Is it time to nerf stagger double hit moves yet?

I get what stagger is supposed to be, a confusing mess of flailing limbs that overwhelm and the opponent. Double hit moves do portray this theme pretty well, but why are the stagger double hit moves so good??
Lets break this down:

Whirlwind Doublepunch:
Pros:
-Double hit, so no khalt or charge attacks, awkward to dodge
-Horizontal, short range but least one hit will land if you dodge
-Dodges low
-Fast for an avoid move, equal to rolling back fist
-Deals really high damage for all the benefits it provides (It deals more damage then eye poke. This silly twirl thing hurts more then
getting your eyes gouged apparently)
Cons:
-Looks really stupid, even for stagger standards
-Can be jumped
-Low advantage on hit, but I seriously doubt people even notice this

I think I got every aspect of this move pretty accurately, and things don't look very balanced so far.

Double Fist stretch:
Pros:
-It deals over 100 damage for me, and I'm not even speced into dexterity
-Really high advantage on hit
-Double hit, so no khalt or charge and awkward to dodge
-Horizontal move, so counters that stuff
-Fast. On the brink of mid speed, but not quite.
Cons:
-Can be ducked
-Low range

I could go on about handstand kick or backfall strike, but I think my point is clear. These moves just offer way too many things compared to other moves in their category. Sure they can be parried or avoided, but that goes for every other move as well. I guess I'm ok with these moves exsisting physically they way they are, just please tweak the numbers. Bring the damage WAY down to emphasize the point of stagger being an unconventional fighting style, because if your dancing does as much damage as punching and kicking, you are not unconventional. As far as I'm concerned you're pretty god dam professional, which is not the spirit of stagger.

Comments

  • edited March 2018
    With all due respect, most drunken styles hit very hard. Double hit moves need to remain because of Khalts style as well as charge moves. The moves have already been tweaked and balanced by Sloclap.

    It gets frustrating hearing people constantly cry for the nerf hammer in competitive games. Nerfs are never really a positive imo. As much as I once despised Forsaken and Khalt, I never wanted them nerfed. I only wanted my style (Windfall) to 1) Work as intended 100% of the time and 2) To be brought inline with other styles benefits.

    Edit: Honestly, it sounds like a Khalt player that wants every advantage in the game without any disadvantages. As soon as I saw the title, I had a certainty that it was a Khalt fighter.
  • edited March 2018
    Rip_Ridah said:

    With all due respect, most drunken styles hit very hard. Double hit moves need to remain because of Khalts style as well as charge moves. The moves have already been tweaked and balanced by Sloclap.



    It gets frustrating hearing people constantly cry for the nerf hammer in competitive games. Nerfs are never really a positive imo. As much as I once despised Forsaken and Khalt, I never wanted them nerfed. I only wanted my style (Windfall) to 1) Work as intended 100% of the time and 2) To be brought inline with other styles benefits.



    Edit: Honestly, it sounds like a Khalt player that wants every advantage in the game without any disadvantages. As soon as I saw the title, I had a certainty that it was a Khalt fighter.

    well... hes not wrong :/ there is nothing the OP said thats false.

    do a whirlwind double punch in real life on someone its gona do 0 damage xD except to yourself your gona have scraped and dirty knees lol

    give him a break hes only sharing his opinion. which is a popular one.

    And see it this way rip_ridah imagine you didnt like the feel of these moves and didnt use them but where faced with dealing with them all the time. if you use these moves to its not as bad for you as it is for us since you share some of thier advantages.


    P.S Kahlt players do have a special reputation these days, but maybe hes just a casual guy and not part of the meta kahlt bandwagon dont jump on him so quickly xD
  • I always try to get rid of all the double hits exept for handstand kick but when i do i really have a hard time against khalt players. They just absorb followed by fast elbow or jab or absorb followed by body blow and i have to dodge these totally different speeded abilities with side or backdodge just right just to get no damage. BUT if they use double hits theyll track both of my dodges 90% of the time while hitstunning me so hard that i cant even dodge afterwards.

    All in all i have to use all of my abilities and dodge 3times as often just to have a chance against my double hit spamming enemie. Couldnt double hit s at least be less tracking?
  • Agree 100% on whirlwind double palm and double fist stretch. My hope for balancing is in the next patch -- I believe a lot of conventional moves have been buffed, which is better than a nerf. If the fights get faster and more strategic because conventional moves hit like a truck, then that might help.

    The WWDP is a move that doesn't make a lot of sense close range. It's far too fast in that a human being couldn't get momentum in close range to do any damage at all, and it would take time for someone to drop their stance to even initiate it, which should be interruptible at close range with a variety of low moves. As someone drops their center of gravity down, a liver knee should catch them in the teeth, or a low round kick should catch them in the side of the head, or a foot stomp should kick them in the face. The only way to do this is to up the speed of conventional moves that can counter it, or force WWDP to be what it should be: a longer ranged move that is pretty useless close in, because to get the momentum to actually use something like this, you would need the distance to generate momentum.

    Otherwise, WWDP is basically an exploit. You can put it in alt 3 and get ready to spam it every time anyone is winning with any kind of high initiate, and then just spam WWDP as a get out of jail free card every time. That forces a waiting game for the opponent, or a game of footsie, where you have to throw away 75% of your deck because here comes WWDP to interrupt every move, except jlk. People that use this tactic are usually khalt, in my experience :)
  • edited March 2018
    I disagree Dante. You say that what the OP said isn't false. Those are "opinions" that you and he share. It doesn't matter if a vast majority of a population agrees or disagrees, it is still an opinion that double hits need to be nerfed. Then it will become an endless cycle because guess what; now Khalt will have to be RENERFED.

    I did not mean to come off aggressive towards the op. For that, I apologize. However, I did mean to come off aggressive towards the topic.

    Most of these moves in real life wouldn't be reasonable in anything save an action martial arts movie. This is a fantasy video game though, so I expect a reality based upon fantasy. Using that argument about the double swirl punchy thing would invalidate almost everything in the game with the exception of Windfall without the slowdown and a few other very basic moves.

    I understand that you guys sharing your opinions on certain aspects of the game is warranted. I PERSONALLY believe that most of the lows and fast moves are bs, but I know that they are a necessary evil. I have ZERO lows or sweeps in my loadout. (Scratch that. The double swirly punch is low.) I will never ask for them to be nerfed. I will just constantly try to keep buffing my own skills against ALL forms of play.
  • Rip_Ridah said:


    Most of these moves in real life wouldn't be reasonable in anything save an action martial arts movie. This is a fantasy video game though, so I expect a reality based upon fantasy. Using that argument about the double swirl punchy thing would invalidate almost everything in the game with the exception of Windfall without the slowdown and a few other very basic moves.

    True, the game is fantasy, but it has realistic physics. This argument comes up a lot to defend stagger moves being op, but the fact is, because they're op, they are also overused, which makes a lot of fights feel the same. And even if the world is fantasy, it's based on martial arts and real life physics, which the WWDP defies, especially from close range. There aren't enough counters to it, so it's overused and abused.
    Rip_Ridah said:


    I understand that you guys sharing your opinions on certain aspects of the game is warranted. I PERSONALLY believe that most of the lows and fast moves are bs, but I know that they are a necessary evil. I have ZERO lows or sweeps in my loadout. (Scratch that. The double swirly punch is low.) I will never ask for them to be nerfed. I will just constantly try to keep buffing my own skills against ALL forms of play.

    Agreed -- buff other moves so that there are more counters to these moves is my point. Otherwise, too many fights look and feel exactly the same. If there's more counters, there's more of a threat to spamming WWDP every time someone throws a high attack, so it won't be overused.

  • edited March 2018
    Youre right that it doesnt matter if a move would work in real life.

    It is very important to buff the weak moves but althought important to nerf the over powered because its much easier and needs less fixes to reach the golden spot, the almost perfect balanced gameplay , from both sides.

    I mean in the end that is what we all want to choose a fighting style we like without having much of a disadvantage against someone that only tries to pick the strongest moves.
    Or what do you want?
  • edited March 2018
    You two seemed to miss my point. I said "I will just constantly try to keep buffing my own skills against ALL forms of play." Meaning I will try to better my reflexes, thought process, adaptability, awareness, etc. That "in my opinion" is the best buff there is. Most want to take the path of least resistance by calling for move buffs and nerfs. This is all just my personal opinion and I understand that it is of the least popular vote. Be ez guys.
  • I understand that -- but the problem with keeping certain moves overpowered is that the game devolves from being what it should be: variety in decks and fighting styles, to a narrow set of moves at the highest levels of "competition." I'm finding more variety in matches right now because people are experimenting. Once ranked comes in, however, and WWDP beats every other counter or alternative to low, then that's all there's going to be.

    Better reflexes is one thing, but why do you need to work 3x as hard to beat someone that can spam WWDP from jab range over and over, with little to no threat of being interrupted? Again, that means the opponent has to play a waiting, defensive game -- because there are not enough counters to this move -- and that's boring gameplay, IMO.
  • edited March 2018
    Sure its good to train alot but the game gets better by balancing the moves properly wich leads to lot of advantages like proper competitive gameplay and more diverse and more interesting fights.

    For the most of the people here its not like they would choose the way of the least resistance to win. If it was they would just use the meta moves.
    Its as simple as in every other game. Fun needs fairness and fairness is build upon balance.

    Rip radah your way of winning with training only works because the game is already pretty balanced.
  • "...and WWDP beats every other counter or alternative to low, then that's all there's going to be."

    I have put in the time and effort to figure out multiple ways to beat that move. Just because you have not put that time and effort into it doesn't make it op. Maybe you have tried and have not been successful. That is a vast majority of the community. So the next logical step would be to call for a nerf because one has exhausted his/her limited effort in solving the problem that they are having.

    A lot of people don't want to have the problem to begin with. They don't feel it fair that some moves are harder to counter than others. I expect those problem moves/powers/tactics coming in and am prepared to face and conquer them accordingly. Most times I am successful; sometimes it is an ongoing struggle. But until something is broken, (meaning that there is no move, no tactic, no strategy that can stop it), it is not op nor unbalanced. Imo.
  • What are some examples for countering WWDP, then, other than blocking, jumping, absorbing, or parrying it? Jlk? From a decent range there are ways to counter it -- like the wing kick, or even an uppercut, which is good, that's how it should be. But close range it can't be countered with any other move (other than jlk), that I know about. It's faster than other alternates, and is a double-hit, which makes it an easy choice to spam it -- that's the problem. Use all the strategy you want, but when a fight devolves into WWDP spam, it's pretty boring. Does it take a lot of skill to hit triangle on alt 3 every time someone throws a high attack, which are a good chunk of the game's attacks, from any range, both close-in and far distance? Does this move make any sense at close range?

    This isn't an argument about your skill vs. another's, it's about having balanced alternates for every move.
  • edited March 2018
    Honestly bringing the damage down on double hit moves is not that much of a nerf to them, double hit moves are meant to interrupt your opponent, not to deal a load of damage (unless its jackhammer punch, and I don't think anyone has a strong opinion on that move). The fact that they interrupt khalt and charge attacks is 100% necessary, I would only suggest that they don't need to hit so dam hard, especially since 3 of them already interrupt horizontal dodges as well, 2 of which have dodge properties of their own.

    Edit: I really don't care about how realistic the moves are. If you want absolver to be realistic, delete stagger and windfall. The game already gives ways to make your deck "real looking". Those of you who have faced me in a 1v1 would notice that I like a slow good looking deck over a cheesy silly looking one. But I digress, realism shouldn't matter to a certain extent. WWDP looks funny, and thats its point.
  • edited March 2018
    I really dont think that the problem of the stagger moves is the look. Some might like it some might hate the look of them but they definitely give new way of constructing a deck. That why i think stagger moves are important.

    The Problem: i tryed out alot of moves with my friend johnnino and we noticed that many moves are different from what their stats show. For example WWDP should give u an hit disadvantage of 2frames when u hit the block but it actually doesnt. It would be a step in the right direction if the stagger moves would actually fit to their stats... aaand probably weaken the hit stun a bit so they cant get spammed.
  • methamos said:

    I really dont think that the problem of the stagger moves is the look. Some might like it some might hate the look of them but they definitely give new way of constructing a deck. That why i think stagger moves are important.



    The Problem: i tryed out alot of moves with my friend johnnino and we noticed that many moves are different from what their stats show. For example WWDP should give u an hit disadvantage of 2frames when u hit the block but it actually doesnt. It would be a step in the right direction if the stagger moves would actually fit to their stats... aaand probably weaken the hit stun a bit so they cant get spammed.

    The insane thing about all of these moves are their damage relative to other moves. Why does the double fist stretch do more damage than a 360 tornado kick? Two comparable moves -- in the same deck row, but one has the speed of a jab, is a double hit, and the other takes a few seconds to wind up, yet the dfs does more damage.


    Edit: I really don't care about how realistic the moves are. If you want absolver to be realistic, delete stagger and windfall. The game already gives ways to make your deck "real looking". Those of you who have faced me in a 1v1 would notice that I like a slow good looking deck over a cheesy silly looking one. But I digress, realism shouldn't matter to a certain extent. WWDP looks funny, and thats its point.

    This game is so slanted toward stagger moves at the moment that I keep running into the clone of the same opponent: drunken smash, WWDP, donkey kick, grab and punch, mea lua, drunken wobble kick, backfall strike, over and over. There's no reason to disengage and actually be strategic, and the moves hit so hard there's little threat to just throwing them out over and over, shockwaving when your stamina runs out, rinse and repeat. It's just so tiresome that when I meet an opponent that actually has a creative deck that has some moves that require better timing, and things actually look and feel like a sparring match, I get hooked on the game again. Until I meet another clone. And another. People that are competitive are going to choose power over creativity, I guess, especially if there's one option that's going to be faster, avoid, double hit, and be harder hitting at the same time. Going to wait for the next patch to see what happens. I've got hope that some balance will be there.

  • dang you guys seem to have the subject handeled idk what to add xD
  • same here lets wait for the next update and hope the best xD
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