Ninja
[Jazzy Diamonds]
- Joined
- Dec 4, 2013
- Messages
- 5,183
- Reaction score
- 3,997
- Points
- 113
- Age
- 29
- Location
- Unknown
- Website
- www.youtube.com
Different characters have different strengths.
Sure would be great if Val could have a plus on block low or a command grab that gets good reward or a huge-ass air normal that you have five million years to confirm from or the best punishing/pbgc super in the game or a short hurtbox or good assists, but I guess I'll have to make do with her other strengths that no-one else in the game commonly has like higher vertical play than anyone else, very low frame disadvantage on most normals, fastest run speed, scalpels, jump cancelable/airdash cancelable backdash etc.
The Suggestion thread got nixed with the new site changes. Buts "Beta Suggestion" thread would be good, if for just simply moving discussion of could-be changes there.
So, I'm playing Guilty Gear Xrd, right. I'm going through Mission mode and Challenge mode and exploring all the functions of each character in training mode. I'm trying to think about each mechanic, and why it was implemented, and what it adds or prevents. And of course, while I'm thinking about this, the big letters "NEGATIVE PENALTY" pop up on the screen. So I start thinking about Negative Penalty, and how it completely negates some of the tactics that could have worked in Skullgirls (and how silly they could be in Skullgirls). And then I boot up Skullgirls, and I run into a Fortune/Filia player that does nothing but run from me the whole match. And I thought about how much time they just threw in the trash running and avoiding actually playing the game. They weren't smartly using their character to avoid me while also taking attacking when the opportunity was there (i.e. playing a fighting game), or even zoning, they just wasted as much of both of our time as they possibly could have until I caught them.
not even gonna entertain that thought. i stand by my statement!