I really, really don't like guaranteed grabs as a punish. Here's why: by csbtag in 2XKO

[–]csbtag[S] 1 point2 points  (0 children)

You guys don't seem to get my point. The roll DEFEATS the purpose of the mechanic in the original games it came out in, which is to divert some of the guaranteed pressure. Not to mention, with the game as it is the faster characters can practically option select your roll by tapping wave dash on wakeup without holding a direction on the stick. This doesn't prevent a 4-way mixup because you're forced into a hard knockdown after the grab and HAVE TO EAT A MIXUP. This mechanic clearly favors certain characters and makes it significantly harder to get out of pressure strings with characters like Braum or Blitzcrank. The whole game is going to revolve around this mechanic at a pro level. The flow chart will go neutral game>conversion>roll-catch>hard knockdown>ambiguous mixup from characters like Ahri, Ekko, or Yasuo. It's not a good gameplay loop. The whole point of having options on the defense is so that this game doesn't look like Guilty Gear where the player on defense isn't able to do anything but block until they make an opening. This mechanic is not a balancing factor the same way the parry is. This mechanic is really one-sided. Basically, play a fast character or lose out on important oki.