shoryusatsu999
Nothing but footdive!
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Resets that aren't guaranteed to work and DHCs that are limited by meter.
Resets != One mistake
Think about it this way: one of a solo's most damaging features is the ability to kill off of one good or two sloppy hits. If you aren't spending meter and saving it all for these counters, it's suddenly going to take you 3 to 6 hits to kill a character. On top of this, say you try and solo alpha counter a move like Filia's c.mk, a multi hitting move. Your options for buttons to hit are suddenly very limited. Many characters would be limited to flat out having to do a fully invincible special into super. And I'm pretty sure, just like there are baits for people who mash and people who pushblock, there'd be specialized baits for things like this. I mean, you are bringing yourself out of blockstun, and can then be grabbed. Something like MGR/Diamond Drop/VA's grab move assist would eat you up.Solo alpha counter would be far too strong at 1 meter. I would not spend meter on ANYTHING else if I could get out of pressure/get the momentum/fraud my way into a combo starter by spending one meter with a solo. If it was 2 meters, it might be fair since it sacrifices super enders for the damage, and once you start the combo from just two meters you won't gain enough to do it again when your combo's over.
Well, if you're a trio (or duo) and you get hit by solo Bella's lvl 3
I can't get the dummy to Alpha Counter, I've never need to before, but trying to get it as evenly starting as possible, I was able to counter hk fiber with mp bang, Merry-Go-Rilla, Devil Horns, Fiber Upper, Head roll, and anything with armor. If I was poking at Fortune with say Cerebella's c.lk, c.mp, and instead of puushing me away to get herself a breath she gambles it all on a Fiber Upper, she's eating a Devil Horns. Fiber Upper is so hard for people to deal with because there isn't a big super flash letting people know their opponent is probably going to try a reversal. On a team, if you were against a solo fortune who was just going for AC reversals so obviously and saving all their meter for it, there are situations you can easily setup to beat it out, and then their out on that meter that if they had used in combo would have killed your character. Alpha Counters aren't even that strong in this game. They can be powerful, but you can't just throw it out every opportunity you get, otherwise your opponent will easily get around it.Let's imagine Ms Fortune had the ability to alpha counter into whatever. I can guarantee you every single time you're put in the situation where you're blocking, and aren't immediately going to land from an air attack afterwards, or be hit with an invul assist, just HK Fiber Upper and take your combo
And the argument is that Peacock/Val is still a better team (given reasonable assists) then solo as the strength given to solo is ultimately weakened by the teams access to DHC et al... making it at best... at best... as good as solos, and I would think still a little better. If that's the case, then you haven't shown at all why we shouldn't be talking about solo buffs. You've just given an example of a less than stellar team.
from a guy who thinks Filia is bad
Okay, so what DHC can Peacock do into Valentine? What DHC can Valentine do into Peacock? Given that there's no safe DHC and they all cover the same angles, where's the safety net?Until you understand that without taking into account any of the benefits of assists, solo only has an 11% health/damage advantage relative to a team of 3, and said advantage actually gets worse with every second of red health, you won't be able to contribute positively to a balance discussion.
Watch a video in which 11 seconds of red health regenerated and you've just watched the entire solo advantage get removed... all of it... giving the team a better effective health/damage gain.
That's without counting on the extra damage or safety net gained by DHC. That's without counting the extra damage or safety net gained by an assist (which is admittedly hard to quantify... but I imagine never of negative value).
Now admittedly those 11 seconds don't always exist in which case solo keeps its advantage, but red health generally comes into play to some extent meaning the solo advantage is never what it seems at round's start.
The difference is that I'm more practical about what counts for what in my discussions, and ultimately I'm capable of changing my position. I still believe Filia is overrated and nowhere near the best in the game (even at the things she supposedly specializes at), but I don't believe she's shit butt ass entirely anymore.
Then I must be misunderstanding something about your idea., or perhaps I'm just being stupid :P
Do you mean to say that it's not "free" because it costs one meter, or are you implying that you wouldn't necessarily be able to combo off of it? Either way, I believe that if you could input any move out of an alpha counter it would give way too much power to the defending player, regardless of the fact that they spent a meter to do so. That's why I suggested allowing solos to perform alpha counters, but limiting them to following them up with supers rather than any move of their choice.
I must have phrased it wrongly, that's my bad. But, it'll basically be like Alpha Counters are now. Try and use c.lk as an assist for the sole purpose of Alpha Countering into it, see how many times it connects. It's not going to be often (if ever). As the game is now, alphaing into any multi hit move will get you stuffed unless you do a special. Even ACing non-multi hit moves, unless you wait till the very last button in their chain then you're getting hit by the move they chained to. If they call an assist before you AC or if you try and AC an assist like Cerecopter, you get beat.
That idea reminds me of Val's counter, and to be honest, I'd rather take every character having a version of that (even though it's a gigantic risk for two bars) over a super-only alpha counter. It wouldn't change any opinions of which solos are "viable," as both Bella and Fortune (the only two considered viable) have invincible-startup level 1s with large horizontal range (vertical range is also large in Bella's case) that can be comboed after and some of the most powerful single moves in the game. The others?This is fun guys, I love reading the same thing over and over again :D
Anyways, I'm going to try to stay on topic. While I personally believe that solos are fine as they are and that nothing really needs to be changed, it's interesting to hear ideas for how solos could be changed. Of all the ideas I've seen so far I think that @Zidiane has the most interesting, though I personally don't think it would work if implemented exactly as stated.
I find the idea of giving solos alpha counters interesting because it doesn't add an entirely new mechanic to the game, rather it simply re-interprets an existing mechanic under a different situation. But I don't think giving the solo player free range to combo directly out of blockstun at the measly cost of 1 meter is fair, so how about this:
Solos can alpha counter, but they can only follow it up with a super.
Just an idea. I'm not going to explain this in detail because you guys should be able to figure it out for yourselves.
There's a reason why later games prevented this from happening. Three Cables, anyone?
Yeah, but then you have to remember that the opponent, when they're putting pressure on you, has complete control over how they pressure. Kind of like how "Only use Cerebella's lvl 3 in situations where you can" runs into problems when the opponent does nothing but air resets. The Skullgirls skill level isn't at peak levels, but it's certainly capable of making sure their opponent couldn't AC whenever they want into c.lk.