
New Airdodge angle rounding threshold is the worst change to the game thus far imo.
The old threshold that was changed to 12 degrees in a previous patch was already my personal least favorite change out of all the patches the game got so far. Overal I am extremely pleased by the updates and support the game has recieved since launch.
Imagine my surprise to read the patch note “Airdodge angle rounding threshold: 12 degrees > 20 degrees” not even a week after hearing the devs talk about specifally being very coutious about making changes to characters that might mess with the games’ feel.
I’ve chatted about this change with a bunch of other players, including Jeapie, Mr. R and Dom, and they all dislike it as well. To me it at times completely ruins the game’s feel.
To summ up some of the most common situation where this change hinders intuitive gameplay from the top op my head:
Airdodge angles close to straight down, left or right, but not quite completely straight sideways or down feel, and are, (beside being so much easier to mess up) much more restricted in utility and application now. Becuase of this:
Trying to microspace wavelands feels very clunky to near impossible now.
Wave landing off a ledge with as little momentum as possible is hard and clunky now. Often times you will get a waveland straight down instead, and thus land on the platform instead.
This also makes Hax-dashing much harder.
Landing with an almost horizontal very slightly downwards waveland to either mixup your timings or make use of the airdodge intangabillity to try and dodge (potential) hitboxes is much harder and less applicable now.
Less accesible for Melee and PM players: Friend of mine gave Rivals 2 another shot when I had him over last week, and was pleasantly surprised by how much he liked it now as a result of all the other changes made since launch. However, he was missing a ton of ledgedashes, wavelands, and even wavedashes, as players from those games will try to imput an airdodge angle very slightly downwards for full distance, just above the ground, and after going through jumpsquat. Needless to say, the game made him airdodge straight sideways right above the ground going through this whole airdodge animation and stall, before slowly falling, instead of smoothly landing during the airdodge movement.
First thing I did when this patch came out, was spending about an hour and a half in training mode trying to get used to this change, in hopes of it not feeling too bad afterwards. I was unsuccesful.
I could probably fill an entire montage with examples of interactions and stocks I’ve lost from being hit out of the air during airdodge recovery, often times with 0 recourses as I would have double jumped to a platform, by now. I can even quite often tell that my opponents mess things up they would’nt before.Like when a Clairen wavelanded straight down to land in front of me into grab in the wrong direction, instead of crossing me up with a not straightdown airdodge to land behind me and position themselves correctly for the grab they went for.
You guys have been adding a lot of advanced controller options lately, which is awesome.
So, if you insist that this change neccissary to make the game accasible to even the most crappy controller sticks of all time, can we then please please please get an option to set the airdodge angle rounding threshold ourselves??? If possible, this would be the best outcome and please everyone.
Stay winning, awesome game, kind regards, big fan.
They said this is an editable aspect of control schemes similar to deadzone changes so people can have it whatever way they want. havent actually looked at the control page to see how easy it is to change though, but i assume pretty easy if you know its there