But everyone gets the same, plus what would be the point of burning meter if it doesn't give you buffs. It can be rough, but I find that if someone is going to burn meter it means they've got to get in otherwise they've wasted it. You also chip away someone's burning meter if you're doing damage, and some moves, namely powerful ones consume some meter that's burning.NOTHING BESIDES SOUL CHARGE LITERALLY HANDING PEOPLE FREE VICTORIES ESPECIALLY WITH THE FREE BAR OF METER THEY GET FOR LOSING,
From my experience everything was fine until the Setsuka patch and then it was made even worse with the Hwang patch. There is definitely something wrong with the buffer system as it's so inconsistent.DROPPING INPUTS BECAUSE BUFFERING GETS ENTANGLED BY 8WR INPUTS TURNING INTO JUMP INPUTS,
I agree, the Hwang patch of making verticals track at close range was stupid. It appears this was done to mitigate verticals outright missing stationary opponents as this happened no end of times when I was using Setsuka's 6A+B. I have a feeling the hitbox/hurtbox techniques under the hood are clearly out of date for today's fighting games.TONS AND TONS OF "VERTICALS" TRACKING AGAINST GROUNDED OPPONENTS EVEN IF THEY ROLL IN EITHER DIRECTION,
BEING UNABLE TO BACK STEP EVEN AT +4 BECAUSE BULLSHIT LIKE RAPH'S 10 FRAME CH 6BB:B IS A THREAT FOR NO GOOD REASON, GENERALLY BEING UNABLE TO RESET THE NEUTRAL GAME WITH STEP GUARD DUE TO A MILLION DIFFERENT STRING ATTACKS THAT YOU ABSOLUTELY HAVE TO BE READY TO REACT TO AT ANY GIVEN MOMENT
Consider this. If you got safe step, moves like Setsuka's 236A (or 66A) and 8B+K A would be useless and outright dangerous to use if you can't punish step. Everything, or the majority of moves would need to be mid/low and result in a complete poke fest of the fastest characters. Poke Calibur with a handful of moves is fun but can also get boring if that's the only thing worth doing. My biggest issue with SC6 is that offensive play especially in Soul Charge is too rewarding when you combine those killer moves with the risk of stepping and guard stamina.
I've experienced this quite a bit. Hwang for example, I kept on making hard reads against an Ivy player doing vertical moves, but because I was so quick with my 88B punish, Hwang's was the one who took damage because his forward momentum moved his body into Ivy's body space allowing him to take damage from her verticals. This shouldn't happen period that I've actually sent some feedback saying that there should be some barrier at the sides and back of characters where if your character moves into opponent's space then you become immune to their vertical attacks. I'm hoping they have taken notice and if so, I hope it fixes this issue because it's fucking infuriating taking damage due to the game breaking the rules. I also think this might put to rest that jank where you go to punish, say Amy but her auto GI's parry your attack from her behind.HAVING GOOD READS IS COMPLETELY UNRELIABLE