It seems that mobility is certainly key in this game.
Well in general mobility is a key aspect of fighters. It's what separates the Guilty Gears and Mahvels from the Street Fighters and Mortal Kombats.
Really?
Edit: Oh ok
I posted that before she spoke.
Minmin's getting stomped
''I don't care about arms i came for splatoon 2''
LOL
seems like theres quite a bit of auto aim with the grabs. Like command grab, they gotta nerf
Needs to Min Max
Name of chick who's presenting? You know, for research purposes...
She's definitely a cutie :3Name of chick who's presenting? You know, for research purposes...
Yuka Kuramochi/Kuramoti here is her twitter for your research
There's a way to counter these grabs, right?
lmao that aws good.
There's a way to counter these grabs, right?
There's a way to counter these grabs, right?
lmao that aws good.
The thing is, you can knock down a grab with a punch. If you're watching your opponent closely it should be easy to knock down grabs, especially if you are farther away.
hey good source, nsfw btwYuka Kuramochi/Kuramoti here is her twitter for your research
Hah I couldn't resist.
Also, yes. A normal punch counters/goes through a grab.
Any punch that hits the grabbing hands will break the attempt. Grabs are working very well right now because we're not used to the timing. The idea is to use one punch to break the grab and then use the other punch to punish.
Nintendo is focusing intensely on creating a clear power weakness chain with "Block > Punch > Grab > Block".
It works as a rock paper scissors system - grab beats shield, shield beats punch, punch beats grab.
maybe it needs to come out slower because seems like it's just as fast as a punch, so kind of hard to react(?)
What's making Ninjara so OP?
maybe it needs to come out slower because seems like it's just as fast as a punch, so kind of hard to react(?)
I think the bigger issue is that grabs seem to be more accurate. The speed seems fine, but if they are indeed more accurate, that makes them more dependable, which sort of messes up the RPS dynamic.
oh ok so patience wins, gotta move out of grab and react?It is as fast as a punch, but the grabber cannot move during this so if the other player is steady with throwing a smooth flow of punches, the auto-aim will allow the opposing punch to fly directly at the grab attempt. Grabs are landing so much right now because players are throwing out punches as soon as they can while the players that are advancing are doing better at staggering their attacks to create more solid pressure.
The teleport dash, from my viewing.
yeah that's why it seemed to me like there was some sort of auto aim making it easier to confirm the grab, in addition it comes out just as fast as a punch