Whirlwind Double Punch and Jumped Light Kick are too good
As of right now, there are a couple moves that are way better other counterparts in every situation.
The two biggest cases from my experience are: Whirlwind Double Punch and Jumped Light Kick. The main issue with the former is that it comes out just as fast as Fast Back Fist, but has a double hit property, Longer Range, The ability to hit low, alongside a ducking property. The latter is argueably faster than straight punch, has the ability to hit low, dodges low attacks, and is only slightly worse in terms of damage.
Whirlwind Double Punch should have a longer startup with decreased movement, and Jumped Light Kick should hit high as opposed to low with a slightly lower range. This way, both these moves have ups and downs relative to other moves with the same stance changing properties.
The two biggest cases from my experience are: Whirlwind Double Punch and Jumped Light Kick. The main issue with the former is that it comes out just as fast as Fast Back Fist, but has a double hit property, Longer Range, The ability to hit low, alongside a ducking property. The latter is argueably faster than straight punch, has the ability to hit low, dodges low attacks, and is only slightly worse in terms of damage.
Whirlwind Double Punch should have a longer startup with decreased movement, and Jumped Light Kick should hit high as opposed to low with a slightly lower range. This way, both these moves have ups and downs relative to other moves with the same stance changing properties.
Comments
True. They aren't the "meat" of every deck, but I can easily substitute these 2 attacks into any one of my decks and make them objectively better. The Jumped Light Kick > Mewashi > Whirlwind Double Punch is a really hard counter to a lot of openers and hyper armor, while looping into itself. This bread and butter combo is significantly better than the other variant using Straight Punch and Low Heel Kick. It has the same stance changes, faster speed, more range, a safer opening, and the ability to counter hyper armor. It's hardly my main combo (with exception against leg sweep and charge attack spam), but these 2 moves are way too good when used properly, even outside this combo.
Just a couple changes to balance them out with other choices while retaining their more unique/aesthetic qualities is what I offered.
If Jumped light kick couldn't hit low and had lower range, there'd be a reason to use straight punch over it in some situations. If Whirlwind Double Punch was slower to start up and didn't move forward as much, there'd be a reason to use Low Heel Kick over it in some situations.
As of right now, they're too strong. Of course they'll be less strong once quicker attacks get less shield stun next update, but that doesn't change the fact they are way better than other attacks in almost every way.
Seriously, I love the fights that look real, and I every time I meet someone with a realistic deck I'm very happy to match and rematch them. The drunken stuff, not so much.
This is all just personal preference, I just wish the game doesn't turn into a competitive min-maxing meta where the beauty of an open-ended combo system gets narrowed because some things are better statistically, rather than the practicality of the movements, and the actual speed / power they would generate. And, the meta is becoming spinning around on your kneecaps, handruken, drunken smash, (there's a spinal injury), kneecap spin, ad nauseum.
I do know how to play the game, in fact, it's fairly easy to counter these moves if you have the right deck to do so. Though, there lies the problem. Wether or not you win or lose is based mostly on your deck if you come up against someone of similar skill. Having certain attacks be significantly more useful than others in the same situation only makes variety even less present. As both the assailant and the defendant will be outmatched in terms of attack potency/utility if they do not conform to the "meta" attacks when constructing their decks.
Also, your input is completely useless. If you don't have anything constructive to say or a coherent argument to make, please leave.
2) I don't get why many stagger moves are better than other moves. They are supposed to be unconventional contrary moves for experts to trick other experts not cheap moves for novices. That is, they are supposed to be slightly weaker than other moves and not mainstream as they are.
The main issue is that they have so many positives that other options are just flat out worse, with little to no negatives to balance them out.
Jumped Light Kick is faster than, has equal range to, and hits low unlike Straight Punch. It even has a significantly more disjointed hitbox that lingers alongside the ability to dodge sweeps on reaction due to how fast the jump comes out. The only downside is slightly less damage, but what's the point in slightly more damage if you can be dodged easier or swept during your attack 100% of the time.
You can jump over and parry low spin heel even easier. WWDP has more tracking, covers more ground, and counters charge attacks easily due to the fast rate it double hits. The startup is somewhere between low spin heel and (barely) tripped back kick, but it has significantly more use than either other option in its category.