OH believe me he speaking the truth.
GG is with out a doubt a complex game becuse fighters in general are complex, but GG and few other pushes this further.
@Hecatomb : You seem upset by GG being called complex why?
OH believe me he speaking the truth.
GG is with out a doubt a complex game becuse fighters in general are complex, but GG and few other pushes this further.
@Hecatomb : You seem upset by GG being called complex why?
3s Yun actually does not have particularly good tools outside of GJ. with either other super he’s a mid tier character at best. I really doubt that Yun was designed with “great tools but low health” in mind. If you’ve ever tried playing Yun without being able to run a competent GJ (for example: me) you quickly become aware of how shitty he is. he’s only top 3 in character balance because his super is the best super in the game.
I do think that Yun would be much more annoying to fight if he had more health. because of that low health you can realistically say “if I knock him down in the corner I can win the round.” if he had more health to lose or take risks with, that’d be much more difficult. but I really don’t think Capcom had any idea that GJ would turn out to be as good as it is, or that they consciously made design decisions around it.
actually in general I’m convinced Capcom didn’t really have a good idea of how 3s would be played at medium to high levels when they made the game. maybe that’s true for every game but I definitely think it’s true in 3s. Chun and Remy for example are a great study in contrasts, where one character has like every tool you could ever want in the engine and great answers to everything, while the other character has mostly shitty tools and clearly isn’t able to play the same game the top tier characters are. so to me thinking about Capcom’s balancing decisions in 3s isn’t that helpful - I’m not convinced they knew that much when they did it!
While on the topic of 3rd Strike, I really like the concept of each character having different length meter.
While on the topic of 3rd Strike, I really like the concept of each character having different length meter.
The problem is that the characters aren’t always balanced fairly for their meter options. You have characters with solid 3 stock supers and great EX moves, stellar 2 stock supers and at least OK EX moves, and all the way down to the bottom tiers who don’t even have a 3 stock super and maybe 1 good EX move. On paper, the different meter length/option idea is probably the most fun, but it is the hardest to pull off without a consistent design plan and balance scale for the whole roster.
you dudes still discussing balancing with health and shit? Isn’t there a thread for this exact topic? I mean it’s an interesting discussion but thi sain’t the place.