bit as I've been sucked into King of Fighters (in my heart, Vice is already here) and wasn't super happy (actually miffed about the launch changes on Heat Knuckle messing with one of my favourite combos) but glad it's looking better as things settle. Garuda probably the biggest surprise. Even deadlier despite much lower damage and chip
They can easily fix the Ramlethal issue (feels like a bug tbh). Just make it drop when Ram gets interrupted during startup or while moving. Perhaps make it stay on the ground even longer while they’re at it. This is as a Ramlethal secondary who loves the idea of the rework otherwise.
Yeah the sword should just disapear when hit no matter what, and maybe cut the +frames down a little I don't think it needs to take even longer to come back even if you're hit. That seems like overkill when there's better ways to balance her
@@HammiRammiDon't even try to reason with this guy, bro. There is a reason that fan changes usually don't get added because 99% of the time people have horrible takes and want a character gutted then add "But I'm fair I play them on the weekends every other leap year".
@z1u512 Not gonna argue with the clown (which is u btw.) But I play Chaos he's literally the only character I play, and I'll stop playing when I don't find him enjoyable. You're just one of those braindeads who think you know way more than you do. The Dunning-Kruger effect is which this phenomenon is called btw perfect description for idiots like urself 🤡
I always laugh at how hard people have to eat their foot after jumping to wild conclusions without actually fully considering what it is thats being presented. As a grappler player and fighting game enthusiast who rarely plays characters that have kara-cancelable inputs, not having a kara-cancelable input...sorry...having that option removed...to me is "okay, whatever. What else do I have?" Situation. Especially during your patch review video and you named all of the buffs Potemkin, specifically, gained, i was just chuckling reading all the comments of people just ready to boycott the game at that point. They literally gave our boy an extensive amount of playability FROM RANGE that MOST grapplers do not have ANYWHERE. Potemkin can literally be a threat or respond to threats from literally anywhere on the screen, and the only "real nerf" as yall say it is was the removal of kara-cancelable inputs. Yea...sure... something you felt made the character extremely strong was removed, but people like Snake Eyez who doesnt even play the game anymore and others saying Potemkin got removed from the game was just outrageous. However, glad to see people like Consomme in the fgc keep quiet and lab first, cause right now i think he has the best Potemkin. Hopefully they fix the majority of bugs and add some counterplay to Ram, cause this season is actually looking pretty damn fire.
4 years and lobbies are still as garbage as ever. I can forgive some bugs and some questionable balance decisions, but can we get some decent matchmaking please?
I'm surprised to not see more rage about Goldlewis... His behemoth typhoon guard crush damage was never designed for the ability to use the move twice! The idea they were going for in the new patch (including Dizzy's wings of light) can theorically be saved and be made balanced, but clearly, they need lots of adjustments.
I used to get annoyed that strive kept popping up in my feeds. I hate strive! But now I see it for the blessing it is. I get to watch the kettle boil with the frogs inside from a safe distance. I feel kinda bad for the frogs who were promised a cool bog but aaaaaalso .... I was *also* a frog promised a cool bog and they delivered an oasis instead. Oasis are cool but I wanted a BOG, y'know? And I feel like the metaphor is getting away from me and I forgot the original intent of the comment -- which is to boost analytics and watchtime while I ramble. Stay kickin, rooflemonger.
Arcsys makes *great* characters and mechanics in a game but they have been literal garbage with balancing any game they've touched for decades now. I wish they'd just make a game / its foundation / make dlc characters, and then *NOT* be allowed to balance it otherwise, and to have an entirely separate team handle that.
The problem with this game its all iver the place. The damage is way to high if they had tone the damage down the game would be solid all around.. The old GG's are just better games
What I actually cannot understand about this patch is the damage. It was pretty good in season 3. Now it’s just a one touch game at this point. It goes against what the patch notes said about more interactions. It doesn’t help on top of buffing already strong characters and nerfing mid or low tiers. The patch also lacks an extreme amount of polish and most of the decisions have been poorly implemented. Arcsys does not understand their player base at all and would rather throw darts at a board when it comes down to how they balance the game. It’s inconsistent, and has a frightening lack of play testing, polish, and a major misunderstanding of what the players actually want.
See, for me personally, the fact that rounds are quicker and you now have to be much more careful is what makes it more fun. I was a long time Rev player before Strive and Rev suffered from combos feeling weak and rounds feeling drawn out at times. Strive on launch was blisteringly high damage with a much more serious focus on neutral. Over the patches to Strive, it slowly started to morph into Rev but the change back to base Strives "Make one mess up, lose 1/3 of your health" feels a lot more engaging. Now as for the rest of the patch however, that was hot garbage. As a Pot main, while its nice to have more hyper armour, the fact it cost us Kara's just isnt worth it. That and them changing the inputs for his moves feels horrible for me personally as the new inputs dont feel like they make all that much sense such as F.D.B now being a kick move and heat tackle going from a sweeping back all the way forward to a Z forward kick.
The amount of doom posting about the game after this patch in general is quite frustrating. The vision of almost all changes seems reasonable. Now, I can see why people are complaining about bugs, balance and so on. The patch is completely riddled with bugs, unintended interactions, etc. to the point that I personally prefer to wait for a hotfix (sooner than later, please.) rather than touch it. They should've been fine-tuning the patch for a longer time.
Ah, damn... I was thinking about getting back into Strive since this patch came out, but if my main is the villain du joir, I don't know if I want to deal with that.
I play a bunch of characters and even the ones that are nerfed still feel fun, except for ky. I really underestimated the ky nerfs at first but he is by far the most nerfed character that I play. I also play slayer but even though he is nerfed, he still feels fairly strong. Ky on the other hand feels so much weaker it's insane. He his conversion ability has fallen off a cliff because of the foudre arc and 6H changes. He pretty much cannot break the wall without meter or shock state now. I really tried to make use of the buffs but aside from the infinite which will almost certainly be patched the buffs aren't really useful. You can combo off of heavy vapor thrust in shock state, but you need a close slash or roman cancel to combo into it. Before you could combo a far slash or 5H into stun dipper RRC then go into a wall break and now you cant unless you spend another 50 meter. It's really sad what they did to ky and so i dropped the character. My other characters (sol, sin, and slayer) still seem pretty strong though and i overall like the direction of the patch especially the universal 6P nerf and health buffs.
Kara cancel removal removed a lot of fun from Potemkin. I only ever played the game casually, and learning that one advanced mechanic made me feel like I achieved something and made my gameplay more creative… But now I don’t know what to feel. They traded fun for simplicity and flat out strength. I have no control over the decisions being made, all I can do now is remember the good ol days. What a sad day to come back to Strive (I am striving to find a reason to continue playing) 😔😔😔
Not gonna be the last person to say I will miss kara cancels but I actually like the new Pot changes. He feels so much smoother to play with all the buffs to his other moves not to mention the qol changes to his lingering hurtboxes. Baiken buffs are really damn good too, been having a blast on her. As for the "OP" stuff this time, Ram and Goldlewis are a little overtuned and I think people are sleeping on the fact Johnny is really strong now.
this. ppl have completely lost perspective b/c it's a "major patch" and not a "rev 2" or whatever. hell, I'm older and I remember having to relearn stuff w/law after the t5:dark resurrection update back on ps2. this is how stuff is w/fighting games, and it's always been this way. I'm kinda proud of how bold arcsys was w/it. I'm sure there's counterplay to the stuff that seems egregious, but ppl are still playing it like it's last patch so it'll take time for them to adjust to the way stuff is now. honestly I just think strive is kinda cursed as the gg that "everyone" loves to hate.
I do love that major FG patches are indeed that, the "new game" we would have to buy back in the day to get those changes. I miss however the name changes that come with it. Like SFV kept up the AE/Champion edition aspects and hopefully SF6 does Super Street Fighter 6 but everyone else just kinda let that slip
@@salinalunara Yes, it's a real reset that left a shallow feeling. Even though it's a reset, it comes with bugs and other problems. Considering how strive already has so many problems. It just adds up. You shouldn't be proud of this patch. The game already has one of the worst ranking systems in the franchise, lacks proper content to engage and lacks the replay takeover that the previous game had, especially +r got updated 2019 and many other big games now day's. This game will never be finished at this pace. You know what, they're going to waste more time fixing this problem that they themselves introduced instead of completing their own game.
@@rooflemonger it was helpful, but it kinda became a mainstream meme, so I could see why companies other than capcom would stop doing it. there is gbv: RISING, so it's not all the companies, but that game came with a new price of entry as well. overall, I'm sure there are either marketing reasons to avoid confusion that unnecessarily scares away players who are newer to FGs, or backend money reasons that have nothing to do with me as a player lol.
The big problem with Potemkin is that he became better in a less interesting way. All of the Kara cancel stuff was what really gave him an identity other than "this game's big body grappler", and also raised his skill ceiling dramatically (and importantly, pot was still a fun and funcional character without it. Weak at top level sure, but at that point you can just do the Kara stuff)
On a whole, I love the patch. I am a Baiken main, so obviously I ate, but it feels like basically everyone got new options to play around with. About the sword toss, I agree that it should be smoked out of the air if Ram gets hit. It's how basically every other projectile works in the game. Maybe make it that it isn't fully offline for the full time then if you beat it, but it being unstoppable is a little rough.
very interesting, although to be fair I havent put as much time in her yet as I normally would cause soon as I finished the patch video I immediately no-lifed metaphor until I beat it lol
"We gonna fix this in post guys" - Jokes aside patch defenetly need more tuning and fixing problems (fix Ram, nerf Gold, buff Millia e.t.c) , but it is fun.
Its funny how I got yelled at in the last video for saying that now Potemkin players need to learn their throw distances and now it seems that he's even better than before.
I personally dont understand why this random reworks for already good characters like Pot i would say he was pretty strong in season 3, Goldlewis, Ram and Nago the same thing so again why? Me all i wanted them to fix in season 4 was the high health high damage issue because its ridiculous that we have to learn mix and complex combos developing a third eye during a match for lil damage to then get 2 tapped by characters that they only have to put a lil effort(Slayer 3 hit bread and butter half my life is not ok) thats was it. Nerfs i was expecting if anything was Jack O feels like its never my turn to play and very hard to lab the match up same situationwith Asuka(good they did nerf him), buffs well to make Zato 1 playable and Baiken needed help(good both got helped but zato 1 still got another nerf like why ._.)
Speaking as a floor 5 scrub, kara moves were the entire reason i didnt play potemkin, and im glad i dont have to learn them. The desire for a character to always have high execution things like karas always feels like elitism to me. The consensus that i seem to see is that playing a hard to play character is a badge of honor. But i never wanted to play pot because of execution difficulty. I wanted to play him because of character design, story, and getting to play a grappler.
from where I stand, a person who plays with friends and on the arcade modes. This patch killed Pot for one of my friends, hes now not that interesting and he likes some kind of complicated shenanigans. The Faust change was cool I guess. My dear sin is no more, I liked him for his simplicity and his supers, very agile and allowed me to learn some cool things but then his stam got stolen. Ram is a menace in the Lobby, and overall even though they buffed the "tank" for everyone it feels like the damage everyone deals is much more than before patch, like the "tank" stuff didn't even happen and people got a decent damage buff. I am a casual player with very little hours in the game, and less in other fighting games. I don't have any suggestions for I don't believe I'm in the place for giving any but really its tough to play the game now and we've went to playing mk1
From what the comments are telling me: Having a character thats limited in options but has a skill-based gimmick that allows them shift the tides in some matchups is more fun... Versus.... Having a character that has a few more options that allow him to compete more in some matchups, slightly less strict timings, and no skill-based gimmicks to make execution with the character more universal between the player base is less fun. I dont see many, i see some, but very few arguments or opinions that legitimately argue why removing kara-canceling just didnt sit right with them. The majority of comments have just been people upset that they dont have a slight advantage in the Pot mirror against a player who hasnt mastered the Kara-cancel....
Only stupid thing about this patch is everyone got so tuned that Dizzys release makes her feel so arguably weak. Other than Goldlewis and Elphelt on release. Dizzy feels like a struggle fest on how AGRO everyone is in this game
I don't really care if pot is better, I also thought when I saw the patch notes that he was going to be better. He's just way less fun now for a whole lot of potemkin players. We don't really care if the character is good or not, we just want to have fun with him. And to me, taking karas away has completely ruined the fun factor.
Meh, my concern was them making the characters needs less of a brain, losing kara throws, corner sword combos, etc. More power or not, most of the changes did make the game "dumber" as a whole, and Strive already has that aimed at it sometimes. Especially Pot. Pot players did not just want another big body. Kara nonsense was a lot of the fun in his moves. And the Ram thing is 90% a bug that will be fixed
Doesn't really matter the game, a new patch arrives, and some people get up in their feelings about the perceived new enemy of the people. Sometimes its justified, sometimes it isn't, and is that the case here? Potemkin was written off as dead due to the changes on paper, and in reality he's probably quite a bit better off, and Ramlethal nobody made much of the changes originally other than "hey, neat" and now due to the power of her new moves (and upped damage) people are wringing their hands together like its full power happy chaos all over again. Sunrise, sunset perhaps but its always fun to talk about.
Hey, I am considereing getting into Guilty Gear. SOmething to Compliment MK 1. What is your take. I played Tekken 7 pretty well and MK 1 pretty well. Might get T8 later. These anime fighters always scared me because the frames are crazy fast. And I was scared of not being able to react to anything. lol
@@ralphwarom2514 Guilty Gear is an "anime fighter" but strive is a bit less anime than some. Its still a great game and worthy of anyone looking to play a quality FG
@@ralphwarom2514 I think it's great.honestly the break I needed from sf6 master ranks I got it from the sale this past week and honestly might not go back to SF till mai comes out lol
@@ralphwarom2514the 1st fighting game i ever took seriously was DBFZ. I was intimidated by guilty gear but still gave it a try because its just animated so well. I almost quit strive because I couldn't find a character I wanted to main. Goldlewis was my 1st main and I never looked back.
Pot wasn't written off as being nerfed - going into the patch a lot of us speculated it'd overall be a buff.
It's the pain of losing what gave him depth and nuance at a high level. He's far more linear now.
They turned pot into king of dinosaurs with the armored grab😂
Good, one more person to send that coward Tizoc running!
@@rooflemonger Not good, people who like KoD can go play him. People who like the unique, fun character GGST Pot was are out in the cold until a community mod brings him back. Whether the character that replaced him is stronger or weaker is irrelevant. My boy is dead, arcsys killed him, and people making excuses for doing these years after his core identity was established are missing the point entirely.
Rams swords also allow combo off of opponent bursts, and ram can get corner to corner off of 2k meterlessly…
It doesn't matter if pot is "better" now. Our reasoning was that kara cancel is what bind us to this character.
If we wanted strong big body, we could have always play Goldlewis. I don't want a stronger character by trading away fun playstyle.
Self-proclaimed glue eaters when they're given more glue.
@@freshlymemed5680 What a useless comment
@@freshlymemed5680 explain in glueology
They took away our old glue and gave us new glue but this new glue is a different brand of glue and we, majority of glue eater, are very angy
The thing about Pot... if all we cared about was whether the character is good, we wouldn't be playing a big body grappler to begin with. Even if the buffs he got did adequately compensate strength-wise, the fact remains that losing a ton of effective range on his moves feels _bad._
That is true certainly, nobody picks a grappler cause they are looking for a strong character lol.
Us axl players feel similar. They took away a reall fun and interesting tool that allowed axl players to pressure instead of just zoning, just to replace it to buff his zoning. Which doesn't change his spot as the worst zoner whatsoever. It just made him a more boring character to play
It seems modern fighting games can never evade the “party game” allegations at least once
it's over 😔
we're so back 😳
it's so over 😔
WE'RE SO BACK 🤩
Ad infinitum with the FGC it would seem... 😅
ok since I posted the patch visual guide vid ive done nothing but play metaphor, and I finally beat it at 58 hours on the clock on hard mode. I will tell you normally if its not a fighting game, I drop almost every game around 20-25 hours but Metaphor is so good it kept me going the whole time. Its probably my GOTY and as "fantasy persona" I legitimately think its better than any of the Persona games. Even precious persona 5, which isn't actually better than persona 4 but thats a whole nother thing. Legit super recommended. Anyways fighting games are good too but just gotta get that out there.
Where was Metaphor when hurricane Milton hit? For the price of writing a youtube comment you could vote for Shin Megami Tensei V Vengeance
Didn’t even know this game existed. THANK YOU!
Nice. I've been enjoying Metaphor a lot myself.
Hello there Rooflemonger. That Ramlethal shenanigans is just Bonkers. And as for Pot, as a Chipp main, it does not matter at all. It´s still one mistake and I´m gone.
But the real question is how were you able to finish Metaphor in only 58 HOURS and on HARD???? I have almost 59 hours and I am still in the obtain Drakodios quest. That´s crazy, or maybe I´m just very thorough. And I like to grind.
Anyway, I´m having a blast with it. It´s been nothing but SF6 and Metaphor every single day.
Cheers and keep up the awesome work my friend
Played the demo and loved it I wouldnt say it is better than P5 imo but I havent finished Metaphor so yeah also I just love the life sim parts of Persona
I thought this patch was going to be horrific, but I really enjoy it, since it took tools away from characters but gave them new ones. Except for ram, ram makes no sense.
What’s up with that? People have been complaining about this character since release and it seems like she just gets better in the areas people are complaining about
Yes, more when you consider that the character from rev 2 used to activates the levitating swords by comands and they come back to you with an attack in a very cool way... now she is almost a melee, and now you cant even pick up the swords and they come back so slow they used to teleport. Of course it has to balance but next time axl attack with no chains 😂 and baiken withouth sword
The amount of doom posting from the pot mains was crazy
like I get it, I thought they killed him. It took me a bit to turn around and really look at it and realize he's basically just better now. Thats what happens when you change something thats part of the character where people are really emotionally invested in
@@rooflemongerits just a kara-cancel. We big body character players dont see that often, so neutral with or without it was never an issue as long as the character has tools. They were clearly giving Pot tools, and everyone was still blindly looking at because the seen "nerfs" over "buffs".
It was 100% warranted though. Putting Pot players to shame for a reasonable reaction is pretty unfair imo.
Kara-cancel became inseparable with GGST Potemkin, and if patch notes threaten the removal of something inseparable with your character, then of course everyone playing said character would lose their mind. Luckily, Potemkin's changes ended up keeping the character in-tact though, so the dooming is mostly gone, but still.
i wasn't worried about balance i was worried about fun, fdb is so much better now but is it worth losing a fun mechanic? maybe? it's too early
I don't like the Garuda changes also back megafist is worse.
I think the main problems that some Pot players (myself included) have with the removal of Kara cancels is how it was done completely without explanation. Prepare to listen to a really dumb rant from a really dumb person who might understand about 25% of what they're saying.
Pot, from the beginning of Strive, was practically built around Kara cancelling. That's not even just me being overdramatic. Notice how none of his specials had a K input, every single one of them. Yes, a contributing factor to that was the existence of older games having the same inputs, but even new moves for Pot still had P, S and HS inputs. Between this fact and the literal tutorial that taught you how to Kara (which has now since been removed) and you'll see exactly what I'm saying. He was a grappler designed around a higher-than-average execution barrier. That was his Strive identity for the past few years. To remove this part of the character's kit after over 3 years seems extremely random. Adding onto that, the patch notes also failed to give adequate reasoning as to the removal of Karas as a whole, with the only half-explanation being that it was slightly too difficult to perform an optimal Buster. They only addressed Buster without addressing the removal of every other Kara option, most notably KBMF.
These factors (combined with the fact that nobody was complaining about Karas before this last patch) have resulted some of us to generally be quite pissed and, more importantly, confused at the sudden, completely unprompted, removal of Kara cancels on Pot. Removing them on the character that seemed to have them as a major part of their kit while also keeping and adding Kara cancels for other characters just overall results in a massive amount of confusion.
They did give an explanation though. It was to make the character more accessible. Strive's entire shtick of its existence.
@@Nyagrothen why do other character have karas that are legitimately harder to do like slayer and Johnny with their kara jump cancels
Everyone who used to complain that Ram was overpowered yet never won any big tournaments, Arcsys listened and decided to show you what an actually good Ram is like again
Yo facts. Before she was a knowledge check. If you don't know how she worked, you were going to get ran over by her, but with even a little understanding on what conditions she needed to loop her pressure or the windows for escape, she was very easy to interrupt.
Now, even if we removed the glitch with her sword tosses ignoring her getting hit, she straight up has mix and huge damage, with or without sword tosses.
@@ShadowNinjaMaster93 comments like this just shows surface level understanding of the character
True. Ram was never “that” good. She was and still is a knowledge check mid tier
@@evriXOram mains are beyond delusional
@@KingAfrica4 No, straight up. At the end of S3 she had like a 3% play rate coupled with an almost 42% win rate at top end level play, to which begins dipping hard after floor 7. Her game plan was strong but entirely predictable. Once people got familiar enough with the character to play around her strong RPS, she wasn't that oppressive, especially on defense.
You make it so I never need to browse twitter for fighting game news and I cannot thank you more for that.
twitter is an evil place, but im in there for good or for ill. Mostly my good though and everyone elses ill since im a twitter villain lol
the aliens taught gold lewis how to access the gambit realm
Seems like an oversight/bug for Ram. Most lingering projectile moves disappear after getting hit. Like goldlewis drone.
Hmm, we'll have to wait and see. But they did put out a post showing the known bugs/issues from this patch and Ram's sword inconsistency is not listed. So as far as we're aware, it's intended behaviour.
While this is true, Goldlewis also does not receive a overall damage/range nerf for 6-7 sec. after trying to use his drone. Which makes me believe this was a possible intended feature that was overlooked by the fact she can get a full combo off it. Simple fix is either on a trade she just instantly gets the sword back the split second she is hit, or the sword still comes out and you both trade, but on the trade, the opponent is then knocked back instead of popped up, in turn resetting neutral for both players. Either or is better for everyone vs what it is now. Fact is if she just loses the sword on a trade no good ram player will ever use that move unless they are absolutely sure it will land without a doubt because the reward would not outweigh the risk for trying to use it, defeating the entire purpose of it having a guard crush property when the opponent can just hit you and its gone ,leaving you with nothing but less damage and range.
@themorbidkid187 Turns out it is unintended behaviour, as they updated the known issues list today.
@@LummyJooma well I did say a "possible feature", but either way, now we wait and see how they address it.
I never thought Potemkin would become low tier or anything like that just because they removed the karas, my issue is he's just not as fun as he used to be without them.
pot might still be good this patch but hes just not my pot anymore
You know I think he's better overall but his worst matchups feel more lopsided. But I haven't played since beginning of S3.
I still think removing Kara cancels from Pot was a bad call. In a patch that was meant to hone in on what made each character unique they took away arguably Pots most defining technique.
I feel like every time anyone is trying to have a discussion about this patch online a Pot main Hammerfalls through the wall shouting "I LOST MY KARAS DID YOU KNOW I LOST MY KARAS"
And like, you can dislike the change and even think it's bad design, it's a reasonable opinion. But that is not _the problem_ with this patch IMHO. _The problem_ is that the game is full of bugs and unintended interactions, and the nerfs to the overall damage of the game haven't hit the cast as evenly as they should've. It definitely worked for _some_ characters and if you watch matches with those, you can see the vision, but for others it's just not there.
My big fear is that they might not fix most of this stuff until near the holidays. I hope that's not the case...
This is a great review of the patch, it completely sums up my feelings on it. I also agree with your worries that a new patch won't come out till the holidays or even after, really well written but I do think a point you haven't considered is that Potemkin lost his karas 😐
The point is that most of the usual suspects and perennial strongest characters in the game, like may, sol, ram and nago got buffed while the hardest characters were either nerfed (hc) or kept as powerless as they were before. At this point why would you try to learn a harder character when you can just play one of the untouchables and have an easier time?
So why wouldn't someone play with Chum Li in SF3?
I agree. The new patch definietly didn't improve the overall state of the balancing. I would say it got worse instead.
I'd never pick a top tier just to win, or because a character is top tier. My 1st main was goldlewis in season 1. I've been humbled by every character in this game, its just whether or not u play a good ram or a bad ram. It's still early but we'll see.
@@MegafanX123 I mean, most of the winners did, those who didn't played the other top tiers, like ken and yun, and the very few like Hayao are remembered exactly because they're the exception
@@juliustaylor9920 my issue is that it feels like you are punished for learning the harder characters while character with way simpler gameplans seem to roam free and even get buffed. It feels backwards
Strive fearmonger when rooflemonger walks into the room:
And immediately misses the point
I wasn't personally a big fan of a lot of the changes because even if some characters are better off competitively because of those changes, like... they're just not fun. I don't think Bridget's new blanka ball is worth losing jump cancel roll because JCRM was fun to do, I REALLY hate what they did to Nago and how they made moves non-cancellable in exchange for higher damage because I'd rather get that damage from the combo instead of just one move, I don't like Pot losing karas because even if he's better overall, that was still a form of player expression that was taken away, just a whole lot of little things like that.
I don't play fighting games super competitively. The reason I play them is because I like nerding out about moves and learning cool combos that I can fight my friends with. This patch, to me, felt like they aimed to make every character more viable competitively (and accomplished that maybe?), but did that at the expense of player expression and I really, *really* don't like that. Taking away tools from a fighting game character to me is the worst thing you can do to a character to nerf them and this patch has taken away any faith I have that ArcSys won't do that in the future with strive, meaning I don't feel like I can get invested in playing any characters if they're gonna change this drastically.
If there's one good thing to have come out of this patch, though, it's gotten me to play Xrd again and I'm having a ton of fun with it! Venom and Dizzy are both a ton of fun to play in that game and I don't have to buy a season pass to get them! To any strive doomers, remember: Xrd has Rollback now, you can go back!!!
Rev2 supremacy!
But tech buttons and fireball YRC still suck to play against. Though I take those over the plethora of issues Strive has (since release btw).
If anything, the vision of Strive has remained consistent since 2019. That's for sure. This patch further solidified that.
0:58 Goldlewis: "I'm gonna get you lil bro"
As a ram player im not the biggest fan of this patch. Yes she is the best but they killed some of the fun you would have before. Her new optimal is legit is any starter into sweep then dauro or just dauro then rekka 1 cancel into rekka 1 until you get the opponent stuck to the wall
Agreed, also was a Ram main until the patch rises, the combos I felt satisfying to do are basically all dead. Now it feels she can do whatever she wants without penalty, Ram still can make a hell of a pressure with 1 sword, it's a broken char for sure. It's weird, she got new rotes, I've checked all of 'em, but I prefer season 3 Ram so much.
Dauro was kinda of a bad move, but it was cool to use since u could predict opponent jumps
Sabrobato was all about risk and reward, and it felt SO NICE when u did hit it
And the sword throw (the now diagonal one) was also about risk and reward, u should think twice before throwing it
Now she has everything, and it feels bad cause it took out what I've struggled to learn the MOST. If I was Daisuke, I would make her slide destruo an overhead, and make her sword come slower towards you, THAT'S IT!
The Ram Sword Toss explosion winning to RC and Burst is insane, take away that priority
I was never a pot player myself, but practicing Kara's in training mode and seeing what you could do with this incredibly unique and expressive mechanic was a solid 80% of his appeal for me. Now he's just far, far less interesting imo.
Buff to flick is good though, nice to see it become a move™
Goldlewis damage and crazy crazy options escaped this video how!!!!!.
goldlewis is finally balanced is all 😌
@@rooflemongerHe needs it😈
The some fun things in the patch:
-Swing the Club!! Swing the Club! Swing the freaking Club!
-Chip’s rope from the Home Depot
- Zato is back to playable along with Xrd Baiken coming back.
Downside:
Typical major Arc Sys patch that we have to suffer and complain until they clean all (almost) the dirt up
How is Zato playable?
I think the people wanting change for Ramlethal is warranted, however, as a fair warning of what happened to Chaos and what is STILL happening to Chaos and what might even be starting to happen to Asuka right now, bad perception because people refuse to learn a gameplan around a character. I for the longest time (post long-range nerfs) played Happy Chaos religiously, it took me around 60 hours to even have a mental grip on how his game flow worked as he is arguably or more so WAS arguably the most execution-critical character before Asuka came out. I finally reached a point where I had a 50/50 execution rate on the more complicated 1-framers with Happy and I felt well.. happy to say the least. After what I thought was the most fair and needed nerf for the character to function properly he continued to get shot in the foot EVERY... DAMN... PATCH. While he still got good placements in tourneys you saw FAR less of him especially in big name tourneys. Almost no more complaints from top players and more consistent players because he had weaknesses.
No Invlun moves, limited defensive options with drawbacks to them, you lose round start you most likely lose the round, having to sometimes give up pressure due to more recent meter changes even after significant nerfs to meter at a longer distance. Curse FINALLY got removed on hit because why the hell did it not before like every other effect in the game?
Happy FELT balanced to me as a player at a higher level. BUT at a lower level I heard people still complain about him all the time. All it took was someone to just spend 20 or so hours to learn some cheap method of playing him or some pressure loop that was most definitely breakable and people would lose their shit. To be honest 90% of his pressure is just bullshit and puts him in unnecessary risk with even LESS reward, you can just buffer DP or buffer invuln overdrive and it WILL beat out his option unless the happy is anticipating it fully and has conditioned you that way. And that brings me to a more recent change with him losing the ability to be protected by his clone, like wtf. I thought he'd get some kind of rework that would make him more balanced on a casual level while keeping his competitive edge and high execution barrier but he just gets hit with another BIG nerf to one of his only defensive options. So now this nerf conflicts with the last nerf to his meter cause when staying AWAY from your clone to be able to use it you use more meter and in turn get punished because the game already is hyper-offensive and makes clone essentially a useless move that damages you a good bit.
Asuka's nerfs we'll see if they're important but they are MAJOR changes nonetheless to his overall mechanics and now he interacts even more in something he was basically having to be an input and execution monster for. He is HARD and even the top 1% of Asuka players still have execution errors or get sloppy. While he did get a good buff it's very use-case specific and honestly won't be used that often as switching test cases is up to wining a hard knockdown at round start or getting a small opening and you won't be getting 50% tension until you get the ball rolling and that's difficult to do with the default test case as he's forced to play more neutral.
I now worry about ram essentially that due to this one poor change that her character in the long term will suffer greatly from poor reception. I feel like in a general consensus most players on a casual level really disliked Ram but not nearly as much as Happy. I just want the corrections to only correct what's wrong and not go overboard with nerfs, because I do think most of her changes were good and warranted but I feel like sometimes it's a slippery slope to make a character bad. I'm not saying Happy is bad but he's nowhere near top 10 imo.
I feel like all they needed to do was just nerf his reload. If they made it so he couldnt shoot and reload before I hit the ground, then he'd be pretty balanced imo
Dude honestly good take unfortunately you're going to get shot in this community for thinking like a rational person who just happens to go against the grain.
ArcSys has proven time and time again that they care more about the vibes rather than what is resonable. Like with Zato for example. They will tear a character down to shreds and have their fan base struggle for a very long time just because that character has a bad reputation and ruins the vibes. Chaos was poison for the community and hasn't been allowed to breathe since. Slayer is popular so he gets a slap on the wrist.
Chaos needed to be adjusted that's fine. But we are way past the point of reasonable adjustment because he has recived nothing but nerf after nerf after nerf. It's comical how dejecting it is to get nerfed learn to play again get my mojo back just to get nerfed again in the next update. And this sucks because everyone else gets better. I'm a firm believer that Chaos from a patch or two ago would be fine if not a little strong in this meta currently but apprently others think not so it's time for adjustment nerf 300#.
I honestly can't bring myself to care anymore though. I only bought Strive for Chaos and I'm one more balance change away from just quitting to play something else. Akuma is out in SF for a while now Tekken is always my jam. I'm tired of the power creep into constant nerfs. They would rather go the fighterz route and break a characters legs (SSJ Goku, Bardock, GT Goku fpr example and these guys needed nerfs but they overdid it) and have them be usless (for the sake of diversity in higher play and the general community) then create 30 busted DLC characters (MUI, S4 Gogeta, and ANDROID 21!!! Who all went against this diversity push and created a meta that lasted for months that almost killed the game) and take 500 patches to reverse the nerfs and get them back to their old power level when that isn't even enough anymore. I'm not saying we are there or will get there but it just seems to be a trend of this character isn't popular so nobody but their player base who's the minority will care if we nerf them.
I literally bought the game today so I hope old guides still apply after aaaall these changes 😅
Depends who you're playing, a lot of bnb combos don't work anymore but the basic gameplan for must characters is the same (except Ram it seems)
Speaking as someone who started earlier this year, even the season 1 guides are still good for getting a general idea for the characters. I recommend checking Dustloop for more recent stuff, people are pretty fast with editing it.
will really depend character to character lol. My old potemkin guide from back at launch considering all the changes over the years probably barely even works anymore.
@@rooflemonger Parts of it still seem good, the oki guide doesn't seem to have changed. Do garuda, make them scared so they jump then do a combo.
Welcome!
Arcsys went full NRS with this bug ridden patch. 😂
oh thats unfair to NRS, cause arcsys has always been the king of the fucked up patch.
@@rooflemonger Arcsys might have tiny bugs, but NRS has character game breaking bugs like Homelander.
@@vonVile flashbacks to the injustice games
Arcsys fans literally never ever skip a beat to try and put NRS down huh.
Idk bro the Ram thing just looks like it's very obviously an oversight on their part
Like, yes it's still a bad thing she has it but in terms of where they're going with the re-work I'd say they did pretty nicely. All they have to do is just fix this one thing imo
Yeah I agree. They did a great job with the rework overall and now she is so much fun to play. They just need to fix this one thing that feels like a bug.
I honestly think it is working as intended, but they didn't realize how powerful it would end up being. Reason I believe this, is before season 4, when ram would get hit during a sword toss, the sword would just drop to the ground, worst case you just picked it back up. Now with you not being able to pick your swords back up, this is why you don't lose the sword toss on trade, because if it did, no good ram player would risk using a sword toss unless they were 1000% sure it was going to land due to the fact that if the reward does not outweigh the nerf of losing a sword ( - Damage and range loss for 6-7 sec.) then they would never use it. Mind you this is counter intuitive to trying to guard crush the opponent with it. I mean it is a cool idea, but in practice I don't see it working well either way. If they leave it as it is, ppl will be pissed that they get full comboed for landing a hit, change it back and then moves reward does not outweigh the risk and in turn will hardly get used. I think the best middle ground for it, the sword still comes out on a trade with the opponent knocking them back instead of popping them up, this way Ram does not get a full combo follow-up but does not get completely fked for using the move, and neither does the opponent, basically you both trade and neutral is reset. Either that, or if she gets hit first then her sword returns to her side the moment she is hit.
@ There aren’t many moves that can trade with the sword when you’re mid range, so I don’t think it would that bad if the sword dropped. Besides, the reward is still so good for hitting the sword that people will still absolutely use it. They would just need to be careful.
I also don’t like the idea of changing the properties of an attack depending on whether or not the opponent hit you during it or not.
Trade combos? Welcome back, Vanilla Sagat!
0:24
Goldlewis: U.M.A detected! Proceeding capture!
If you told me that some new or "quit but interested" players were turned off by all the dooming of Season 4, I'd believe you. I'm just playing sets to keep everything manageable. I'm happy to be back playing Strive.
I hate that they just killed axls identity
Well that's exactly what this game is about when you compare most characters with their older gg version. So, nothing new. They're just taking a step further.
@@fabianocapet7785 Exactly. This discourse reminds me 100% of the one after the 2019 Strive gameplay reveal with Kizzie and the others.
But after Strive released and newcomers got to know the franchise they dismissed the old complaints saying it's "a good thing to trim the fat and get rid of 'unnecessary execution' ".
Turns out now those people know how it feels to fall in love with a character and its mechanics only to get them taken away for the sake of "accessibility" years later.
Ironic, who would've thought.
For me it’s not about balance it’s more like the devs really seem to not care about the amount of time I’ve put into a character. The reworks just make my character feel so different that I end up feeling lost now
Part of the problem is the patch notes were very vague. It did sound like pot was killed, but thats because we didn't really know what they gave him in return for removing his kara
language on arcsys patches has always been awful. Like given that FG's are mechanically dense and complex compared to other competitive games its always gonna be an issue, but within the companies there are games that do it better and worse and usually Arcsys is about the worst of them all lol
@@rooflemonger you *could* argue that its a language barrier, but they absolutely should've learned their lesson by now. also no frame data in strive somehow still lol!
I don’t like the pot changes, but he still is a good character. Taking away his Kara cancel was a really bad nerf, but his buffs are really good as well. Getting armor for pot buster, flicking more projectiles, and getting (kind of)more oki. Better character overall. Also sorry for yapping.
The reason why Potemkin's overwhelming pressure was balanced was because you had to EARN that overwhelming pressure, making it easier for Potemkin to apply that pressure just makes it less fun both to play against him and to play as him, making everyone profoundly sad
Also kbmf is gone so all of his combos are objectively nerfed
he's got new routes though with wallbounce 6HS, ch crHS launches way higher etc etc. he's gained so much more than he's lost
@@rooflemonger I'm glad you're defending the changes. Pot is still fun even if they lowered his execution barrier. I personally never saw kara as his defining feature either, he's a grappler, his command grabs have always been the defining feature.
@@freshlymemed5680 I guess Gief is just another Pot then. Same as every other grappler in existence.
Command grabs are the archetypes defining feature. Not the character.
How have Nago and Ram remained toppest of the top tier in this game since it LAUNCHED. That’s crazy to me.
Can’t believe ArcSys killed Zato just for this
We Pot mains will just adapt.
Finally, a replacement for the invisible ino mod
I really like this patch in general. I have to get used to some changes like the Sol move reworks, but I hope they fix things like the Ram sword toss "reversal" and Ky's infinite (as goofy and kinda impractical as it is)
As a ram main, i know the swords are a main factor to her playstyle. Thus why i purposely toss the swords away and focus honing on swordless combat to better myself while in that state. Start at the weakest, not the strongest.
"While you were labbing the hours away practicing the sword routes and ranges, I studied the bare fist"
Honestly? Respect to your name my good fellow.
As a ramlethal only, I'm loving the changes so far but the sword toss is definitely broken
As a Pot main that could comfortably use all karas (except kBMF) in match, I wecomed this patch.
The new Hammerfall Break routes, 6H loops, and Blue Wild Assault are super fun to use.
That ram change really doesn't feel intended especially how it interacts with burst
A lot of noise was made about the Karas but actually a lot that worried me about Potemkin changes were his button nerfs. Tons of extra startup and/or recovery in his light buttons (other than 5P) and j.S and j.H got hit real hard. My feeling was that this was going to make both his defenses and his approach a lot weaker. The hurtbox changes to Mega Fisto didn't help with that impression.
Only played a little bit as I've been sucked into King of Fighters (in my heart, Vice is already here) and wasn't super happy (actually miffed about the launch changes on Heat Knuckle messing with one of my favourite combos) but glad it's looking better as things settle.
Garuda probably the biggest surprise. Even deadlier despite much lower damage and chip
Thanks for the info. Haven't got to play since the update.
Wild bug for GL. 😅Nice to know on Pote & Ram. Hope to play soon & check it out firsthand. 🙂
I dont care if they nerf her through the ground to hang with zato, i just rams swords to function like they used to
They can easily fix the Ramlethal issue (feels like a bug tbh). Just make it drop when Ram gets interrupted during startup or while moving.
Perhaps make it stay on the ground even longer while they’re at it. This is as a Ramlethal secondary who loves the idea of the rework otherwise.
Yeah the sword should just disapear when hit no matter what, and maybe cut the +frames down a little
I don't think it needs to take even longer to come back even if you're hit. That seems like overkill when there's better ways to balance her
@@HammiRammiDon't even try to reason with this guy, bro. There is a reason that fan changes usually don't get added because 99% of the time people have horrible takes and want a character gutted then add "But I'm fair I play them on the weekends every other leap year".
@@Astraisiondekusional ram main🤡
@z1u512 Not gonna argue with the clown (which is u btw.) But I play Chaos he's literally the only character I play, and I'll stop playing when I don't find him enjoyable. You're just one of those braindeads who think you know way more than you do. The Dunning-Kruger effect is which this phenomenon is called btw perfect description for idiots like urself 🤡
The actual concern is they forgot to reduce Zato-1’s eddie timer like they were supposed to.
Like back to season 1
I always laugh at how hard people have to eat their foot after jumping to wild conclusions without actually fully considering what it is thats being presented. As a grappler player and fighting game enthusiast who rarely plays characters that have kara-cancelable inputs, not having a kara-cancelable input...sorry...having that option removed...to me is "okay, whatever. What else do I have?" Situation. Especially during your patch review video and you named all of the buffs Potemkin, specifically, gained, i was just chuckling reading all the comments of people just ready to boycott the game at that point. They literally gave our boy an extensive amount of playability FROM RANGE that MOST grapplers do not have ANYWHERE. Potemkin can literally be a threat or respond to threats from literally anywhere on the screen, and the only "real nerf" as yall say it is was the removal of kara-cancelable inputs. Yea...sure... something you felt made the character extremely strong was removed, but people like Snake Eyez who doesnt even play the game anymore and others saying Potemkin got removed from the game was just outrageous. However, glad to see people like Consomme in the fgc keep quiet and lab first, cause right now i think he has the best Potemkin. Hopefully they fix the majority of bugs and add some counterplay to Ram, cause this season is actually looking pretty damn fire.
As a Ram main I was a bit bummed but now we’ll be able to really use her other tools and elevate her game
4 years and lobbies are still as garbage as ever. I can forgive some bugs and some questionable balance decisions, but can we get some decent matchmaking please?
I'm surprised to not see more rage about Goldlewis... His behemoth typhoon guard crush damage was never designed for the ability to use the move twice!
The idea they were going for in the new patch (including Dizzy's wings of light) can theorically be saved and be made balanced, but clearly, they need lots of adjustments.
I used to get annoyed that strive kept popping up in my feeds. I hate strive! But now I see it for the blessing it is. I get to watch the kettle boil with the frogs inside from a safe distance. I feel kinda bad for the frogs who were promised a cool bog but aaaaaalso .... I was *also* a frog promised a cool bog and they delivered an oasis instead. Oasis are cool but I wanted a BOG, y'know?
And I feel like the metaphor is getting away from me and I forgot the original intent of the comment -- which is to boost analytics and watchtime while I ramble. Stay kickin, rooflemonger.
Pot's MUs vs the crazy ass DLC are no better than they're were.
Outside of ram and gl I feel like this patch has been one of the better patches we've gotten. At least they tried to lower damage lol
Arcsys makes *great* characters and mechanics in a game but they have been literal garbage with balancing any game they've touched for decades now. I wish they'd just make a game / its foundation / make dlc characters, and then *NOT* be allowed to balance it otherwise, and to have an entirely separate team handle that.
The problem with this game its all iver the place. The damage is way to high if they had tone the damage down the game would be solid all around.. The old GG's are just better games
What I actually cannot understand about this patch is the damage. It was pretty good in season 3. Now it’s just a one touch game at this point. It goes against what the patch notes said about more interactions. It doesn’t help on top of buffing already strong characters and nerfing mid or low tiers. The patch also lacks an extreme amount of polish and most of the decisions have been poorly implemented. Arcsys does not understand their player base at all and would rather throw darts at a board when it comes down to how they balance the game. It’s inconsistent, and has a frightening lack of play testing, polish, and a major misunderstanding of what the players actually want.
See, for me personally, the fact that rounds are quicker and you now have to be much more careful is what makes it more fun. I was a long time Rev player before Strive and Rev suffered from combos feeling weak and rounds feeling drawn out at times. Strive on launch was blisteringly high damage with a much more serious focus on neutral. Over the patches to Strive, it slowly started to morph into Rev but the change back to base Strives "Make one mess up, lose 1/3 of your health" feels a lot more engaging.
Now as for the rest of the patch however, that was hot garbage. As a Pot main, while its nice to have more hyper armour, the fact it cost us Kara's just isnt worth it. That and them changing the inputs for his moves feels horrible for me personally as the new inputs dont feel like they make all that much sense such as F.D.B now being a kick move and heat tackle going from a sweeping back all the way forward to a Z forward kick.
Yeah, we want Rev3 :)
The amount of doom posting about the game after this patch in general is quite frustrating. The vision of almost all changes seems reasonable.
Now, I can see why people are complaining about bugs, balance and so on. The patch is completely riddled with bugs, unintended interactions, etc. to the point that I personally prefer to wait for a hotfix (sooner than later, please.) rather than touch it. They should've been fine-tuning the patch for a longer time.
Any chance of a Queen Dizzy guide?
maybeeee. Next few days I got a couple things going on behind the scenes, depending on how that goes/does not go will shape the next bit of content
Ah, damn... I was thinking about getting back into Strive since this patch came out, but if my main is the villain du joir, I don't know if I want to deal with that.
I play a bunch of characters and even the ones that are nerfed still feel fun, except for ky. I really underestimated the ky nerfs at first but he is by far the most nerfed character that I play. I also play slayer but even though he is nerfed, he still feels fairly strong. Ky on the other hand feels so much weaker it's insane. He his conversion ability has fallen off a cliff because of the foudre arc and 6H changes. He pretty much cannot break the wall without meter or shock state now. I really tried to make use of the buffs but aside from the infinite which will almost certainly be patched the buffs aren't really useful. You can combo off of heavy vapor thrust in shock state, but you need a close slash or roman cancel to combo into it. Before you could combo a far slash or 5H into stun dipper RRC then go into a wall break and now you cant unless you spend another 50 meter.
It's really sad what they did to ky and so i dropped the character. My other characters (sol, sin, and slayer) still seem pretty strong though and i overall like the direction of the patch especially the universal 6P nerf and health buffs.
He reflects chaos bullets now? Ohh heck no
Also notably, Ky has a hilarious infinite just spamming his fireball
Guilty Gear: Paradigm Shift. I'll take those Zato & Bedman buffs, thank you very much.
If Potemkin's flicked projectile could just reflect extra projectile like those cubes, that'd be funny
I think the only problem is it still comboing... But like even without that that sounds absurd.
Kara cancel removal removed a lot of fun from Potemkin. I only ever played the game casually, and learning that one advanced mechanic made me feel like I achieved something and made my gameplay more creative…
But now I don’t know what to feel. They traded fun for simplicity and flat out strength. I have no control over the decisions being made, all I can do now is remember the good ol days. What a sad day to come back to Strive (I am striving to find a reason to continue playing) 😔😔😔
Man Ramlethal has been given and taken that overthrow every single patch. 😂😂
Not gonna be the last person to say I will miss kara cancels but I actually like the new Pot changes. He feels so much smoother to play with all the buffs to his other moves not to mention the qol changes to his lingering hurtboxes. Baiken buffs are really damn good too, been having a blast on her.
As for the "OP" stuff this time, Ram and Goldlewis are a little overtuned and I think people are sleeping on the fact Johnny is really strong now.
Trade sword toss reminds me of SF4 Ryu trading Dragon Punch into super for free.
as a Zato player, i’m actually loving the patch. back in the past, this patch would have been a whole new physical game to buy.
this. ppl have completely lost perspective b/c it's a "major patch" and not a "rev 2" or whatever. hell, I'm older and I remember having to relearn stuff w/law after the t5:dark resurrection update back on ps2. this is how stuff is w/fighting games, and it's always been this way. I'm kinda proud of how bold arcsys was w/it. I'm sure there's counterplay to the stuff that seems egregious, but ppl are still playing it like it's last patch so it'll take time for them to adjust to the way stuff is now.
honestly I just think strive is kinda cursed as the gg that "everyone" loves to hate.
I do love that major FG patches are indeed that, the "new game" we would have to buy back in the day to get those changes. I miss however the name changes that come with it. Like SFV kept up the AE/Champion edition aspects and hopefully SF6 does Super Street Fighter 6 but everyone else just kinda let that slip
@@salinalunara this
@@salinalunara Yes, it's a real reset that left a shallow feeling. Even though it's a reset, it comes with bugs and other problems. Considering how strive already has so many problems. It just adds up. You shouldn't be proud of this patch. The game already has one of the worst ranking systems in the franchise, lacks proper content to engage and lacks the replay takeover that the previous game had, especially +r got updated 2019 and many other big games now day's. This game will never be finished at this pace. You know what, they're going to waste more time fixing this problem that they themselves introduced instead of completing their own game.
@@rooflemonger it was helpful, but it kinda became a mainstream meme, so I could see why companies other than capcom would stop doing it.
there is gbv: RISING, so it's not all the companies, but that game came with a new price of entry as well. overall, I'm sure there are either marketing reasons to avoid confusion that unnecessarily scares away players who are newer to FGs, or backend money reasons that have nothing to do with me as a player lol.
The big problem with Potemkin is that he became better in a less interesting way. All of the Kara cancel stuff was what really gave him an identity other than "this game's big body grappler", and also raised his skill ceiling dramatically (and importantly, pot was still a fun and funcional character without it. Weak at top level sure, but at that point you can just do the Kara stuff)
On a whole, I love the patch. I am a Baiken main, so obviously I ate, but it feels like basically everyone got new options to play around with.
About the sword toss, I agree that it should be smoked out of the air if Ram gets hit. It's how basically every other projectile works in the game. Maybe make it that it isn't fully offline for the full time then if you beat it, but it being unstoppable is a little rough.
On the whole*
"As a hole" means something TOTALLY different 😂
@@KhanSphere oops, must've been really tired when I wrote this. thanks!
yeah I was going to say, no other character gets heavily nerfed for 6-7 secs for using their projectile during a trade
Doesn't matter, don't care, it feels like ass without karas. Pls daisuke pls
Rooflemonger What's your thoughts on Dizzy so Far?
very interesting, although to be fair I havent put as much time in her yet as I normally would cause soon as I finished the patch video I immediately no-lifed metaphor until I beat it lol
I never got to use Sign Ram properly, this patch feels like a second chance lmao
"We gonna fix this in post guys" - Jokes aside patch defenetly need more tuning and fixing problems (fix Ram, nerf Gold, buff Millia e.t.c) , but it is fun.
Full Combo Punished on *Counter Hit* .... man
pot can't flick dizzy's jD. that must be an oversight right?
Damn, Goldlewis can hustle. 😐
Its funny how I got yelled at in the last video for saying that now Potemkin players need to learn their throw distances and now it seems that he's even better than before.
reworks suck, I was mad after the season 3 may changes and everyone roasted me for it, now the pot players know how I felt
Anji has a tod, Lewis also has a Tod now..😂
I personally dont understand why this random reworks for already good characters like Pot i would say he was pretty strong in season 3, Goldlewis, Ram and Nago the same thing so again why?
Me all i wanted them to fix in season 4 was the high health high damage issue because its ridiculous that we have to learn mix and complex combos developing a third eye during a match for lil damage to then get 2 tapped by characters that they only have to put a lil effort(Slayer 3 hit bread and butter half my life is not ok) thats was it.
Nerfs i was expecting if anything was Jack O feels like its never my turn to play and very hard to lab the match up same situationwith Asuka(good they did nerf him), buffs well to make Zato 1 playable and Baiken needed help(good both got helped but zato 1 still got another nerf like why ._.)
Speaking as a floor 5 scrub, kara moves were the entire reason i didnt play potemkin, and im glad i dont have to learn them. The desire for a character to always have high execution things like karas always feels like elitism to me.
The consensus that i seem to see is that playing a hard to play character is a badge of honor. But i never wanted to play pot because of execution difficulty. I wanted to play him because of character design, story, and getting to play a grappler.
from where I stand, a person who plays with friends and on the arcade modes. This patch killed Pot for one of my friends, hes now not that interesting and he likes some kind of complicated shenanigans. The Faust change was cool I guess. My dear sin is no more, I liked him for his simplicity and his supers, very agile and allowed me to learn some cool things but then his stam got stolen. Ram is a menace in the Lobby, and overall even though they buffed the "tank" for everyone it feels like the damage everyone deals is much more than before patch, like the "tank" stuff didn't even happen and people got a decent damage buff. I am a casual player with very little hours in the game, and less in other fighting games. I don't have any suggestions for I don't believe I'm in the place for giving any but really its tough to play the game now and we've went to playing mk1
From what the comments are telling me:
Having a character thats limited in options but has a skill-based gimmick that allows them shift the tides in some matchups is more fun...
Versus....
Having a character that has a few more options that allow him to compete more in some matchups, slightly less strict timings, and no skill-based gimmicks to make execution with the character more universal between the player base is less fun.
I dont see many, i see some, but very few arguments or opinions that legitimately argue why removing kara-canceling just didnt sit right with them. The majority of comments have just been people upset that they dont have a slight advantage in the Pot mirror against a player who hasnt mastered the Kara-cancel....
People calling it the "party game patch" make me laugh. I love how deeply Smash Bros lives in fighting game players' heads.
Faust j2k? Far too oppressive
Pile bunker? Needs buffs
Only stupid thing about this patch is everyone got so tuned that Dizzys release makes her feel so arguably weak. Other than Goldlewis and Elphelt on release. Dizzy feels like a struggle fest on how AGRO everyone is in this game
Wonder how this compares to other fighters like Tekken and sf6 🧐
I don't really care if pot is better, I also thought when I saw the patch notes that he was going to be better. He's just way less fun now for a whole lot of potemkin players. We don't really care if the character is good or not, we just want to have fun with him. And to me, taking karas away has completely ruined the fun factor.
Meh, my concern was them making the characters needs less of a brain, losing kara throws, corner sword combos, etc. More power or not, most of the changes did make the game "dumber" as a whole, and Strive already has that aimed at it sometimes.
Especially Pot. Pot players did not just want another big body. Kara nonsense was a lot of the fun in his moves. And the Ram thing is 90% a bug that will be fixed
It’s remarkable how everyone’s so sure that they know everything and better bout this games “balance” after a handful of days after a patch….
we are sure until we aren't 🤔