CYD
New member
Some people play to win. For those players, Winning is the "fun". If an opponent can't overcome a basic repeated full screen projectile attack, that's unfortunate, and need a lesson on basic projectile avoidance stragegy.well a prime example is someone throwing projectiles from across the screen at nauseum because my character cant teleport or slide. i dont know what it is about a person who takes advantage of something just because they can.
For example let's take Reptiles normal force ball (not the fast one). If all I do is jump back and throw normal force balls, and the opponent either always blocks, or always eats it...that's unfortunate for them. It's not impossible to see it coming, jump over it and close the gap. Timing wise if I am "spamming" then the next force ball should be predictable and they could jump over as well. Finally they would eventually be able to jump over and land a jump in punch to combo.
Whether it is a normal reptile forceball or an acid spit what difference does it make, if the other person can't jump over it? There isn't a need for a teleport or slide to beat "at nauseum" projectiles. I prefer the repeat predictable onslaught of projectiles because those are the most predictable.
Now if someone has a yomi mind game with full screen projectiles, that is something of concern. For example, if it's normal forceball, followed by a fast forceball, followed by an acid spit...
Then spam 1 is: normal, acid, fast.
This is followed by, acid, normal acid.
This is followed by fast, normal, fast.
Followed by normal acid, fast...repeat....
I broke down the three different projectiles into segments of 3...such that if you think you can guess the next one or time to jump over, you will get hit or have to block. Not two of the same move is repeated back to back, but all 3 are cycled through with a strategy. It's not mindless, it's precisely planned and ad hoc adjusted depending on how they react.
What if I am using nightwolf, where I only have one projectile, the arrow. So I have a different "spam" strategy.
spam 1: 2 arrows back to back, brief pause, 3rd arrow. (if they jump in anticipation 3rd arrow will tag them in air).
This is followed by, arrow pause arrow, pause arrow.
This is followed by, arrow, pause arrow arrow...
I am just doing arrows, but by mixing the timing every so slightly, it prevents them from reactively jumping. What this looks like to the other person is that I am "spamming" arrows. To me, making it seem like there is predictability in my attack, arrow after arrow...but there is slight variation so if they react, their timing is off, and they eat an attack.
Moves like Noob's Shadow attack seems "more spammy" because of some if it's properties. For example after any shadow connects, an immediate shadow afterwards must be blocked thus additional chip damage because it can't be jumped/dodged. In addition, the pushback of a blocked shadow is favorable for zoning, where dash blocking isn't as effective against noob. Likewise, the damage is fairly significant that trading with the shadow is usually not favorable, similar to trading with Kabal's spikes or scorpions flames is usually unfavorable. Still spamming that one move is a good strategy because of the damage and other properties. I don't blame or cry spam when someone uses the shadow. Even though they may not understand the properties that make it advantageous. They may just know that when they repeat that move, they win.
Because there isn't any one move in the game that can be repeated with gauranteed success, any cries for spam are moot, and IMHO reflects the skill and mentality of the player.
I rather someone "spam" any move of their choice, rather than pick an alt costume that doesn't have the patch fix for some move, *cough smoke/cyrax cough*