Wow you can't edit like that, I was busy making fun of you and then you sneak these sentences in
Too slow Isa. :P
Because j.HP now has way more utility so it needed less hitstun. I'm not thrilled with the state-change combos anyway.
Please don't take out the combo between her best head on move into her incredibly amazing headless mode?
On this point I'd say that there's a bunch of things that aren't obvious to casual players and things that won't ever be known unless you go outside the game in many different fighting games. I don't think everything needs to be super obvious, as long as it's known.
On this point I'd say that there's a bunch of things that aren't obvious to casual players and things that won't ever be known unless you go outside the game in many different fighting games. I don't think everything needs to be super obvious, as long as it's known.
For the casual player, this change doesn't mean much cause they're casual. If they happen to use one of the locked assists, they'll play, hit assist, it'll come out, it'll go away, then they'll mash assist till it comes out again. Nothing will be different.
I'm not a game designer. I don't know or study the intricacies of the way a game works, or how it's systems interact, or how the player feels and experiences those systems. So I can't speak on that. But as far as being a player, I've played many games that had things like I said, that I never discovered, or that were impossible to know just by playing the game. I enjoyed those games at a casual level. This change, should it stay, will do nothing to affect any casual player. So considering this change from a casual perspective kinda doesn't work cause it truly doesn't matter.
I'm not a game designer. I don't know or study the intricacies of the way a game works, or how it's systems interact, or how the player feels and experiences those systems. So I can't speak on that. But as far as being a player, I've played many games that had things like I said, that I never discovered, or that were impossible to know just by playing the game. I enjoyed those games at a casual level. This change, should it stay, will do nothing to affect any casual player. So considering this change from a casual perspective kinda doesn't work cause it truly doesn't matter.
Trying to look at it as a player observing the design? I'm fine with the thought of certain types of assists not working the way other types do. Things don't need to be perfectly consistent across the board. What difference does it truly make if some assists, which are known, behave one way when others, which are also known, behave in a second way? If they randomly had lockout, that'd be different. And dumb. But for certain assists to have lockout for me is the same as certain characters weighing differently, or attacks causing green bounce only as assists, or grab scaling, or excellebella only being unblockable as they jump, or being able to call assists in the air only when you didn't super jump. None of that is bad design just because it's inconsistent with the rest of the character(s) or whatever.
Well, there is a little red and green light that indicates when you can and can't call assists, and some fiddling in training mode with the counter hit would easily tell any player curious about exactly what is gotten from counterhit. So I would argue if a casual player didn't care they wouldn't notice, but if they did care there are in game things to let them know the deal. Except for maybe that I don't think the game tells you in the tutorial what the little red and green lights are for... does it?well you can't really speak for every casual player out there, can you?
Yeah i absolutely agree that things dont need to be consistent, but i like those inconsistencies/rules to be communicated. take counter hits for example. they have a lot of abstract rules attached to them that may seem invisible, but when you get a counter hit there is the red flash, which symbolizes and contextualizes that something different is happening.
Your editor brain would prefer unblockables with Excella?
I don't think that [cr.LK->cr.MK, pause, Excella]xN until dead as a guaranteed thing on everyone except Val/Filia/Fortune is silly-but-par-for-the-course.
Which assists get overpowered?
They wouldn't get overpowered, they would just look more favorable in comparison.
in ST akuma isn't overpowered, he just looks more favorable in comparison.
What kind of logic...
What kind of logic...
ST Akuma was good cause none of the other characters could deal with him well enough, right? How does that equate to one form of assist being slightly less mashable? Invincible assists would still be usable, and non invincible assist can still be beaten out. People would be no less capable of dealing with non-invincible assists just because invincible assists were a little weaker. Heck, I deal with non invincible assists with no assists!
No. I was asking a question. You implied non invincible assists somehow get stronger. They don't. The reason why the question was unanswerable is because you were wrong. It's like if you said lk bomber got stronger because hk bomber lost it's invincibility. It may be a better choice for assist now, but it didn't get any stronger.
I was honestly looking forward to the change :I
Yes. Yes he did.