Originally Posted by
DrHax
I can agree that lenshu3ng is insanely high up on the list for consistency of good players beating the worse player. Mwah and Gynx brought up excellent points, and I want to follow up on one Mwah in particular said:
Boy howdy is it ever. Because if you're moving to get away from the opponent, while dealing with the gravity, with the low enough turn frames to allow the chaser to change course, while staying inside the dojo, while avoiding DQ , it asks a lot of you to not also be vulnerable. A fast chaser usually catches a runner on the head, and that "bonk" means the runner will have less points and now is moving away from his opponent.
I do agree running from the fight efficiently inside a dojo requires skill, the dojo does make it way harder as you have to stop your momentum to change trajectory before the chasing player reaches you. But that doesn't mean it's a skill that should be kept around, if by any means we can get rid of running away from the fight in a fighting game, it should be done. It's a boring way to play, and that's not what people have in mind when they join a fighting game which main idea is to design your own moves.
But that's kinda off-topic I guess, it's more about what should be done to make a few mods more consistent rather than what mods are the most consistent
presently.
Last edited by deprav; May 6, 2015 at 02:01 AM.