Jink
[10] Knight
I'm cool with the new GI costing meter, because if I GI vs a rival who has no meter for Re-GI, its free punish possibly with 1B or whatever else is best damage for the frame opening. Also I'm very thankful that B+K's SBH'GI now works like it should have since SC3, on input!! In SC4, even with gap & late active GI frames I still manage to B+K successfully often, now in SC5 I'm gonna get 99% reward or punish for my "counter-mix-up" decisions & not by old game's flaws.Now with all those good things being said about sieg, what do you guys think about the GI part of the game. I always though what made sieg a contender was the players ability to GI close range opponents, put the opponent on defense mode, then back to the range game. Now that GI cost meter, there will def be much less GI opportunites available unless you do not plan on using BE or supers, which case make him less of a threat. Get that block game up fellas and get that spacing just right cuz now that ralph looks good and of course the siblings, we need something to keep them out of our face.
Spacing seems even to me, now Sig can backpedal faster with more length per step, I think it could have been a trade-off for removing SSH'A+B, lets see how it works out.
I'm glad that I'll be able to low-GI from full-crouch, since the new GI input is 4A+B+K & repels HML. I didn't liked not being able to 3G or 1G low GI from FC in SC4.