
So many interactions in this game that involve FH are completely insane.
One thing are multihit moves. Why do they not break FH like in melee? if a multihit does not break FH it becomes completely unusable against a grounded opponent because said opponent can choose to FH at any time during the multi hit. This means, unless your opponent is completely brain dead, the move will always get FH, which in result simply means to NEVER use that move against a grounded opponent, which is horrible design.
Other moves can be FHed to absurd high percents. If a relatively light char can still FH a move well above 120% then the system is broken. there need to be sane max values for FH to work. characters already survive way too long anyhow, so having FH stop to work earlier is a good thing. When there is so litte room for whiff punish because everything has super low end lag, your fast punish options need to break FH at a certain point otherwise stocks drag out forever when your opponent chooses to play super passive and never risk anything.
Same goes for amsa tech. its super easy to do and stays easy to do no matter how high the percent/knockback. if strongs are meant to beat FH but you still can consistantly amsa tech them up to 200% then your system is broken. either the timing needs to get super strict at high percent, so people cannot reliably do it OR it should simply not work at all after a certain percent.
You also need to increase the punishment when FH gets countered by a move thats designated to do so. when FHing a move makes you take 25% extra damage in exchange for not taking a whole combo and making you start your own offense, actually beating a FH attempt with a spike or strong needs to deal 100% extra damage and maybe even deal increased knockback leading to super early kills. The risk vs reward must be in balance. currently FH has way too little risk vs the reward. Statistically speaking its always best to FH, the amount of damage you don’t take because of the combos you avoid outweights getting countered by several magnitudes. Again, this is the sign of a broken system.
Lastly, we NEED Sakurai Angles. I don’t understand how you copied CC/FH from melee but ignored the most important counter play and the one thing that makes the mechanic interesting. Having some moves work against CC/FH at early percent and then loose to CC/FH as percent gets higher because of Sakurai angles, combined with other moves only starting to win against CC/FH at higher percents is the one thing justifying this abomination of a mechanic. it gives different moves different applications at different percent. While rivals 2 only has this super linear “unlocking” of moves, which makes early percent feel like the most boring thing in the world and the game only getting interesting once the percents go up. And then, everytime you take a stock you have to move back to this super limited style of play until percents finally raise again. With sakurai angles both low and high percent feel fun, yet different. so each time percent shift you also shift your game plan but its always fun.
I can agree to this. I don’t mind floorhug but agree that it should be punished more heavily for the moves designed to cointer floorhug
I also didn’t know about Sakurai Angles. It does sound like this would help male both low and high % feel engaging
It’s also quite frustrating when a tilt or jab gets floorhugged at 100% or more