Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
And, attack doing 1/20 HP is so minimal it just sound stupid to be touted as a problem
(they cant see the unsubscribe button through the tears)
Backsway work vs grab and other quick melee options, and it outright beat grab and grab tech attempt.
Reversal work as much as Ninja DP work, and you don't get punish for trying to get a grab tech by jumping because its f11.
You say 12-16 iasa as "very costly" and "massive", while you won't find any offense from Omega that have iasa lower than 12.
Your arguement is quite "I lose on this if they do that", then just read the "that" option. Not all moves can beat DP, not all move can hit backdash, and not all move can hit jump.
Backsway doesn't work because of the incredibly safe reversal option, even a 10-ish speed boosted backsway wasn't able to out-range it. Backsway is also 12 frames which is very costly
Shuriken doesn't work because of how difficult it is to pull it off safely, with the move costing a massive 16 frames. Even if you land a hit, at best it's going to give you a pretty bad combo starter
Boosting requires you to have momentum to begin with, which is already extremely dangerous against a char with this much range and safe attacking options. Disregarding that, the char's reversal move pretty much shuts down most attempts at boosted plays
During the fight I was completely unable to disengage because of how oppressive this char is in close-range. Omega's moves are too fast, too safe, and offer far too much range for any of my options as Ninja to be feasible.
If you were ninja, get close and you have a dp and a backsway to bait out aggression or grab
Far away and you can set up stack shuriken, or boost, or anything.
Ninja strength is ability to disengage, if you really agrue about ability to compete on a hitbox vs hitbox match... just pick cowboy.
I was completely unable to land a hit. Omega has a multitude of close-range options that cause extreme amounts of block-stun, as well as a reversal option with a large range that can be flipped. The only weakness I noticed was that the char doesn't seem to have many good air moves, but the ground moveset is already so insanely fast and oppressive that I can't see Ninja winning ANY fights against Omega.
I also agree with Giga. The vanilla chars and most modded chars have weaknesses that can be worked around by using their kit in smart ways. As a Ninja player I'm sometimes at a blatant disadvantage against chars with more ranged capability. Having to work around that disadvantage often makes my matches much more fun and engaging. When fighting against InklessBrush's chars, the overwhelming feeling I get in most of my matches is "there is nothing I can do to fight this" due to the sheer lack of exploitable weaknesses.
also, did I missed someone having a massive skill issue in the comments below me?
And you are the guy who jump into me with an unFC attack while a projectile about to be parried. You gust a projectile that is parriable into me for a MEATIES. You whiffcanceled in the face of a frame 5 and you DI like random. You don't play a game with a "nah I'd lose" strat then go to a character page to yap about how you failed to understand the basics of the game lol.
I get it, I really do. Making your characters super powerful is fun. Playing as those super powerful characters is fun. I've done the exact same thing in other games - SRB2 comes to mind, as it's extremely easy to mod. But at the end of the day, Yomi is a game where two people play *against* each other, not *with* each other. Making replays that look cool is fun and all, but if your opponent isn't enjoying playing against you, then why are they playing the game at all?
This includes when I play as Omega, it's not just whining about getting bopped, for what it's worth. When you start a combo, your opponent has ZERO chance of exiting that combo until they hit either extreme amounts of DI scaling or the damage falloff threshold. Normally, this is only a problem with grapplers, like Robot, Senator, and British Policeman. One incorrect guess and you're taken for a ride, guaranteed. This isn't a problem with just Omega. It's a problem with Moonwalker too, and your others as well, I assume, though I haven't played with them for as long, if at all, due to visual clutter or general lack of interest.