230 Undizzy doesn't feel right. Seems to give different significant amounts of damage from certain characters' tools. Certain combos pathways feel stricter than before. Maybe try it with 240 Undizzy in the future?
Examples? I can still do everything I want to do with all of Parasoul/Peacock/Painwheel/Filia. Actually, reducing it to 220 would still work most likely.
Best comment ever.
BlazBlue doesn't have short combos; I'm just more familiar with it. That said, it's still much shorter than skullgirls. A meterless 5A mid-screen with no counter does not land you the sillyness that happens in skullgirls.Many if not most, are, yes.
Bb "combos" suffer the off axis/non perfect spacing starter syndrome where they can only be confirmed into very small combos from many spacings, but can go huge with optimal spacing and starter.
@Narroo
I'm paraphrasing here, but in your last post you say that learning longish combos is something that some people, yourself included I would think, don't like doing, yet, you think its fine to learn long combos off obscure starters that only start in the corner...
That to me is kinda like putting the horse before the cart. Because what you are basically saying is that we will still have to learn longish combos, but now those combos are less relevent... Meaning that not only do we still have to learn longish combos... We now have to learn largely irrelevant combos as far as their current utility is concerned.
Which makes little sense to me, cause I know that I for one would hate learning combos under that system. It would feel like a waste of time.
I went through all the notes again. I don't see extra undizzy mentioned anywhere after 11-2 notes. It never says it was taken away, I assumed they came back when undizzy came back. And still, opinions about past experiments could still be useful, as Mike Z could still have not made up his mind on one of them.
I feel like that's a community meta issue more than a problem with the game.
I think it's important to note that all that time spent in neutral accurately reflects how deeply serious people are about not getting hit by two combos. Each game varies and I won't say fear of combos is the only reason those games have relatively longer/deeper neutral games, but it's definitely a large part of it.
I feel that defense is often the last thing anyone tries to understand in Skullgirls, and in our game/meta, everyone is in this combo arms race that's not really going to get anyone much further. It's like everyone hates or is terrified of combos, but instead of trying to practice all of the things that would help prevent/survive agression and combos like people would in any other game, people just practice combos of their own.
If you replace airbags with knives, everyone drives the speed limit. If you're scared of crashing and dying on the knife in front of you, the solution is not to install a bigger, sharper knife in someone else's car, it's to get better at driving.
If you're playing against someone who doesn't know anything about the character you are playing then they are so new that NONE of this matters even slightly. Balancing this game around people who have never played before does nothing but fuck over any player who actually does play.It isn't uncommon to corner someone who clearly knows nothing about your character, the capabilities of their character, or how to defend and take them from 100 to 0 with little problem only for them to surprise you the next round with a huge combo off of a luck confirm. I think that speaks more to a sickness in the game than to intentional design, but I could be wrong about that.
Very good point. Perhaps a decrease in meter gain rate would solve the problems?Narroo makes a fabulous point. Now KOF XIII has 70, 80, even 100% damage combos with some characters. However do u want to waste all 5 bars of super, and 100% of ur drive? You have to empty out your resources completely, resources that u spent a long ass time saving. In Skullgirls the cost of combos is tiny, you can get a ton with 1 meter or even meterless. This is why games are long combo after long combo. This is why as opposed to other games with high damage combos, that the majority of time in Skullgirls is being spent being comboed or comboing someone else. Add to that as others have pointed out u can confirm off of anything, meaning any stray hit leads to a giant combo.
But to stick with the analogy, in this case we are advocating for the removal of the knives (or more accurately, smaller... safer knives :P ). I don't disagree with you, but you find a good poking meta in those games as well. I think SF is kind of a yawn fest, but KoF and Guilty Gear are both dynamic and great fun to watch while having big damage, good neutral, and poke.
It isn't uncommon to corner someone who clearly knows nothing about your character, the capabilities of their character, or how to defend and take them from 100 to 0 with little problem only for them to surprise you the next round with a huge combo off of a luck confirm. I think that speaks more to a sickness in the game than to intentional design, but I could be wrong about that.
BlazBlue doesn't have short combos; I'm just more familiar with it. That said, it's still much shorter than skullgirls. A meterless 5A mid-screen with no counter does not land you the sillyness that happens in skullgirls.
What I mean is that I don't think that basic BnB's should be these gargantuan monstrosities whose length dominates the game both in matches and in training. Having longer combos in more specific situations is fine if you earn it; If you manage to save your resources, bait a reversal, position correctly, and so on, it's perfectly fine to be able to perform a combo that's not basic BnB you see every match. This has two effects: The long combos have real meaning and are actually impressive because they are occasional and earned. Also, it allows people to pick up the game/character without having to deal with arbitrary execution barriers. (Who wants to spend 5 hours in training mode before they can even play a decent match? Not everyone is good at learning combos....)
Of course, that would have the odd effect you mentioned of making some more minor things harder to learn. Honestly, I'm fine with that. If you're learning how to do fatal counters in the corner you already can play the game and are simply taking that to the next level. I don't mind the higher level stuff being a bit harder to learn out of necessity. I'm a fan of "easy to learn, hard to master."
And consequently, it makes learning the game very combo heavy. Why practice much else when you NEED to perfect that crazy long combo in order to maximize chances of wining?
So, basically what we have here folks, is once again, a player that comes from a different game... And seems to want to bring that game to skullgirls...
I wonder why since you like bb so much, you don't just stick with that game?
I love oldschool streetfighter, but I want oldschool streetfighter in old school streetfighter.
Perhaps you're right on the "community needs to practice defense more". I just think that defense in this game is relatively... boring. There are no interesting mechanics. Hold db, watch for an overhead, try to predict throws (or mash if you are 90% of this community). But I do admit that we don't see a lot of defense oriented gameplay at any level but the highest (which is arguably all defense until your freaking updo connects).
My point on the quoted bit wasn't that we need to balance around beginners not able to defend, but rather it is a sick system that allows such a beginner (one that has no neutral or understanding of the game but has an optimized pocket combo) to compete on relatively equal footing given a confirm.
One lucky mashed out super on your reset = half your life + the momentum is in their favor. Now, god forbid you eat an assist or whatever else... you are dead or close to it.
My point isn't that you shouldn't be punished for mistakes, you should (especially dropped combos, misreads, etc.). My point is that the combo system we have now artificially inflates skill below a certain level because the gain for a huge combo on a confirm is massive.
I'd have to say I disagree with that, with us having pushblocking, pushblock guard cancels, and alpha counters. Even when on the defense you have the opportunity to quickly turn things around with proper timing and reads. It's just that at lower levels people like to downback and mash a DP assist, which against good players who know how to adapt quickly, you will get blown up for that.I just think that defense in this game is relatively... boring. There are no interesting mechanics. Hold db, watch for an overhead, try to predict throws (or mash if you are 90% of this community). But I do admit that we don't see a lot of defense oriented gameplay at any level but the highest (which is arguably all defense until your freaking updo connects).
If you play against a player with no neutral, you can dominate him to the point where he never gets into a situation where he has a chance to confirm anything; having an optimized combo is not enough, you will get wrecked by any player who can play the neutral well and not just run at you trying to get his combo off first. Beginners with optimized combos and nothing else will always lose to better, smarter players. Thankfully, there is no come back mechanic that "gives you a fighting chance".
They will lose to better, smarter players who also have nice lengthy combo if not optimized. What if one player only has a 10% damage combo, while the other person has a 100% combo with one reset? The former has to make 10 reads to the latter's 1. There is no doubt that nuetral (which mostly consists of assists), is important to landing that first hit. However if u don't have at least a decent damage combo, u don't have a chance against someone with optimum combos even if they are inferior in the neutral game. The point is yeah superior/smarter players will almost always win if they also have a great (even if slightly less damaging) combo themselves.
On supers, it would be nice if they did more damage. Maybe make other hits in a combo have much more severe scaling, while supers have much less scaling.
I'd have to say I disagree with that, with us having pushblocking, pushblock guard cancels, and alpha counters. Even when on the defense you have the opportunity to quickly turn things around with proper timing and reads. It's just that at lower levels people like to downback and mash a DP assist, which against good players who know how to adapt quickly, you will get blown up for that.
Dominating neutral means you dominate the match. I never even have to combo to win and you'll never be in a position to confirm into anything, as well as getting your bad assist calls blown up frequently. I understand that SG combos are really strong, but they are not something that give "bad" players a fighting chance against "top" players, that's just silly.
You are using extremes, obviously top pro players are going to destroy people who absolutely suck at the game or are completely new regardless. However what about people who don't absolutely suck at the neutral game, but are decent...yet knowing the optimum combos vs someone who is substantially better at neutral (but not worlds apart) but can't string more than 5 or 6 hits together? I'd put my money on the former.
Exactly my thoughts lol.
read my post again. READ IT, I STATED REASONS.
You totally didn't read what I said. i clearly stated that it's because uniqueness of combos is getting neutered and different combo paths are a lot less viable now, forcing you to do generic stock shit. Jesus christ.
[Some change] hurts my character!
That's probably true, but remember the changes affect EVERYONE. If you're having trouble getting the damage you used to, so is everyone else. Now, if the reason you thought your character was good or fun is because they can kill you off a light hit with no meter, I have news for you - that's not what designers want. Players always enjoy overpowered tactics, and designers do too, but if the tactics exist to the detriment of everyone else they will be fixed.