He shouldn't have the highest defense. If Golden Frieza punched Recoome in the face and then did the same to Vegito, there is no way that Recoome would take less damage than Vegito.
Argin, you face the exact same characters in DP battles, too. You might as well play singles. It's way faster and your opponents tend to actually be good
That last part is definitely not true lol 90% of high ranked players in singles are just carried by broken system mechanics and overpowered characters.
personally I prefer watching DP because fights are long and transformations/fusion and a variety of characters, singles feel like straight hands for a minute and done especially how everyone picks strong characters. dp need more adjustments I like the more damage wins Idea idk what would be wrong with it
14:30 the argument does not hold because in dp battle you are pretty much facing the same 3 or 4 characters like 80% of the time, single just make the battle less annoying by ending faster instead of stalling wasting time
@@weedsandwhich420 Sound like a skill issue. The counter for that has long been found. Just drift sideways and block, your character will turn to face her and block.
I already posted all of the following comments on another YT's video, I'll just copy paste everything here, 'cauz I think that everything I mentioned needs to get adjusted, nerfed and fixed and hopefully it somehow reaches the devs, Bandai or whoever needs to hear or see this: I don't think super dashing or whatever it's called costing 2 Ki bars is not the problem, in fact, I think that's good. The biggest problems imo are, that Super Perception is just so unnecessary, it just needs to go. It wasn't in the Budokai Tenkaichi series before, why is it nin this one? It's a guaranteed counter everytime for only 1 blue bar, which makes it impossible to dash to your opponent with a let's say charged attack, 'cauz he's just gonna super perception it, which leads me to my next point: Blue bars are still passively charging up way too *** fast. They need to make that way slower. Yeah, make it charge up faster, when you're deflecting Ki blasts, OK, but not just as it is rn, while doing nothing it goes Speedy Gonzales, which also leads me to my next point: Every type of Wild Sense is the new After Image Strike. CXosting only 2 blue bars and with that ridiculous fast charging of the blue bars, they spam it everytime and keeping you away with Ki blasts. And when you try to approach / engage them before they get 2 blue bars again, guess what??? They're just gonna super perception you with the 1 blue bar they just got and then they're gonna combo you with some *** 'til they get at least 2 bars back. You always get punished for trying to be the first to approach the opponent. Next thing is sidestepping. Bruh, how I *** hate side stepping. Approach and opponent starts side stepping 'til I'm getting tired of this passive ass *** like gameplay and try to start the ***' fight, but no, punish me for actually wanting to fight and not dancing in a circle with my opponent together, 'cauz *** me, right??? The patch was good, but there's still too much to improve EDIT: Ki blast spam is still a thing and sometimes I still get pinned down by it on the spot and can't move while deflecting as they claimed it would be possible now. Also sometimes my opponents can still block mid air, when I do the lift kick. And very often my combos still get interrupted by my character just not continuing the punches / kicks. Just stops mid combo, which as they said, apparently got fixed, which is definitely not the case Oh yeah, forgot to mention 1 other bullshittery: MUI Goku just hits the rush super attack or just his 2nd super attack guaranteed, when you are charging Ki. You can not block that because of god knows why. Because you are still in the animation or something??? Idk. Like that guy starts his 2nd super attack, which lets him teleport instantly towards you and while I press the block button, while the sequence / animations for his super attack are running, my character is just not blocking. It's the exact same case with Hit's 2nd super. Like wtf man Another one!! In the older parts, you were able to charge punch/kick your opponent mid-combo, here it's just not possible. When you try that, your character just stops doing anything. For example: square, square, square -> HOLD square. Worked in BT3, doesn't work here AND ANOTHER ONE!! Inputs are still not instant or at least kinda quick. Feels like half a second after I pushed the button, that my character is moving. Also Aura charging is also not instant, takes also half a second after the animation starts, that your character is actually charging up the Ki bars. Actually, you press the button, THEN first the ability menu in the bottom left corner appears, then your character starts the animation, then the charging aura effect comes up and AFTER that the Ki gauge starts filling up. OK, looks like it doesn't end here: So, you know that perfect charged punch, (that's what I'm gonna call it, since I don't know the ingame term) that let's you vanish behind your opponent ideally and is supposed to be a guaranteed hit: Yeah, you can just side step that and it won't hit. So, then with the new patch now, they added that new "glow" or "shading" effect, that occurs on your character, when you are hitting the opponent consecutively / little combo. That is an indicator, that lets you do the perfect charged hit even faster, so the timing for that is even smaller, but it comes out way faster than normally. The reason I'm mentioning this, is because they didn't note that in the patchnotes. Maybe I just don't remember, but the other reason is, that when you do that perfect charged punch with that glow effect, the glow effect disappears. So you would think: "OK, I can't do the charged perfect punch as fast anymore." Nope, it is still there, but the glow effect is gone. Idk for how many tries or for what amount of time that smaller time window stays up, but that glow effect is the thing, that should tell us, at least that's what it was made for, but it doesn't work right, since it diesappears with trying doing it once. EDIT: The glow effect also disappears, when you continue the combo or start a new combo or whatever else damage dealing you do, but the smaller time windows is also still there for this case, too. Yeah bruh, it keeps coming: WHY TF can you NOT deflect charged Ki blasts while you fly around or stand still and deflect normal Ki blasts??? And why can I NOT just normally block Ki blasts like you block punches??? It just automatically deflects Ki blasts, when you wanna block, which will let you get hit by up-followed charged Ki blasts or by up-followed punches. Wasn't like that in BT3 either and it makes sense, that it wasn't like that before: You could just block everything normally and you were able to deflect by pressing the block button + Left or Right. That's a way better design choice, who changed that??? It's especially painful when your opponent is up close and he starts spamming Ki blasts in your face, 'cauz he knows, that you're gonna deflect them, since you can't choose to normally block in that moment. Obviously he'll get free hits / combos in for that. Wouldn't be like that, when I'd just be able to block normally. EDIT: Yeah, we don't wanna about unblockable Ki blasts, do we??? Also ***, when you're pinned down and forced to deflect normal incoming Ki blasts which get followed up by unblockable ones like from sword characters or MUI Goku, who just keeps spamming 'em ...Rush/Charged supers still keep missing. Either the opponent uses the normal step to evade it, which I just noticed today, that that is apparently somehow possible, or you just drift past them, even though you clearly touched the body. You also somehow miss, when the opponent is below you. You either fly pass them, even though you touched the body or you somehow get deflected by the ground, when he is on the ground. Same happens with walls. Sometimes you can fly through them, so they get destroyed, but very often you are just flying along the wall Oh yeah, when you normally charge up to Sparking Mode, you can instantly use an ability, be it either a beam or rush attack. You don't have to wait for that little explosive wave like thing, when you fully charge up. So, why tf is it like that? In BT3 you have the same feature, it also blocks in both games beams and keeps opponents off of you, when they charge towards you. The major difference is, in BT3 that "explosive wave" was always instant, which just makes way more sense and you were NOT able to instantly use a super, so you don't have to wait for that explosive wave and after that still have some of your Sparking Gauge to follow up with an ult, that takes at least 2 health bars away, too. That's way too broken with MUI Goku for example, he charges up, uses his *** ass teleport rush super and follows up with another *** ass teleport rush or his ult, or with Gogeta blue in combination with his teleportation, which got way better with this patch. You can not vanish any variant of Wild Sense when you use a homing attack. I don't know, if it's the same for After Image Strike, but I bet it is Of course we're not done yet. So I already said everything regarding the blue bars and so on except this one, which still blows my mind. It's also since release there and the new patch did nothing about it: When you hit an opponent with a super, he instantly gets 1 full blue bar. For example: Hit him with a rush super while he has 1 1/2 blue bars: He now has 2 1/2 blue bars. But that's not all. Guess what happens, when you hit your opponent with an ult. Yes, he gets 2 full blue bars. So when he had 1 1/2, he now has 3 1/2 blue bars. Remove that *** completely whose ***' idea was it to bring that *** ass feature into the game??? Also wanted to mention, that the short dashes you can do by pressing X or A, which consume Ki are just ***. Just bring normal flying with normal speed back, without having to consume Ki for that. It's just ass Switching, Fusion and Transformation tabs are still whack as *** Fix people gliding through the whole ground when falling down. This leads them to get spammed by supers, since the opponent can just charge up, while you are helplessly gliding on the ground. Also the inputs are still not being read correctly: When you do that sweep for example and you do that 3 times teleport behind your opponent to kick him around: When you wanna do a super afterwards and you are already readying your inputs, so LT + + you will still continue teleporting behind him, 'cauz the game only registers the triangle button at that moment or something like that They should make the fucking wall more visible Also Kefla's SSJ and SSJ2 versions have that weird small space inbetween her spiky hair, which is completely flat. It looks very off like a bald spot, which for some weird reason turned green, so add some more hair or adjust the hair distribution there somehow
Bro I didn’t read everything since it’s long but on the Super Perception bit, it’s set you to neutral so you can win the engagement back. Also after the lift strike you can side step to the side or grab if they are blocking. Sound more like a skill issue on your part so far. So I won’t bother addressing the rest.
Yo wtf kaioken Goku blue is bustedddd! Wow you get kaioken buff as soon as it finishes, I never realized that also it does a crazy amount of damage now that the patch fixed it. We found the new instant sparking meta.
Kefla was the very first character i took online when we had early access, before there was any cheese. Was hyped to be using DBS characters, then everybody made her lame. Looks like i can return to her now.
@@humbleservant7797 Only SS2 Kefla was lame. I main Kefla too. Usually I stay in base form or go SS only. In my opinion SS is even better since she has False Courage and Finish Sign, 2 very good buffs.
when the timer reached 60 seconds every character you switch in or when transforming put you back to full health, but this was a vid recorded pre patch, been fixed already
rikum's health and defenses just doesnt makes sense. If the game is being balanced with anime power levels in mind why the hell the guy that goku mid base forme one shotted is so busted
I think DP battles need to allow 2 swaps of characters in a match at any point in time and THATS IT. I play Singles but i would play DP if games werent going to time. I want to win by killing all of my opponents characters.
idk why you keep playing dp battles to begin with. obviously you're constantly going to get sweaty losers that use broken characters and abuse the exploits. singles is way more fun anyway and purely based on if you can throw hands.
I’ll never understand people complaining about the switching. Dude do you realize you can switch too? You don’t have to hit all that dmg on one character
@ An honor thing? If I play 4 characters in my team, what’s wrong with switching between them and playing them all rather than spending all the time on one? Just play singles at that point.
@ You are allowed to switch as often as your switch timer allow you to and it’s not cheese but a core mechanic of the game (Anyone can do it) High DP characters can’t swap out as often so it’s a trade off between Power and Flexibility. Why would I ever want to stay on against a 8 DP goku blue with my 4 DP Adult Gohan for example 🤷🏾♂️?
Its cheese because of the timer exploit, cheese because of how often you can do it, cheese because if youre running a team with a higher amount of characters they're guaranteed to recover more health and youd be albe to switch more often. It's a cheap tactic that requires no real skill. Its cowardly and boring, I don't know how this is even up for debate or hard to understand. "Everyone can do it" is a dumb argument to defend it cause what would that match even look like if you think about it for even a second? Look at that last match. Maybe you're the type to find doing that fun, but do you really think it's fun or fair to play against that?
Having the highest defense in the game should be enough of a gimmick, Recoome absolutely does not need that extra health 💀
It’s not that much, it just looks like it. It’s just an extra half 😂
@@VGGamesssometimes this extra health is the difference between winning or losing a battle
yea and the whole concept of big = more health is something that should be left in the past
I'm pretty sure Great Ape Baby or whatever he's called has the highest defense (but Recoome is top 5 highest defense or something)
He shouldn't have the highest defense. If Golden Frieza punched Recoome in the face and then did the same to Vegito, there is no way that Recoome would take less damage than Vegito.
Og goku kaioken is still 3 skill points. Should be 2
1:43 was so out of left field-
Argin, you face the exact same characters in DP battles, too. You might as well play singles. It's way faster and your opponents tend to actually be good
Singles in Player Match has been the most fun I’ve had in this game. I think it’s the move
That last part is definitely not true lol 90% of high ranked players in singles are just carried by broken system mechanics and overpowered characters.
As soon as victory is based off of how much damage was dealt and now how much health is left then it'll be (mostly) fixed imo
Both gotenks and kefla are 6 dp fusions
I coulda sworn all fusions were 8 🫡
Nah base gogeta super is 7dp
personally I prefer watching DP because fights are long and transformations/fusion and a variety of characters, singles feel like straight hands for a minute and done especially how everyone picks strong characters.
dp need more adjustments I like the more damage wins Idea idk what would be wrong with it
Is it weird that I found the DBFZ videos more enjoyable to watch? Like SZ is a fun game but weirdly enough I find watching DBFZ more fun 😅
Everyone has their tastes, bro.
Yeah its weird
I don’t have sparking zero
But both games look awesome
@@Maidenheaven997 Not saying any game is bad or anything. I enjoy playing both games. But just like seeing videos of DBFZ more than SZ thats all
I'm with you tbh, there was something about the way the game looked and the flow of combat to me that is just so entertaining to watch
So is caulifla also playable in this game? I know there is kale.
Yes and her super saiyan 2 form as well
Yeah her and ssj kale share the same unblockable ultimate
another fire vid
Brooo i need your spotify playlist
14:30 the argument does not hold because in dp battle you are pretty much facing the same 3 or 4 characters like 80% of the time, single just make the battle less annoying by ending faster instead of stalling wasting time
Kefla can still do the dash behind and just insta ult it works every time
@@weedsandwhich420 Sound like a skill issue. The counter for that has long been found.
Just drift sideways and block, your character will turn to face her and block.
@ your moms a junkie
I already posted all of the following comments on another YT's video, I'll just copy paste everything here, 'cauz I think that everything I mentioned needs to get adjusted, nerfed and fixed and hopefully it somehow reaches the devs, Bandai or whoever needs to hear or see this:
I don't think super dashing or whatever it's called costing 2 Ki bars is not the problem, in fact, I think that's good. The biggest problems imo are, that Super Perception is just so unnecessary, it just needs to go. It wasn't in the Budokai Tenkaichi series before, why is it nin this one? It's a guaranteed counter everytime for only 1 blue bar, which makes it impossible to dash to your opponent with a let's say charged attack, 'cauz he's just gonna super perception it, which leads me to my next point: Blue bars are still passively charging up way too *** fast. They need to make that way slower. Yeah, make it charge up faster, when you're deflecting Ki blasts, OK, but not just as it is rn, while doing nothing it goes Speedy Gonzales, which also leads me to my next point: Every type of Wild Sense is the new After Image Strike. CXosting only 2 blue bars and with that ridiculous fast charging of the blue bars, they spam it everytime and keeping you away with Ki blasts. And when you try to approach / engage them before they get 2 blue bars again, guess what??? They're just gonna super perception you with the 1 blue bar they just got and then they're gonna combo you with some *** 'til they get at least 2 bars back. You always get punished for trying to be the first to approach the opponent. Next thing is sidestepping. Bruh, how I *** hate side stepping. Approach and opponent starts side stepping 'til I'm getting tired of this passive ass *** like gameplay and try to start the ***' fight, but no, punish me for actually wanting to fight and not dancing in a circle with my opponent together, 'cauz *** me, right???
The patch was good, but there's still too much to improve
EDIT: Ki blast spam is still a thing and sometimes I still get pinned down by it on the spot and can't move while deflecting as they claimed it would be possible now. Also sometimes my opponents can still block mid air, when I do the lift kick. And very often my combos still get interrupted by my character just not continuing the punches / kicks. Just stops mid combo, which as they said, apparently got fixed, which is definitely not the case
Oh yeah, forgot to mention 1 other bullshittery: MUI Goku just hits the rush super attack or just his 2nd super attack guaranteed, when you are charging Ki. You can not block that because of god knows why. Because you are still in the animation or something??? Idk. Like that guy starts his 2nd super attack, which lets him teleport instantly towards you and while I press the block button, while the sequence / animations for his super attack are running, my character is just not blocking. It's the exact same case with Hit's 2nd super. Like wtf man
Another one!! In the older parts, you were able to charge punch/kick your opponent mid-combo, here it's just not possible. When you try that, your character just stops doing anything.
For example: square, square, square -> HOLD square. Worked in BT3, doesn't work here
AND ANOTHER ONE!! Inputs are still not instant or at least kinda quick. Feels like half a second after I pushed the button, that my character is moving. Also Aura charging is also not instant, takes also half a second after the animation starts, that your character is actually charging up the Ki bars.
Actually, you press the button, THEN first the ability menu in the bottom left corner appears, then your character starts the animation, then the charging aura effect comes up and AFTER that the Ki gauge starts filling up.
OK, looks like it doesn't end here: So, you know that perfect charged punch, (that's what I'm gonna call it, since I don't know the ingame term) that let's you vanish behind your opponent ideally and is supposed to be a guaranteed hit: Yeah, you can just side step that and it won't hit. So, then with the new patch now, they added that new "glow" or "shading" effect, that occurs on your character, when you are hitting the opponent consecutively / little combo. That is an indicator, that lets you do the perfect charged hit even faster, so the timing for that is even smaller, but it comes out way faster than normally. The reason I'm mentioning this, is because they didn't note that in the patchnotes. Maybe I just don't remember, but the other reason is, that when you do that perfect charged punch with that glow effect, the glow effect disappears. So you would think: "OK, I can't do the charged perfect punch as fast anymore." Nope, it is still there, but the glow effect is gone. Idk for how many tries or for what amount of time that smaller time window stays up, but that glow effect is the thing, that should tell us, at least that's what it was made for, but it doesn't work right, since it diesappears with trying doing it once.
EDIT: The glow effect also disappears, when you continue the combo or start a new combo or whatever else damage dealing you do, but the smaller time windows is also still there for this case, too.
Yeah bruh, it keeps coming: WHY TF can you NOT deflect charged Ki blasts while you fly around or stand still and deflect normal Ki blasts??? And why can I NOT just normally block Ki blasts like you block punches??? It just automatically deflects Ki blasts, when you wanna block, which will let you get hit by up-followed charged Ki blasts or by up-followed punches. Wasn't like that in BT3 either and it makes sense, that it wasn't like that before: You could just block everything normally and you were able to deflect by pressing the block button + Left or Right. That's a way better design choice, who changed that??? It's especially painful when your opponent is up close and he starts spamming Ki blasts in your face, 'cauz he knows, that you're gonna deflect them, since you can't choose to normally block in that moment. Obviously he'll get free hits / combos in for that. Wouldn't be like that, when I'd just be able to block normally.
EDIT: Yeah, we don't wanna about unblockable Ki blasts, do we??? Also ***, when you're pinned down and forced to deflect normal incoming Ki blasts which get followed up by unblockable ones like from sword characters or MUI Goku, who just keeps spamming 'em
...Rush/Charged supers still keep missing. Either the opponent uses the normal step to evade it, which I just noticed today, that that is apparently somehow possible, or you just drift past them, even though you clearly touched the body. You also somehow miss, when the opponent is below you. You either fly pass them, even though you touched the body or you somehow get deflected by the ground, when he is on the ground. Same happens with walls. Sometimes you can fly through them, so they get destroyed, but very often you are just flying along the wall
Oh yeah, when you normally charge up to Sparking Mode, you can instantly use an ability, be it either a beam or rush attack. You don't have to wait for that little explosive wave like thing, when you fully charge up. So, why tf is it like that? In BT3 you have the same feature, it also blocks in both games beams and keeps opponents off of you, when they charge towards you. The major difference is, in BT3 that "explosive wave" was always instant, which just makes way more sense and you were NOT able to instantly use a super, so you don't have to wait for that explosive wave and after that still have some of your Sparking Gauge to follow up with an ult, that takes at least 2 health bars away, too. That's way too broken with MUI Goku for example, he charges up, uses his *** ass teleport rush super and follows up with another *** ass teleport rush or his ult, or with Gogeta blue in combination with his teleportation, which got way better with this patch.
You can not vanish any variant of Wild Sense when you use a homing attack. I don't know, if it's the same for After Image Strike, but I bet it is
Of course we're not done yet. So I already said everything regarding the blue bars and so on except this one, which still blows my mind. It's also since release there and the new patch did nothing about it: When you hit an opponent with a super, he instantly gets 1 full blue bar. For example: Hit him with a rush super while he has 1 1/2 blue bars: He now has 2 1/2 blue bars. But that's not all. Guess what happens, when you hit your opponent with an ult. Yes, he gets 2 full blue bars. So when he had 1 1/2, he now has 3 1/2 blue bars. Remove that *** completely whose ***' idea was it to bring that *** ass feature into the game???
Also wanted to mention, that the short dashes you can do by pressing X or A, which consume Ki are just ***. Just bring normal flying with normal speed back, without having to consume Ki for that. It's just ass
Switching, Fusion and Transformation tabs are still whack as ***
Fix people gliding through the whole ground when falling down. This leads them to get spammed by supers, since the opponent can just charge up, while you are helplessly gliding on the ground.
Also the inputs are still not being read correctly: When you do that sweep for example and you do that 3 times teleport behind your opponent to kick him around: When you wanna do a super afterwards and you are already readying your inputs, so LT + + you will still continue teleporting behind him, 'cauz the game only registers the triangle button at that moment or something like that
They should make the fucking wall more visible
Also Kefla's SSJ and SSJ2 versions have that weird small space inbetween her spiky hair, which is completely flat. It looks very off like a bald spot, which for some weird reason turned green, so add some more hair or adjust the hair distribution there somehow
yap nation
Bro I didn’t read everything since it’s long but on the Super Perception bit, it’s set you to neutral so you can win the engagement back.
Also after the lift strike you can side step to the side or grab if they are blocking.
Sound more like a skill issue on your part so far. So I won’t bother addressing the rest.
Ain't nobody reading that thesis
BGM name?
Yo wtf kaioken Goku blue is bustedddd! Wow you get kaioken buff as soon as it finishes, I never realized that also it does a crazy amount of damage now that the patch fixed it. We found the new instant sparking meta.
Kefla was the very first character i took online when we had early access, before there was any cheese. Was hyped to be using DBS characters, then everybody made her lame. Looks like i can return to her now.
Had the same with Z BOOLY
@@humbleservant7797 Only SS2 Kefla was lame.
I main Kefla too. Usually I stay in base form or go SS only. In my opinion SS is even better since she has False Courage and Finish Sign, 2 very good buffs.
@@narutauxlyrad3008 i agree. I never went SSJ2, and the combo strings are better in SSJ1.
10:05 there is no universe that was a rage quit bro was mid attack right as the DC happened sucks when that happens for no re
Bro we need a tips video from you
Ok now fix kefla's design, she looks terrible in sparking zero compared to Fighterz and Xenoverse.
So does Super Saiyan 3 Goku 😭
argin can you do your old broly team? i dont think theres anything cheesy about z broly anymore hes just cool
Whats the health exploit he is talking about?
when the timer reached 60 seconds every character you switch in or when transforming put you back to full health, but this was a vid recorded pre patch, been fixed already
@A7oub it's still there you just need a cutscene to activate it now I think?
@@lordtt3984 nah should be completely gone bro
this game has been broken since day 1 😂. the revs don't know what they're doing at all
rikum's health and defenses just doesnt makes sense. If the game is being balanced with anime power levels in mind why the hell the guy that goku mid base forme one shotted is so busted
But, z burst dashing is free in sparking mode. Am I right?
Yes you're right
@JessiGlaser416 I suppose the nerf then is that it's harder to insta spark
Vid-ELLLLLL
didnt this get fixed
Nah argin, is absolutely right.
That last guy plays like a b. Using nothing but meta chars
Alright I'm doing it. Day 1 of asking Argin to change this annoying background music. It's in EVERY. SINGLE. VIDEO
Come back to dbfz!!
I think DP battles need to allow 2 swaps of characters in a match at any point in time and THATS IT. I play Singles but i would play DP if games werent going to time. I want to win by killing all of my opponents characters.
idk why you keep playing dp battles to begin with. obviously you're constantly going to get sweaty losers that use broken characters and abuse the exploits. singles is way more fun anyway and purely based on if you can throw hands.
full crying video again
I’ll never understand people complaining about the switching.
Dude do you realize you can switch too? You don’t have to hit all that dmg on one character
Its an honor thing you prob dont have lol
@ An honor thing?
If I play 4 characters in my team, what’s wrong with switching between them and playing them all rather than spending all the time on one?
Just play singles at that point.
@@narutauxlyrad3008 theres a difference between swapping a few times during a match and swapping 20x a match. Ones reasonable and one is cheese.
@ You are allowed to switch as often as your switch timer allow you to and it’s not cheese but a core mechanic of the game (Anyone can do it)
High DP characters can’t swap out as often so it’s a trade off between Power and Flexibility.
Why would I ever want to stay on against a 8 DP goku blue with my 4 DP Adult Gohan for example 🤷🏾♂️?
Its cheese because of the timer exploit, cheese because of how often you can do it, cheese because if youre running a team with a higher amount of characters they're guaranteed to recover more health and youd be albe to switch more often. It's a cheap tactic that requires no real skill. Its cowardly and boring, I don't know how this is even up for debate or hard to understand. "Everyone can do it" is a dumb argument to defend it cause what would that match even look like if you think about it for even a second? Look at that last match. Maybe you're the type to find doing that fun, but do you really think it's fun or fair to play against that?
🥱 go back to playing fighterz!
You sure you want that?, he might drop combos way more.
Get over it, FighterZ has had 5 years
@@NnnN-ststhats what make it fun
@ still the better game
@@NnnN-sts at least it’s more entertaining this sht is boring