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Back on topic maybe? I like the new Undizzy. It gets the job done without actually lowering damage by that much. Now the cutscenes are only 2/3 as long. 2 full combo still kills so the gameplay probably won't change much, besides maybe more burst baiting.
The 150% on the counter hit I don't have problems with. When every hit in this game tends to get confirmed into thousands of damage, the extra boost on first hit probably won't matter much.
But the "counter hit subtracts undizzy" and "counter assist 90% scaling" makes no sense to me.
The whole point of the patch is to shorten the combo. So why give 340 whenever a j.HP connects as a counter? If it is for "promoting resets", then undizzy has no reason to go below 0.
As for 90% counter hit assist scaling, do we really need to encourage more Updo/Pillar turtling? Do we need invincible DP assist to be even more powerful relative to everything else? Also, don't forget the 150% on counter hit means Pillar will deal 1500 damage. 66% scaling universally seems just fine to me.
The counter hit rewards punishes and allows people to still do their longer combos. It's both what Narroo said and it's a compromise for both people who like shorter combos and people who like longer combos in that the people who enjoy their longer, sometimes fancier combos are still allowed to do them, but not all of the time.Back on topic maybe? I like the new Undizzy. It gets the job done without actually lowering damage by that much. Now the cutscenes are only 2/3 as long. 2 full combo still kills so the gameplay probably won't change much, besides maybe more burst baiting.
The 150% on the counter hit I don't have problems with. When every hit in this game tends to get confirmed into thousands of damage, the extra boost on first hit probably won't matter much.
But the "counter hit subtracts undizzy" and "counter assist 90% scaling" makes no sense to me.
The whole point of the patch is to shorten the combo. So why give 340 whenever a j.HP connects as a counter? If it is for "promoting resets", then undizzy has no reason to go below 0.
As for 90% counter hit assist scaling, do we really need to encourage more Updo/Pillar turtling? Do we need invincible DP assist to be even more powerful relative to everything else? Also, don't forget the 150% on counter hit means Pillar will deal 1500 damage. 66% scaling universally seems just fine to me.
Except it doesn't actually do that. When you jump in with a HP and land a counter it wasn't because you are expecting them to fail at their AA. Any combo that starts from the ground will probably be from a light attack, which barely matters for the undizzy meter. Even an air to air counter read will still starts off from a light attack.
The point is, Updo, Pillar, and Double's butt will still be the best assist even without the counterhit scaling of 90%. They don't need another mechanic to make them better over every other assist types. At least try to give some incentives to use other types of assists.The counter hit rewards punishes and allows people to still do their longer combos. It's both what Narroo said and it's a compromise for both people who like shorter combos and people who like longer combos in that the people who enjoy their longer, sometimes fancier combos are still allowed to do them, but not all of the time.
As for the DP turtling, urrrrg this has already been addressed. Yes, most people carry a DP assist to help out, but if they use their assist to play the game for them and don't bother to protect their assist then they will get blown up by people who don't run face first into assists.
Except it doesn't actually do that. When you jump in with a HP and land a counter it wasn't because you are expecting them to fail at their AA. Any combo that starts from the ground will probably be from a light attack, which barely matters for the undizzy meter. Even an air to air counter read will still starts off from a light attack.
The question isn't "who's fault it is". You can make the game like dive kick and everything OHKO and it will still be the player's fault for getting hit.
And just how many hard attack anti air from the ground results in a full 340 combo? Bella's c.HP maybe? I can't think of anything else. By contrast I seen plenty of valentine/parasoul/fillia/double spamming their jump hard attacks and capitalizing the full 340 off a successful jump in is stupid easy.
Normally defensive options don't lead to a lot of damage, haven't you seen the people talking bout why DP assists shouldn't lead to a lot of damage the last few pages?And just how many hard attack anti air from the ground results in a full 340 combo? Bella's c.HP maybe? I can't think of anything else. By contrast I seen plenty of valentine/parasoul/fillia/double spamming their jump hard attacks and capitalizing the full 340 off a successful jump in is stupid easy.
Most character's "anti air" option is to jump in with an instant light attack follow by a combo. That merely subtracts 25 to the undizzy. A DP only subtracts 50. But a successful hard attack jump in subtracts 100. They are clearly not "apply equally".
Why are you pressing buttons to begin with? Just block. If you get caught hitting buttons at a bad time you get punished for it with a harder hitting combo.
Have you ever thought about why DP assist is "borderline mandatory?" It's like there's this big conglomerate of Painwheel players that are all so massively confused as to what could possibly warrant an anti-air that can be called and confirmed into a combo without the risk of getting your inputs scrambled if somebody's trolling directly over you.@123stwThe point is that DP assist is borderline mandatory, easy to confirm off of (in fact, seems to be the preferred way of confirming), and super strong for both offense and defense. That one move will dictate the flow of the entire match. Not using it is effectively gimping yourself. But yes, you are right... there are ways to stop it.
I was replying to a guy who claims that the counter hit mechanics will affect the defensive side as much as the offensive side equally, which it clearly doesn't.
Probably because they already have Double's Butt for the offensive lockdown option.
@123stw
The point is that it is still required. Yes, there needs to be good play behind it vs equally skilled players, but that doesn't stop it from being required or even OP.
The point is that DP assist is borderline mandatory, easy to confirm off of (in fact, seems to be the preferred way of confirming), and super strong for both offense and defense. That one move will dictate the flow of the entire match. Not using it is effectively gimping yourself. But yes, you are right... there are ways to stop it.
To use your SC2 analogy, WoL Marines were amazing. So much so, that MMM was the go-to unstoppable build, then people realized that Banelings or Infestors will utterly fuck that up. The ZvT metagame grew to exploit those heavy marine gimmick players (coughMKPcough) through Ling/Bane/Muta, Ling/Infestor, or Infestor/BroodLord. Were Marines still good and built every game? Yes. Were they still core to most ZvT builds? Yes. But you can't deny that when people accepted them and worked earnestly to counter them, they got a whole lot worse than they seemed initially.
Skullgirls is a relatively young metagame with a very small community of players; a lot can happen with some time and creativity.
Not sure whether or not he was joking (he probably wasn't), but Mike said part of this poll was just to gauge how negative of a reaction he'd get for implementing the beta changes. As in, he'll probably go through with implementing the changes into the real game because he likes where it's ended up and I guess enough people like where it's ended up. Not sure if he's gonna keep making improvements, but Salty is tonight so I guess we can ask there.
Probably a lot still, since on point Filia is ridiculous, and Double is better than she was in the previous versions so she's more than just an assist character.Maybe it's just me but I find double butt as annoying if not more so. It travels in an arc and a good distance, locks you in blockstun for an eternity, and seems harder to punish on whiff than raw updo. On a side note, how many top players would play Filia or Double if they didn't have the most dominant assists in the game?
How many top players like nice thighs? When you know that, you will have your answer.Maybe it's just me but I find double butt as annoying if not more so. It travels in an arc and a good distance, locks you in blockstun for an eternity, and seems harder to punish on whiff than raw updo. On a side note, how many top players would play Filia or Double if they didn't have the most dominant assists in the game?
This is how I picked my team and it's order, everything else is just details
Well in Skullgirls' case... It's like picking out something at KFC
Come on winnie poh, no one's gonna honestly answer that.Can I get a rase of hands for who actually turtles with updo/pillar because I don't know anyone who actually does this. Yes people do play defensively and call there assist do punish balls to the wall rush down but I have never seen anyone rely completely on there assist and do nothing else excepted maybe Peacock. If Im not wrong turtling is when you allow your opponent to come to you can try and punish any of their mistakes on their approach. The only character who can do this effectively is Peacock, everyone else has to rely on a overrated uppercut assist that can be easily baited and punished.
People have to dedicate a lot more to there defensive game before I think that they are turtling. Simply put I don't know any non Peacock player who turtles effectively.
Why are the new fighting games including shorter combos? Tekken Revolution removed Bounds, UNIB got an update called "EXE Late" where the long combos got nerfed badly, new Blazblue made combos shorter and I've been hearing on SRK forums that KOF players would like a new game that doesn't have HD combos and is more influenced by KOF98.