Gherid__lacksGPS
Banned
My opinion of t4 is much different than many lol.
People always bitch about jfls but really it was 2,1 and parry which opened things up. Jfls on block was more than managable. Also there was some weird u/f moves that got through it, even on hit - lees uf 3, ninas uf34, yoshis uf3 I believe. You'd still get tagged with a 24 after launch but it was better than taking 123d4. Imo a solid, turtle steve was more an issue.
I never had much of an issue with grade changes. It just became part of the tactics and placed an emphasis on space control.
Infinates are always brought up,but really, how often did you really, honestly, see them on a practical scale?. Not often as I recal. Even as a lee player myself, you still had to humt for it, then maintain it. No random scrub could dash jab the arena and only a few characters had solid carry ability - lee, bob, steve, ling? I guess craig if you're good at vtsc. I remember when t5 first came out and some kid was bitching about t4 infinites, and wouldnt you know it, seconds later snuck in steves ss sway infinate which was waaaaayy more scrubby and required way less execution than anything in t4
It tried to be different comming off the circle jerk everyone was having over tag, it was way more poke centric. A lot of casuals wanted juggles cough•tag*cough. Mid level players had issues with movement but imo it wasnt that bad, just different. Though in fairness i was a devoted lee and nina player. T4 exchanged BDc and catch the pussy with pokes, d1s and wall pushes.
I am not going to argue about ballance, it has issues. But shit, again, people bring this up and tag was just a mishima whore house.
To this day it has one of the best wall systems, which again I know isn't popular. I just loved the wall push options, splat, ss oki etc.
I think what really bothered me was that a lot of the ballance issues seemed pretty obvious and easily corrected. It wasn't some puzzle or secret, even early in the games life cycle.
People always bitch about jfls but really it was 2,1 and parry which opened things up. Jfls on block was more than managable. Also there was some weird u/f moves that got through it, even on hit - lees uf 3, ninas uf34, yoshis uf3 I believe. You'd still get tagged with a 24 after launch but it was better than taking 123d4. Imo a solid, turtle steve was more an issue.
I never had much of an issue with grade changes. It just became part of the tactics and placed an emphasis on space control.
Infinates are always brought up,but really, how often did you really, honestly, see them on a practical scale?. Not often as I recal. Even as a lee player myself, you still had to humt for it, then maintain it. No random scrub could dash jab the arena and only a few characters had solid carry ability - lee, bob, steve, ling? I guess craig if you're good at vtsc. I remember when t5 first came out and some kid was bitching about t4 infinites, and wouldnt you know it, seconds later snuck in steves ss sway infinate which was waaaaayy more scrubby and required way less execution than anything in t4
It tried to be different comming off the circle jerk everyone was having over tag, it was way more poke centric. A lot of casuals wanted juggles cough•tag*cough. Mid level players had issues with movement but imo it wasnt that bad, just different. Though in fairness i was a devoted lee and nina player. T4 exchanged BDc and catch the pussy with pokes, d1s and wall pushes.
I am not going to argue about ballance, it has issues. But shit, again, people bring this up and tag was just a mishima whore house.
To this day it has one of the best wall systems, which again I know isn't popular. I just loved the wall push options, splat, ss oki etc.
I think what really bothered me was that a lot of the ballance issues seemed pretty obvious and easily corrected. It wasn't some puzzle or secret, even early in the games life cycle.