Post by Dimitri on Dec 16, 2021 13:34:23 GMT -5
I love this game. I've been playing for years and actively keeping up with various patches. I have a pretty decent idea of the meta by now, and I feel like it's about time to finally bring up something that's been bothering me for a while.
The 'flop' move seems to have been made way too powerful.
We all know the flop. It's been a staple move of a dedicated few players ever since it was added in an update some years ago, and you'd be hard pressed to find someone who hasn't at least experienced fighting against a flop-centric build second or third-hand by now. It's always been a strong but situational option; with about 23 frames of startup and an easy animation to read the usefulness of a flop mostly depends on getting a nasty read on your opponent or facing up against someone who hasn't fought against it before. It's easy enough to counter or parry, and the super armor from frames 15-27 means counter-flopping can be a useful strategy with good timing.
At least, that all applied until the now-infamous rework some weeks ago.
Flop was changed to a command grab, meaning the existing strategies for playing around it no longer work. If you exist within the hitbox when it appears you're instantly trapped in a combo, so the fact that it still has armor means the only counterplay is to get out of the way or hit the user with a grab or an armor breaking attack with a low enough startup that it comes out first. This one change means that flop users suddenly have incredible control of neutral because the only way to approach them is to bait one out and punish the end lag.
I've tried to accept this as simply the way it is now, but the way that flop-based players have all shot up so far in rank with no real change in strategy demonstrates that this change has potentially devastating consequences for the future of competitive. Do we really want to be playing in a 20XX where all matches consist of two players attempting to bait each other into a flop?
I'm making this my formal petition: let's revert the rework and nerf the flop.
The 'flop' move seems to have been made way too powerful.
We all know the flop. It's been a staple move of a dedicated few players ever since it was added in an update some years ago, and you'd be hard pressed to find someone who hasn't at least experienced fighting against a flop-centric build second or third-hand by now. It's always been a strong but situational option; with about 23 frames of startup and an easy animation to read the usefulness of a flop mostly depends on getting a nasty read on your opponent or facing up against someone who hasn't fought against it before. It's easy enough to counter or parry, and the super armor from frames 15-27 means counter-flopping can be a useful strategy with good timing.
At least, that all applied until the now-infamous rework some weeks ago.
Flop was changed to a command grab, meaning the existing strategies for playing around it no longer work. If you exist within the hitbox when it appears you're instantly trapped in a combo, so the fact that it still has armor means the only counterplay is to get out of the way or hit the user with a grab or an armor breaking attack with a low enough startup that it comes out first. This one change means that flop users suddenly have incredible control of neutral because the only way to approach them is to bait one out and punish the end lag.
I've tried to accept this as simply the way it is now, but the way that flop-based players have all shot up so far in rank with no real change in strategy demonstrates that this change has potentially devastating consequences for the future of competitive. Do we really want to be playing in a 20XX where all matches consist of two players attempting to bait each other into a flop?
I'm making this my formal petition: let's revert the rework and nerf the flop.