JustKill
[09] Warrior
Truth be told, some character hit box concerns are just(outside of silly hit box issues close range attack whiffs etc) some attacks that track 100% will in fact NOT track given a certain range its being done, with that said, Aeon is a great example...Zero, as solid as aeon 66a is, it just stops losing its god like tracking due to range is all, nothing more, it WILL hit of course if its beating out anything the opponent is doing pretty much at disadvantage/lack range. However, if they choose step(at that certain range i mentioned) aeon 66a will whiff(doesn't even matter the character hit box size from the character your opponent is using(ok, maybe just Asta, lol) So from that i would have to say that when you say "I've had people step Aeons 66A ffs" my answer to that would have to be that it was at a further range you attempted to use it, if it was at close range then dude, i got no clue, never had that happen to me vs'ing him, point being is that it should NEVER whiff at close range(since it is more of a horizontal mid than a vertical attack), but it WILL whiff if attempted at a much further range OR the opponent is playing super defensive chillin' in the background of the stage.
I don't use Aeon really, so anyone feel free to take what im saying with a grain of salt... but i have enough play time vs him to know that much about any hit box problems he may have with that particular attack, it is so good i HAD to find some sort of weakness to it(other than the obvious GI or JG punish reaction) which the weakness i'm talking about i was lucky enough to discover on my own, and with that said, i'm sure he has something else to compliment the not so good tracking on it if its done at wrong range/tip range(this being an actual attack to help compliment 66a's inability to track or "whiff" at tip or far range)... BUT, i will say this: if you do it a tad slower instead of an !66a type buffer it will then of course track again/more since your giving Aeon more mobility(closing in) for the move to extend to it's best reach again and back to its god like tracking, you will have less room to work with if you do !buffer attacks( i think this applies to all characters).
Simple little things like that tend to be forgotten in the heat of match/tourney play because players will sometimes lack patience(even the top/best players) and want to hit a button/attack out of fear based on the flow of the match or the players and inability/ability to control the match ... but don't quote me on that second last parenthesis in the previous paragraph concerning to all characters.
Although imo, i feel it to be correct basing it on most 3D fighters mechanics in general, the closer you are the better results you will reap, simple as that in terms of how you will reap reward more being in the proper range to get full potential of said attack and sometimes(in SCV's case) its just the opposite, the further you are the better the move is, one example would be Yoshi 22_88b( a mid attack move that can hit ground opponents but loses to standing opponents ducking/twitch ducking it) at a close range which HELLA whiffs for whatever reason but far range it doesn't just gotta work out the kinks really ( and i don't really play enough 2D games nowadays/anymore so i don't really have a say in that department), just my 2 bits and hopefully what i said helped out concerning whiff issues.
I apologize to the mods for not keeping on track with the thread overall topic/s and wall of text, saw the most recent posts on the concern/debate for character whiff issues so i jumped in, i feel i covered a large portion of the latest thread discussion as far as the discussions concern goes and it does have to do with pros/cons but not covering the majority of it( overall character pros/cons), just topic of concern atm which is character whiff issues.
I don't use Aeon really, so anyone feel free to take what im saying with a grain of salt... but i have enough play time vs him to know that much about any hit box problems he may have with that particular attack, it is so good i HAD to find some sort of weakness to it(other than the obvious GI or JG punish reaction) which the weakness i'm talking about i was lucky enough to discover on my own, and with that said, i'm sure he has something else to compliment the not so good tracking on it if its done at wrong range/tip range(this being an actual attack to help compliment 66a's inability to track or "whiff" at tip or far range)... BUT, i will say this: if you do it a tad slower instead of an !66a type buffer it will then of course track again/more since your giving Aeon more mobility(closing in) for the move to extend to it's best reach again and back to its god like tracking, you will have less room to work with if you do !buffer attacks( i think this applies to all characters).
Simple little things like that tend to be forgotten in the heat of match/tourney play because players will sometimes lack patience(even the top/best players) and want to hit a button/attack out of fear based on the flow of the match or the players and inability/ability to control the match ... but don't quote me on that second last parenthesis in the previous paragraph concerning to all characters.
Although imo, i feel it to be correct basing it on most 3D fighters mechanics in general, the closer you are the better results you will reap, simple as that in terms of how you will reap reward more being in the proper range to get full potential of said attack and sometimes(in SCV's case) its just the opposite, the further you are the better the move is, one example would be Yoshi 22_88b( a mid attack move that can hit ground opponents but loses to standing opponents ducking/twitch ducking it) at a close range which HELLA whiffs for whatever reason but far range it doesn't just gotta work out the kinks really ( and i don't really play enough 2D games nowadays/anymore so i don't really have a say in that department), just my 2 bits and hopefully what i said helped out concerning whiff issues.
I apologize to the mods for not keeping on track with the thread overall topic/s and wall of text, saw the most recent posts on the concern/debate for character whiff issues so i jumped in, i feel i covered a large portion of the latest thread discussion as far as the discussions concern goes and it does have to do with pros/cons but not covering the majority of it( overall character pros/cons), just topic of concern atm which is character whiff issues.
Last edited: