Pick any character.
You will eat multiple hits from the same move. Doesn’t matter about your DI.
Hold hard out? Still comboed.
Hold hard in? Still comboed.
Example attacks:
Zetter Fair.
Lox fair
Clairen as a whole
Kragg nair/bair
Orcane nair
Fleet fair/nair
Fors Uair
Maypul uair
Game feels like shit cuz of this. Rivals 1 you could actually influence where you went when you were hit for 90% of moves and it was on your opponent to follow both your DI and Drift DI.
Here i might as well put the controller down and walk away.
Not a fun experience in any shape or form considering there is also the shitty part of tech chasing being abysmally easy. Without a no-tech option where you just land, you are forced to tech. Cuz even if they wiff on your initial landing (going for the missed tech), there is enough time to get you after your tech. Its crazy. The hitstun is super high too, so most of the time they have the option of just… waiting. Cuz you cant do anything for so long you are forced to land on a platform from tumble. All your opponent has to do is wait to see what option you did and react without much effort.
How did this game end up so vastly different from Rivals 1?
I think all of this is easily fixable.
Reduce overall histun on some of these moves
Better solution is add drift DI.
If the reason for not having drift DI is “because a player may be holding out to drift away but gets hit, they will have bad DI and die from it”
Well…. reverse hitboxes cause the same exact issue and that got added.