1san
[08] Mercenary
Firstly this isn't a rant or anything, I'm just seriously questioning why they had to make his GI's both have flaws... you know on top of being punished if you don't time them correctly.
Also before you say hey, wait a tick, his A+K can keep your opponents at bay, especially the ones that get all up in your face. I am not referring to this, what I'm referring to is when you throw out a GI and it connects.
So we've got 2 GI's to work with:
A+K
and
IND A+B
So let's start with A+K. Ok, so when this connects (not talking about the stun hit), it really doesn't do much to your opponent damage wise. What it really does, is levels up your IFP. The major problem lies with actually landing this sucker. It only picks up horizontals, and for those most part that would've been fine and dandy, except for the part where it doesn't pick up low horizontals like Cervy's A+B GI does. Trying to actually land this GI is like trying to win a soccer game with your goalie wearing a T-shirt over his head. Not impossible but certainly a difficult task. Why couldn't they make this GI catch low horizontals, or even simply catch both high horizontals and verticals? Even still they could've made it only catch high verticals and that still would've been better than what we currently have. I realize that some IFP moves are really good, but your still taking a gamble not knowing what will come out. So really, what gives, why did they make it so hard to get this GI?
Now onto IND A+B
Could've been a wonderful defense tool, Instead what do we get? We get a one of the worst Gi's in the game. Several character can punish this for huge damage, Astorth can Jump and break your back, Natsu can nab you out of the air, and there are a few characters that can simply do a BE and get you, and there are countless other punishes I've seen done. On top of this, your opponent can literally run away from your attack...yea I'm not joking. Then to put that final cherry on top, any character can Just Guard you, then proceed to punish. If your lucky enough to get the attack in, you'll slip and fall and take a nice chuck of damage out of yourself, or hitting K, K you can flip back into standing and heal a little bit. That would've been cool and all except that your wide open after this, and become easy ring out pickings for characters with a decent long reaching attack. I know this GI is very easy to land, but seriously they could've at least put your opponent into a stunned state until you got the hit in. That's usually how the other GI's work, why make this one so bad? Was this even intentional?
Also before you say hey, wait a tick, his A+K can keep your opponents at bay, especially the ones that get all up in your face. I am not referring to this, what I'm referring to is when you throw out a GI and it connects.
So we've got 2 GI's to work with:
A+K
and
IND A+B
So let's start with A+K. Ok, so when this connects (not talking about the stun hit), it really doesn't do much to your opponent damage wise. What it really does, is levels up your IFP. The major problem lies with actually landing this sucker. It only picks up horizontals, and for those most part that would've been fine and dandy, except for the part where it doesn't pick up low horizontals like Cervy's A+B GI does. Trying to actually land this GI is like trying to win a soccer game with your goalie wearing a T-shirt over his head. Not impossible but certainly a difficult task. Why couldn't they make this GI catch low horizontals, or even simply catch both high horizontals and verticals? Even still they could've made it only catch high verticals and that still would've been better than what we currently have. I realize that some IFP moves are really good, but your still taking a gamble not knowing what will come out. So really, what gives, why did they make it so hard to get this GI?
Now onto IND A+B
Could've been a wonderful defense tool, Instead what do we get? We get a one of the worst Gi's in the game. Several character can punish this for huge damage, Astorth can Jump and break your back, Natsu can nab you out of the air, and there are a few characters that can simply do a BE and get you, and there are countless other punishes I've seen done. On top of this, your opponent can literally run away from your attack...yea I'm not joking. Then to put that final cherry on top, any character can Just Guard you, then proceed to punish. If your lucky enough to get the attack in, you'll slip and fall and take a nice chuck of damage out of yourself, or hitting K, K you can flip back into standing and heal a little bit. That would've been cool and all except that your wide open after this, and become easy ring out pickings for characters with a decent long reaching attack. I know this GI is very easy to land, but seriously they could've at least put your opponent into a stunned state until you got the hit in. That's usually how the other GI's work, why make this one so bad? Was this even intentional?
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