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PREEMPTIVE DISCLAIMERS:
- Since this thread is actually "Chapter 2", it may sorta reference "Chapter 1" (though not in any relevant way, just wanted to note this so you don't get confused)
- While this thread is called Chapter 2, it doesn't really have much to do with the other thread. Or anything. The other thread were 'facts', this is 100% opinion.
- While this post could go into the newly created "Game Design Discussion" Topic, it's a bit big for that, so I put it up as a separate thread.
- I'm aware that things like Assist scaling and damage on CHs are currently tested. I wrote this before said changes got implemented on the Beta; just didn't post it for a good while.
The thread is basically about a bunch of gripes I have with overall damage in Skullgirls; in Neutral, on Punishes, for Mixups and after Assists.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lemme assbump everything I said in Vol.1 and go with - "WE NEED DAMAGE BUFFS, BITCH!"
But - you know, not damage buffs on combos because combos are garbage.
I'm going to look at the current damage values for this, which may very well change -more or less drastically- due to the IPS/Undizzy thingies, but since we don't know how much dmg exactly the new stuff is going to do -let alone whether said new stuff will actually ever appear in the game-, I'll go with the old values. Note that every point I'm going to make will become 'weaker' if combos get shorter.
I know this game is vastly different to SF4 and SF4 is not a blazing example of being the best FG of all time in the first place,
I'm just going to use it as a reference because it's the only game other than SG which I know some stuff about.
NOTE ONE! - Neutral
THERE ARE TOO MANY NEUTRAL TOOLS WHICH ARE NOT SUFFICIENTLY REWARDED
This is a very basic issue stemming from every single shit leading to full combos on hit. Every single shit? Naw, one small group of moves still holds out against drowning in the cutscene madness..
.. which makes them rather difficult to utilize properly.
- I'll just let raw numbers speak for themselves:
Juri SF4 standard meterless combo: 204 damage
Juri SF4 standard longrange pokes she can't combo after: s.f.MP(80) / s.f.MK(70) / s.f.HK(110), let's say "Around 100".
Juri SF4 raw projectile at a distance (Fuhajin): 50 damage
Juri SF4 sweep (actually leading to setups): 90 damage
→ Good normals she can't combo after deal around ~50% of a full combo in raw damage, a projectile hit deals ~25%, raw sweeps get ~45%.
Cerebella standard meterless combo: 8500 damage
Cerebella standard longrange poke she can't combo after: 6HP(1600)
→ Good normal she can't combo after deals around ~19% of a full combo in raw damage.
Parasoul standard meterless combo: 7400 damage
Parasoul raw projectile at a distance (Tear Shot): 375-400 damage
→ A projectile hit deals ~5%(!!) of a combo's damage
Painwheel standard meterless combo: 7700 damage (?)
Painwheel sweep (leads to 'not-much' due to techroll, but breaks armor): 900 dmg
→ Raw sweep clocks in at a stellar 12%
I'm pretty sure it's not too hard to see where I'm going with this. In a game where 95% of stray hits lead to 7.5k+ combos, the few tools which lead to nothing become comparably weak.
I am honestly not sure how to fix this, as you can use all of these tools in combos, too - arbitrarily give them extra hitting power if they don't hit as part of a combo (similar to Bella's s.MP only staggering if you didn't chain into it)?
IMO this needs to get handled by some means - I'm not too much of a fan of my opponent being allowed to stupidly dash into 20(!!) fireballs, then land a stray hit and be on equal life (..or better, as he got access to pressure, resets etc afterwards). I'm aware that 'ease of landing' as talked about in Vol.1 applies here too; a projectile is easier to hit with than a standard poke, which makes it natural for it to deal less damage, but TO THIS AMOUNT is .. ugh?
NOTE TWO! - Punishes
THERE IS A SEVERE LACK OF REWARD FOR PUNISHING
Even if I ignore sorta-related stuff which I deem plain stupid (your reversal being blocked meaning you're +25 and get run a free mixup via DHC to Cats/Install) because it doesn't *directly* have something to do with this, Reversals in this game are *way* too fucking strong.
Why is that so? Because they beat *MOST* options, are sprinkled with high reward, and punishes add a meager damage bonus. Let's look at things!
This is quite the statement, yes? Both the attacker and the defender have 5 options,
and ONE of the defender's options - DP/Super - beats FOUR of the offender's,
with the one 'attack' that doesn't get wrecked by this uber option losing against *everything else*.
To top this off, the *REWARDS* are skewed horrendously - Blocking correctly means you're generally still fucked due to getting locked down by an assist afterwards - and even if we ignore assists, you're at best going to be +2 or something, often on frame disadvantage either way due to blocking a deep jumpin. Teching means you're back in the neutral game.
.. Landing a reversal is *AT THE VERY WORST* a bunch of damage and going back to neutral - often it's going to be a full combo (after Fiber/Gregor/DHC/etc).
Now, *this isn't unique to SkullGirls*. DPs are strong, invincible reversals beat most options. How do other games handle this? Again, SF4 references -
Juri sits in front of a Ryu, has a bit of frame advantage, the following options are in her book: Overhead, Low, Throw, Block.
Ryu can hold 1, or 2, or Tech, or DP (again, we'll ignore stuff like Backdash, Crouchtech, DP FADC for Ryu, and TK Dive etc for Juri, to keep it as simple as possible).
This time, I'll list the expected Damage from an option.
Things are making sense now!
- Go-To option is to use the Low, as it deals the most damage out of the 'beats 2 things'-options
- Overhead and Throw are there to keep the opponent from just holding downback the entire time. They are more likely to hit (Go-To option for the offender is Low = Go-To option for the defender is downback) and deal less damage to accommodate for that fact.
- Blocking only defeats one option, but it defeats the strongest one and gives better reward for doing so (+38 Damage is a 19% increase compared to choosing the Go-To option; for 1 Meter+Ultra you'll get +155% Damage)
Now, back to SkullGirls. How do the damage values look for that? Generally, something along these lines:
- Low: 7.5k
- Overhead: 8k
- Throw: 7k
- Block, Punish: 8k
I'll ignore the SG Overhead/Throw vs SF4 OH/Throw thing for now, and just point at the glaring, glaring issue we're seeing here.
Low - 7.500 ; Punish - 8000. That's a 7% damage increase for punishing a reversal compared to doing the Low into hitconfirm.
This is about 1/3rd of the Street Fighter Punish increment, and top players in that game already complain about too low damage on punishes.
P.S. If we were to call the Overhead the actual SG "Go-To" option (as it deals more damage), we'd sit at 0%.
So the defender has an option which beats 80% of what the attacker does, leads to full combos, can protect you from damage even when your opponent read you correctly (via safe DHCs which sometimes even are frame positive), and if it gets sniffed out gets hurt for little more (or even the same) damage as 'trying to block' - a defense that beats 40%(-half as many-) of the aggressor's options, leads to going back to neutral (at best!) and has you fucked if you guessed wrong.
I'll just assume that this makes rather clear why SG players are obscenely mash-happy. Basically, it reduces the nominal 5-way-mixup to a 2-way one ("Do I reversal or not?").
How to solve this? Again, I'm not entirely sure. Plain increasing scaling or making heavy starters stronger (to make slow hitconfirms lose out on damage) has a lot of issues due to several characters' hitconfirms being no different from their max damage punishes (eg Filia getting in with [IAD j.HP j.HK, s.HP] would drown in profits).
The most basic idea I got would be to use the fresh counterhit stuff (which currently doesn't serve a purpose) and eg give a counterhit +100% damage - Punishing a DP with c.HP would be +900 Damage, punishing a less negative normal with a c.LK would be just +250 and as such not completely screwing that over, etc. Problem here is that, again, several chars utilize heavies in all the places, and this makes them a bigger threat - for example using stand Jabs against Filia IAD j.HP approaches is /sorta doable/ but very risky right now; with this change this turns further in her favour (Giving you +200dmg if you hit it right, while she gains +900 if you miss).
NOTE THREE! - Differences between mixup options
This is a far less important thing than the notes before, but as I'm already writing a Book, I may as well continue.
Remember how I said I'd ignore the OH/Throw differences? Well you probably don't because nobody is actually reading this, but let's say you did! Well, ignoring ends.
IMO having a Go-To option that deals (significantly) more damage than the others gives access to actual mindgames/reading.
Look at the SF4 example from above:
Go-To option (Low, 204) and two others, one which sits at 1/3 of that (Overhead, 70), the other sitting at 2/3 (Throw, 130).
This means, the attacker will always want to go for the Low. This means, the defender will always want to go for the downback.
This means, the attacker can get free damage via the other options - *EASE OF LANDING*, once more, dictates that these options deal notably less damage.
Next layer, the defender knows that the attacker wants to get 'free damage' and thus doesn't block low and instead goes for one of the other two defenses.
Last layer, the attacker knows that the defender knows, .. and goes for the Low anyways; we've come full circle.
In SG, everything leads to 1:1 the same combo for 1:1 the same damage.
There is no Go-To option. You have 4 choices, all which clock in at ~7.5k and just roll the dice, with the opponent doing the same.
There is, of course, still an inherent mindgame, but it feels far, far less pronounced due to the complete lack of any indicator what the opponent wants to go for.
How to solve? Up scaling and/or put forcescaling on more things (currently all grabs force scaling to 50% instantly, we could eg get something similar for c.LK - which would make overheads the go-to option and low starters the 'free damage' option)? This would spell damage problems for characters with a worse high/low game (eg Parasoul who uses 6LP/4HK for that vs. Filia IAD j.LK - though some people believe that the former is the faster one, this is not exaaaaactly the caase~).. I'm not suuuure~
NOTE FOUR! - Assists
Assists are honestly way too big a topic to ALSO be put into this already fullbloated thread. I'll just do a quick drop.
Once more this fancy 'ease of landing' shit, toppled with, uh, /function/.
What is a DP for? To reversal against pressure, to have a high risk/reward option that outprioritizes every other thing in the game
What is a DP assist for? To start a round with jumpback assistcall, see the assist hit, land, run forward across half the screen and derp out a full combo
WHAT.
Something is amiss here. We have an assist that outprioritizes every other assist, that serves as a combo extender, that makes the opponent wary of moving both in the neutral and when they're on the offense, and you can confirm hits of this thing into full combos from half+ screen distance? WHY?
An assist DP is a *WAY* safer option than a point DP as the point can protect its assist, making it hardly punishable - in fact, if you're at closerange and block it, you're -15 rather than +68 (and no, the 2f vulnerability and possibility of Doublesnaps do not outweigh this)
To balance this blatant safety difference, I'd think that it should be nigh impossible to continue a combo .. instead, it is EASIER.
Assists should *ASSIST* in the neutral game, not *BE* it.
If you really think that it is necessary to have invincible assists that cover half the screen and are braindead easy to confirm into combos from anywhere on the screen, at least force damage scaling on them, or have them hit the opponent straight into IPS stage 5 or ANYTHING~
Why are not more assists working like, say, Peacock H.Bomb? That controls space, but you have to call it in the right spots; it synergizes nicely with some characters (eg fills a gap in Parasoul's zoning, as MP Shot hits the ground where H.Bomb controls the airspace - then they intersect and then the Bomb hits the ground where M.Shot flies into the ceiling) while being far less useful for others; it gives you a reward for cornering the opponent and is garbage when you got yourself cornered; on hit/block you are able to move forwards but it's not enough time to just derp into a combo; .. ;_;
But as stated, this is just a very quick drop and I don't plan to go into detail on this. If someone wants me to write my extended views on assists, push the gameplay thread or open 'Assist discussion' or something.
HOMPA LOMPA! - Other Things
TL;DR:
- Increase damage on neutral tools (To make them worthwhile, as currently combos are ~everything)
- Increase damage on punishes (Reversals are way too strong due to beating mixups + getting rewarded with full combos)
- Differentiate damage between multiple mixup options (Turn mixup situations into reading the opponent rather than dicerolls)
- Stop DP-Assist confirm into full combo (way2derp)
- TL;DR and Stuff
Thanks to:
- People reading Vol.1, which means they know what I'm posting here, as the thanks stay the same
- MikeZ for reading the PM where I sent him this
P.S. In case all the references made it sound like I'm calling SF4 a good game, I deeply apologize and promise that this was not my intention
- Since this thread is actually "Chapter 2", it may sorta reference "Chapter 1" (though not in any relevant way, just wanted to note this so you don't get confused)
- While this thread is called Chapter 2, it doesn't really have much to do with the other thread. Or anything. The other thread were 'facts', this is 100% opinion.
- While this post could go into the newly created "Game Design Discussion" Topic, it's a bit big for that, so I put it up as a separate thread.
- I'm aware that things like Assist scaling and damage on CHs are currently tested. I wrote this before said changes got implemented on the Beta; just didn't post it for a good while.
The thread is basically about a bunch of gripes I have with overall damage in Skullgirls; in Neutral, on Punishes, for Mixups and after Assists.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
♠♠♠♠♠ #2 ♠♠♠♠♠
Lemme assbump everything I said in Vol.1 and go with - "WE NEED DAMAGE BUFFS, BITCH!"
But - you know, not damage buffs on combos because combos are garbage.
I'm going to look at the current damage values for this, which may very well change -more or less drastically- due to the IPS/Undizzy thingies, but since we don't know how much dmg exactly the new stuff is going to do -let alone whether said new stuff will actually ever appear in the game-, I'll go with the old values. Note that every point I'm going to make will become 'weaker' if combos get shorter.
I know this game is vastly different to SF4 and SF4 is not a blazing example of being the best FG of all time in the first place,
I'm just going to use it as a reference because it's the only game other than SG which I know some stuff about.
NOTE ONE! - Neutral
THERE ARE TOO MANY NEUTRAL TOOLS WHICH ARE NOT SUFFICIENTLY REWARDED
This is a very basic issue stemming from every single shit leading to full combos on hit. Every single shit? Naw, one small group of moves still holds out against drowning in the cutscene madness..
.. which makes them rather difficult to utilize properly.
- I'll just let raw numbers speak for themselves:
Juri SF4 standard meterless combo: 204 damage
Juri SF4 standard longrange pokes she can't combo after: s.f.MP(80) / s.f.MK(70) / s.f.HK(110), let's say "Around 100".
Juri SF4 raw projectile at a distance (Fuhajin): 50 damage
Juri SF4 sweep (actually leading to setups): 90 damage
→ Good normals she can't combo after deal around ~50% of a full combo in raw damage, a projectile hit deals ~25%, raw sweeps get ~45%.
Cerebella standard meterless combo: 8500 damage
Cerebella standard longrange poke she can't combo after: 6HP(1600)
→ Good normal she can't combo after deals around ~19% of a full combo in raw damage.
Parasoul standard meterless combo: 7400 damage
Parasoul raw projectile at a distance (Tear Shot): 375-400 damage
→ A projectile hit deals ~5%(!!) of a combo's damage
Painwheel standard meterless combo: 7700 damage (?)
Painwheel sweep (leads to 'not-much' due to techroll, but breaks armor): 900 dmg
→ Raw sweep clocks in at a stellar 12%
I'm pretty sure it's not too hard to see where I'm going with this. In a game where 95% of stray hits lead to 7.5k+ combos, the few tools which lead to nothing become comparably weak.
I am honestly not sure how to fix this, as you can use all of these tools in combos, too - arbitrarily give them extra hitting power if they don't hit as part of a combo (similar to Bella's s.MP only staggering if you didn't chain into it)?
IMO this needs to get handled by some means - I'm not too much of a fan of my opponent being allowed to stupidly dash into 20(!!) fireballs, then land a stray hit and be on equal life (..or better, as he got access to pressure, resets etc afterwards). I'm aware that 'ease of landing' as talked about in Vol.1 applies here too; a projectile is easier to hit with than a standard poke, which makes it natural for it to deal less damage, but TO THIS AMOUNT is .. ugh?
NOTE TWO! - Punishes
THERE IS A SEVERE LACK OF REWARD FOR PUNISHING
Even if I ignore sorta-related stuff which I deem plain stupid (your reversal being blocked meaning you're +25 and get run a free mixup via DHC to Cats/Install) because it doesn't *directly* have something to do with this, Reversals in this game are *way* too fucking strong.
Why is that so? Because they beat *MOST* options, are sprinkled with high reward, and punishes add a meager damage bonus. Let's look at things!
If I sit in front of you with say Filia, I have 5 main basic options: Low/High/Crossup-High/Throw + I can just block
We'll ignore trixx defensive mechanics (such as calling Updo assist, delayblocking multiple dirs, chickenblock, neutral jumping to punish throws, ..),
And just look at the most basic blocks (holding any of 1/4/6), throwtech and reversal.
Sameside Low
- Beats: 4, 6, Tech
- Loses To: 1, Reversal
Sameside High
- Beats: 1, 6, Tech
- Loses To: 4, Reversal
Crossup High
- Beats: 1, 4, Tech
- Loses To: 6, Reversal
Throwing
- Beats: 1, 4, 6
- Loses To: Tech, Reversal
Blocking
- Beats: Reversal
- Loses To: 1, 4, 6, Tech
("Loses To" meaning that the defender is not getting hit)
We'll ignore trixx defensive mechanics (such as calling Updo assist, delayblocking multiple dirs, chickenblock, neutral jumping to punish throws, ..),
And just look at the most basic blocks (holding any of 1/4/6), throwtech and reversal.
Sameside Low
- Beats: 4, 6, Tech
- Loses To: 1, Reversal
Sameside High
- Beats: 1, 6, Tech
- Loses To: 4, Reversal
Crossup High
- Beats: 1, 4, Tech
- Loses To: 6, Reversal
Throwing
- Beats: 1, 4, 6
- Loses To: Tech, Reversal
Blocking
- Beats: Reversal
- Loses To: 1, 4, 6, Tech
("Loses To" meaning that the defender is not getting hit)
This is quite the statement, yes? Both the attacker and the defender have 5 options,
and ONE of the defender's options - DP/Super - beats FOUR of the offender's,
with the one 'attack' that doesn't get wrecked by this uber option losing against *everything else*.
To top this off, the *REWARDS* are skewed horrendously - Blocking correctly means you're generally still fucked due to getting locked down by an assist afterwards - and even if we ignore assists, you're at best going to be +2 or something, often on frame disadvantage either way due to blocking a deep jumpin. Teching means you're back in the neutral game.
.. Landing a reversal is *AT THE VERY WORST* a bunch of damage and going back to neutral - often it's going to be a full combo (after Fiber/Gregor/DHC/etc).
Now, *this isn't unique to SkullGirls*. DPs are strong, invincible reversals beat most options. How do other games handle this? Again, SF4 references -
Juri sits in front of a Ryu, has a bit of frame advantage, the following options are in her book: Overhead, Low, Throw, Block.
Ryu can hold 1, or 2, or Tech, or DP (again, we'll ignore stuff like Backdash, Crouchtech, DP FADC for Ryu, and TK Dive etc for Juri, to keep it as simple as possible).
This time, I'll list the expected Damage from an option.
Low
- Beats: 2, Tech - leads to BnB (204 Damage)
- Loses to: 1, DP
Overhead:
- Beats: 1, Tech - Doesn't combo into anything (70 Damage)
- Loses to: 2, DP
Throw:
- Beats: 1, 2 - Can't combo after (130 Damage)
- Loses to: Tech, DP
Block:
- Beats: DP - Punish combo (242 Damage meterless / Can go up *very* high [eg for 1 Bar + U2 you'll get 520])
- Loses to: 1, 2, Tech
- Beats: 2, Tech - leads to BnB (204 Damage)
- Loses to: 1, DP
Overhead:
- Beats: 1, Tech - Doesn't combo into anything (70 Damage)
- Loses to: 2, DP
Throw:
- Beats: 1, 2 - Can't combo after (130 Damage)
- Loses to: Tech, DP
Block:
- Beats: DP - Punish combo (242 Damage meterless / Can go up *very* high [eg for 1 Bar + U2 you'll get 520])
- Loses to: 1, 2, Tech
Things are making sense now!
- Go-To option is to use the Low, as it deals the most damage out of the 'beats 2 things'-options
- Overhead and Throw are there to keep the opponent from just holding downback the entire time. They are more likely to hit (Go-To option for the offender is Low = Go-To option for the defender is downback) and deal less damage to accommodate for that fact.
- Blocking only defeats one option, but it defeats the strongest one and gives better reward for doing so (+38 Damage is a 19% increase compared to choosing the Go-To option; for 1 Meter+Ultra you'll get +155% Damage)
Now, back to SkullGirls. How do the damage values look for that? Generally, something along these lines:
- Low: 7.5k
- Overhead: 8k
- Throw: 7k
- Block, Punish: 8k
I'll ignore the SG Overhead/Throw vs SF4 OH/Throw thing for now, and just point at the glaring, glaring issue we're seeing here.
Low - 7.500 ; Punish - 8000. That's a 7% damage increase for punishing a reversal compared to doing the Low into hitconfirm.
This is about 1/3rd of the Street Fighter Punish increment, and top players in that game already complain about too low damage on punishes.
P.S. If we were to call the Overhead the actual SG "Go-To" option (as it deals more damage), we'd sit at 0%.
So the defender has an option which beats 80% of what the attacker does, leads to full combos, can protect you from damage even when your opponent read you correctly (via safe DHCs which sometimes even are frame positive), and if it gets sniffed out gets hurt for little more (or even the same) damage as 'trying to block' - a defense that beats 40%(-half as many-) of the aggressor's options, leads to going back to neutral (at best!) and has you fucked if you guessed wrong.
I'll just assume that this makes rather clear why SG players are obscenely mash-happy. Basically, it reduces the nominal 5-way-mixup to a 2-way one ("Do I reversal or not?").
How to solve this? Again, I'm not entirely sure. Plain increasing scaling or making heavy starters stronger (to make slow hitconfirms lose out on damage) has a lot of issues due to several characters' hitconfirms being no different from their max damage punishes (eg Filia getting in with [IAD j.HP j.HK, s.HP] would drown in profits).
The most basic idea I got would be to use the fresh counterhit stuff (which currently doesn't serve a purpose) and eg give a counterhit +100% damage - Punishing a DP with c.HP would be +900 Damage, punishing a less negative normal with a c.LK would be just +250 and as such not completely screwing that over, etc. Problem here is that, again, several chars utilize heavies in all the places, and this makes them a bigger threat - for example using stand Jabs against Filia IAD j.HP approaches is /sorta doable/ but very risky right now; with this change this turns further in her favour (Giving you +200dmg if you hit it right, while she gains +900 if you miss).
NOTE THREE! - Differences between mixup options
This is a far less important thing than the notes before, but as I'm already writing a Book, I may as well continue.
Remember how I said I'd ignore the OH/Throw differences? Well you probably don't because nobody is actually reading this, but let's say you did! Well, ignoring ends.
IMO having a Go-To option that deals (significantly) more damage than the others gives access to actual mindgames/reading.
Look at the SF4 example from above:
Go-To option (Low, 204) and two others, one which sits at 1/3 of that (Overhead, 70), the other sitting at 2/3 (Throw, 130).
This means, the attacker will always want to go for the Low. This means, the defender will always want to go for the downback.
This means, the attacker can get free damage via the other options - *EASE OF LANDING*, once more, dictates that these options deal notably less damage.
Next layer, the defender knows that the attacker wants to get 'free damage' and thus doesn't block low and instead goes for one of the other two defenses.
Last layer, the attacker knows that the defender knows, .. and goes for the Low anyways; we've come full circle.
In SG, everything leads to 1:1 the same combo for 1:1 the same damage.
There is no Go-To option. You have 4 choices, all which clock in at ~7.5k and just roll the dice, with the opponent doing the same.
There is, of course, still an inherent mindgame, but it feels far, far less pronounced due to the complete lack of any indicator what the opponent wants to go for.
How to solve? Up scaling and/or put forcescaling on more things (currently all grabs force scaling to 50% instantly, we could eg get something similar for c.LK - which would make overheads the go-to option and low starters the 'free damage' option)? This would spell damage problems for characters with a worse high/low game (eg Parasoul who uses 6LP/4HK for that vs. Filia IAD j.LK - though some people believe that the former is the faster one, this is not exaaaaactly the caase~).. I'm not suuuure~
NOTE FOUR! - Assists
Assists are honestly way too big a topic to ALSO be put into this already fullbloated thread. I'll just do a quick drop.
Once more this fancy 'ease of landing' shit, toppled with, uh, /function/.
What is a DP for? To reversal against pressure, to have a high risk/reward option that outprioritizes every other thing in the game
What is a DP assist for? To start a round with jumpback assistcall, see the assist hit, land, run forward across half the screen and derp out a full combo
WHAT.
Something is amiss here. We have an assist that outprioritizes every other assist, that serves as a combo extender, that makes the opponent wary of moving both in the neutral and when they're on the offense, and you can confirm hits of this thing into full combos from half+ screen distance? WHY?
An assist DP is a *WAY* safer option than a point DP as the point can protect its assist, making it hardly punishable - in fact, if you're at closerange and block it, you're -15 rather than +68 (and no, the 2f vulnerability and possibility of Doublesnaps do not outweigh this)
To balance this blatant safety difference, I'd think that it should be nigh impossible to continue a combo .. instead, it is EASIER.
Assists should *ASSIST* in the neutral game, not *BE* it.
If you really think that it is necessary to have invincible assists that cover half the screen and are braindead easy to confirm into combos from anywhere on the screen, at least force damage scaling on them, or have them hit the opponent straight into IPS stage 5 or ANYTHING~
Why are not more assists working like, say, Peacock H.Bomb? That controls space, but you have to call it in the right spots; it synergizes nicely with some characters (eg fills a gap in Parasoul's zoning, as MP Shot hits the ground where H.Bomb controls the airspace - then they intersect and then the Bomb hits the ground where M.Shot flies into the ceiling) while being far less useful for others; it gives you a reward for cornering the opponent and is garbage when you got yourself cornered; on hit/block you are able to move forwards but it's not enough time to just derp into a combo; .. ;_;
But as stated, this is just a very quick drop and I don't plan to go into detail on this. If someone wants me to write my extended views on assists, push the gameplay thread or open 'Assist discussion' or something.
♠♠♠♠♠ #3 ♠♠♠♠♠
HOMPA LOMPA! - Other Things
TL;DR:
- Increase damage on neutral tools (To make them worthwhile, as currently combos are ~everything)
- Increase damage on punishes (Reversals are way too strong due to beating mixups + getting rewarded with full combos)
- Differentiate damage between multiple mixup options (Turn mixup situations into reading the opponent rather than dicerolls)
- Stop DP-Assist confirm into full combo (way2derp)
- TL;DR and Stuff
Thanks to:
- People reading Vol.1, which means they know what I'm posting here, as the thanks stay the same
- MikeZ for reading the PM where I sent him this
P.S. In case all the references made it sound like I'm calling SF4 a good game, I deeply apologize and promise that this was not my intention