GirlyStyle
Well-Known Member
Vancouver gathering on Jan 4th. Now that work has cleared up a bit, might be doing monthlies at my office.
Check out the Vancouver board for more info
Check out the Vancouver board for more info
Define "frequeunt congregation for SG". I pretty much play SG for a bit at Foonzo here in Montreal every other week. In fact, I just played it yesterday at the air dasher monthly tournament during casuals. I just wouldn't call it a dedicated SG local scene, by the standards of competitive players at least. Though I think there was a local scene here before, but I'm pretty sure they're dead now.
why don't you hang with us? We hold a tourney every friday and you never hop into the group chat
The anti-air assists are clearly staying. Anyone who's still hoping otherwise needs to let it go
Anyway I agree that its time to let the game be for a long time. I'd prefer it if balance changes only happened once per year. Even in the most popular games people still go some time before discovering important things/techniques about a fighting game
1) I sincerely hope it won't be months between PC BB and console BB, that's sort of the point of all this crap we're going through right now.No matter what anybody would like to happen - The Console Version WILL be obsolete anyway once Big Band becomes playable and it will begin another several month long period of waiting for the console patch.
[snip]
But I think the real reason Mike made so many changes to the PC version during MDE is that he wanted the best possible patch to submit for the Console version because once its on there its going to be stuck like that for a while. Feel free to correct me if I'm wrong.
1) I sincerely hope it won't be months between PC BB and console BB, that's sort of the point of all this crap we're going through right now.
2) You're basically right about why there was all that stuff between SDE/MDE/now, although you did neglect to mention the huge time elapsed between those. :^) I don't want to screw with the game too much from here. If people think homing plane is top tier or haven't learned to chicken-block DP assists I don't even know what to say anymore.
and
3) @Dime_x, your perfect version of the game being "let's play XSF and agree not to use infinites" MDE implies MDE was busted. "I really enjoyed SF2:WW without throws" does not equate to "WW was a good game".
Eh, no? First-order optimal junk isn't really a way to judge what a game is, and considering the majority of the community is still mashing reversal supers/not PBGC'ing/not punishing up-back, there's a ways to go before any determination can be made. There's also the "just because good people don't play ___ doesn't mean they aren't any good" thing.
What about character matchups? Like, how not-in-one-characters-favor does a matchup have to be for you to want to change something? And what ratio of the cast does a character have to have good matchups against before they're considered for a nerf?
Charge moves are some of the easiest to PBGC. Hold back for the charge, block, pushblock, hit forward, hit your button. Like, Battle Butt PBGC is good. Napalm Pillar is good and easy too, I think, but you have to be crouch blocking for that, so you're susceptible to overheads.
???
What about character matchups? Like, how not-in-one-characters-favor does a matchup have to be for you to want to change something? And what ratio of the cast does a character have to have good matchups against before they're considered for a nerf?
Also, cause I'm typing, any other considerings for other assist differences like updo (meaning would you consider it and are there any being considered)? You probably answered this already at some point, but I'm curious.
Charge moves are some of the easiest to PBGC. Hold back for the charge, block, pushblock, hit forward, hit your button. Like, Battle Butt PBGC is good. Napalm Pillar is good and easy too, I think, but you have to be crouch blocking for that, so you're susceptible to overheads.
I don't really know. But, if you can pop a full charge during the pushblock animation it should be fine. Cutting it a little close though, maybe.
Updo isn't different as an assist, it's different as point character because those 3 hits were TOO AWESOME not to keep. Which I suppose amounts to the same thing except that it'd have been 1 hit everywhere rather than 3. Plus it does other things detrimental as a point character, like not being able to get max damage unless they were deep and scaling your combo by 3 hits.What about character matchups? Like, how not-in-one-characters-favor does a matchup have to be for you to want to change something? And what ratio of the cast does a character have to have good matchups against before they're considered for a nerf?
Also, cause I'm typing (it's also on the topic of imbalance), any other considerings for other assist differences like updo (meaning would you consider it and are there any being considered)? You probably answered this already at some point, but I'm curious.
Nnnnnnnnnah. Well, yeah. Sorta. No. Oh wait... Actually, yeah.
So, what would you do if a situation ever arose in SG that was Tager VS 13 bad, but there was only one assist choice that could turn the matchup around? The correct thing to do as a player is to learn the character that has that one assist and learn to use it effectively, but how do you handle it if the matchup had a workaround like that where a different assist (or, in this case, only one specifically) makes things that much better?A matchup also has to do with the effort expended to win it with the advantage vs the effort expended to overcome that advantage. (...) SG doesn't feel like it has anything even close to what would be a 7-3 or 8-2 in another game, to me, at this point.
It does have a community of people that didn't experience those matchups or actually spend years learning how to exploit common tactics from good characters, though, so they don't have a frame of reference. (^.^)
You'd have to give an example, since to my knowledge an assist like that wouldn't be unique?So, what would you do if a situation ever arose in SG that was Tager VS 13 bad, but there was only one assist choice that could turn the matchup around? The correct thing to do as a player is to learn the character that has that one assist and learn to use it effectively, but how do you handle it if the matchup had a workaround like that where a different assist (or, in this case, only one specifically) makes things that much better?
What about character matchups? Like, how not-in-one-characters-favor does a matchup have to be for you to want to change something? And what ratio of the cast does a character have to have good matchups against before they're considered for a nerf?
Also, cause I'm typing (it's also on the topic of imbalance), any other considerings for other assist differences like updo (meaning would you consider it and are there any being considered)? You probably answered this already at some point, but I'm curious.
Charge moves are some of the easiest to PBGC. Hold back for the charge, block, pushblock, hit forward, hit your button. Like, Battle Butt PBGC is good. Napalm Pillar is good and easy too, I think, but you have to be crouch blocking for that, so you're susceptible to overheads.
Well, what about Big Band's giant step, no other move right now hits high and causes a full screen unblockable trip on the ground where it doesn't hit high. I guess we could use Peacock for this example, since she's the only one regularly trying to be at full screen. Back when she had 3 bombs and a better Double HK bomber, even though she wasn't Nu vs Tager broken (or anywhere close for anyone, I don't think), would you have changed anything about Peacock or Double if Giant Step could turn around any matchup she was in?