Spencer
Painwheel
Oh you.
I have no idea about what injustice downs are, sorry.
GJ missing the point of me still being in the fucking face of Filia as a reward for killing her
'My' Downs:
1)If you kill a char, you get rewarded with a knockdown and can just as well set up some basic mixups (worst case being a low/throw 50/50)
2)In addition to that, the opponent will usually be stuck in the corner (due to your combo bringing them there); at least you will be able to set some shit up (ie tear tosses)
Cus she's freely running in my face, utmost likely gonna land a hit in the 2nd 'round' (as she has faster EVERYTHING than I do, and is able to position herself better due to being able to airdash), kill me off of that, then I sit on 0 Undizzy and we get to play the same game again
THAT IS COMPLETELY RETARRRRDEDDDDD
No? IF I WIN, *I* get a reward = Setup time. If I lose, I get fucked. Shit happens, I shouldn't lose.
IIRC downs used to be exactly like this. The problem was that, say:
A much much simpler fix would be to just lock out the teching until I'm done with my current animation, much like there's no 2nd character coming in while I'm stuck in my Argus if the Beam kills in a Team match.
The problem I have with the current downs system in Skullgirls is that it doesn't serve the same function as downs in Vampire Savior. I've noticed that when you have a 1v2, 2v3, or 1v3 scenario; If the solo takes down the team they are almost immediately killed simply because they have low/half health while their opponent is back at full with access to assists. I think Skullgirls has always been best played with rounds regardless of team sizes, and when I watch tournament footage that seems to be the case. Number of rounds is almost always set to 1 in offline tournaments, and I don't think online fascilitates anything but single round games (that might be for other reasons though). For solo player like myself, downs make the game go by faster so it's accomplishing it's goal nicely. I just don't think non 1v1 Skullgirls benefits from the new down system at all.The downs are supposed to function like Vampire Savior, and they do a good job of emulating that. The health and meter carryover is the main point, you can move around to position yourself in different parts of the screen but not to continue your assault from the previous round. It works as it is supposed to. Maybe the down could be a little shorter, that's all I would change.
Wait are you talking about Downs in Teams now
That's fine, but I think it's worth talking about. Having to set number of rounds to 1 and have a longer-than-necessary period between team rounds to simply hit play again and wait isn't really optimal. But the alternative is having a more unbalanced situation for team bouts.
Yes, I want to try it. It's VERY difficult to do.I did say beta and testing right? Yeah I did, sounds like something a beta could and is used for.@Mike_Z
Do you recall what exactly they complained about? For the life of me I can't see any advantage in letting rushdown chars walk into my face for free.@IsaVulpes
When they were that fast (and they WERE initially) many people complained.