This is something that has annoyed me for a while.
As just about every conversation about DF’s design inevitably comes back to his Fighting game routes.
Yet honestly I don’t see much if any actual fighting game design in his kit.
If anything I see more similarities to Devil may cry then I do an actual fighting game.
I mean really DF uppercut and rocket punch
Are closer in design to Dantes high time and stinger.
then say how a street fighters uppercut or lunge works.
Like we don’t use uppercut to deny someone space/ preventing someone from jumping on to me, but as a way to extend combo’s after a slam/ point blank wall punch.
Even then Slam/ meteor strike have more Moba roots then they do in fighting games.
I mean really if they were going for more a fighting game styled character we would have more aspects like a hard to hit ultimate that you can confirm a hit with by setting up it up with other abilities.
Meaning that counterplay is in preventing the setup With your own positioning and ability to predict what the doomfist will go for.
While currently with how mobile DF most of the counter play kind of relies on your ability to spot/ CC him before he starts his combo on you/your team.
Ya I get it he combo’s melee attacks together but’s kind of where the similarities end.
I mean at point of time Ana was a better representation of a fighting game hero, as with how her sleep dart worked she could time out the moment when a squishy slept target would get up and use the time to nade, shoot, melee them in a touch of death combo.
You know like how an actual fighting game combo works, with precise timing and inputs.