Was it ever really discussed whether it matters that some assists are good at all 3 different things?
the DP style assist can fill 3 rolls for reasons we don't need to go into at this point, but are they better at filling these other rolls than the more specialized assists? I would say no. So DP assists then represent a choice, do I specialize or generalize? Whats better in Skullgirls?
Usually in Fighting games more options are the way to go, but I think in Skullgirls specifically because of the freedom of assists and what kind of setups they can achieve, having both (specialized and multi-use) is probably the way to go, in my mind.
Another point is that we see so many defensive assists because they are the "obvious" path of least resistance, whether they are the best play is in my mind largely unknown. Sure Duckator uses them and is the "King" as it were but the game is still in flux and community is still really young (and small) maybe things will change?
As far as will things change,.. Like they say on that now defunct show, fringe... Anythings possible.
The reason why dp assist are so good in skullgirls is many reasons, but i think some of the biggest reasons is for things that people either take for granted or forget:
Sg is an attack heavy game.... Very attack heavy. So moves that BEAT ATTACKS... are probably going to be very good. Let's say that sg instead of being attack heavy, was super duper fireball heavy.... Well then short range assists that beat attacks... Arent going to be so great. Instead, what would be very useful would be assist that reflect fireballs, assist thats are fireballs themselves, and assist that straight up beat fireballs... Like vals bike, but dont go away on hit or something...
The point being not that dp assists are super powerful just because... But that dp assists are good because of the type of game that most skullgirls players want to play... "In your face mixup pressure, gameplay". And dp assists counter that type of play, cold. And in the instance of this game, give really good dividends as well. The bad part being that because sg is in many parts a game of momentum, one confirmed dp assist can snowball into a dead character or 2 from vortex hell, even with undizzy.
There are many many solutions to this, but unfortunately most or all are ignored by the designers as "to obvious" or some such.
Solutions that when balanced by various numbers could be good:
Damage scaling
Meter scaling
Undizzy scaling (getting hit by any assist with attack invulnerable frames or armor frames) automatically grants an amount of undizzy (like say 20 undizzy for hitting with an invulnerable assist, or all the way up to full undizzy for converting from an invincible assist
-edit... I wrote this before the lock and saved it for posting in a different thread or... Something. But since its reopened....