This, I disagree with. Hairball is no help on defense, Slide same deal. If the others somehow became unusable on defense, sure, but that's not the aim of any of this (misguided or not).
I'm okay-est with one hit if blocked.
I already see plenty of people pick Hairball, though. I'd argue that it's one of the most generally underrated assists in the game. Multi-hit lockdown AND forward moving? That's *really* damn good.Yeah that's no doubt a worry.
I imagine there is a middle ground though, right? It seems like there should be?
If the current assists are strong that they are almost always picked, it seems that there is a nerf somewhere in which they are only picked say half the time or most of the time but less often than they are now, right?
@worldjem
Then an assist that was called a few frames out from being a reversal would be just as good as now?
The whole "what if X as a reversal didn't do a thing" bit doesn't really accomplish what you want unless reversals are stupid easy like...say...in SF4.
The simplest thing to try in the Beta would be just to have the DP assists people continue to complain about (Updo, Pillar, Bomber) be changed in ways that make them harder to combo off.
For example, make Updo and Pillar assists knock them very far back at a shallow angle, and either make Bomber only one hit if blocked+lower knockdown or not invincible, but not both.
To be honest I have felt like the lockout was just slightly too short for successfully hitting an assist. But, the window isn't too short to be hit out of. The only problem I have with the short window is when I'm trying to hit my opponent, they block, I DEFINITELY HIT DURING THE TIME I WOULD MEATY THE ASSIST but game says no and they block and I don't meaty the assist and I get hit. I have no idea how it could be, or if it even should be fixed. I probably should just throw more.
I do however think assists aren't locked out for long enough after hitting them. Careless assist calls can and should be punished harder and the game just doesn't have the capacity to punish assists hard and safely in non-happy birthday situations. The closest thing I can think of is counter calling with H Brass since that takes off fairly huge chunks of assist lifebars, so with enough proper countercalls they're discouraged from using their assist. Maybe they could be locked out for longer depending on what you hit them with, or how much damage they take?
Heh. If that were the case, Gameplay General wouldn't be dead until a thread like this was made every once and a while.
People who like the change: People who prefer not to use DP assists in their team order.
People who don't like the change: People that already use DP assists in their team order.
As long as nerfs to the game don't affect what I already do, I am happy with all of the changes that occur in the game. :^)
I don't like the idea of changing these dp assists and I don't run any of the affected characters.
For the record when someone mashes a super out of my attempt at pressure or my attempt at a reset I see it was my problem and that the opponent made a huge gamble because IF I choose to bait it they are in an extremely punishable situation. There is a risk and there is a reward. That is not the case with DP assists, the risk and reward is completely out of whack especially for such a brain dead easy option.
I don't know if this point is valid given the example of [what I assume is] a good/tournament player, especially during "his good period". I mean, I'm going to assume the majority of the playerbase aren't as good as this guy, so I still think "2f doesn't do anything" is a valid point.
As an addition to this statement