FGD Lounge: for general fighting game discussions that aren't thread worthy

I fail to see what is or ever was wrong with OTG’s in SG. And how can the assists be boring when you have an entire moveset to pick out from?

Uhh, entirely too much time to pick up after assists that made for obnoxious gameplay.

I wonder why the assists are boring if you can pick from all of the grounded moves in the game. Also you can’t use stances or multi button press moves either.
The assists are boring because there are essentially 3 good ones (double, filia, and parasoul invincible assists)

That assist part is not even close to true. Cerecopter, Valentine St. H, Item Drop, Bang variations, alot of Painwheel’s normals, and many more. Yeah those three have some of the best but theirs a ton of different assist you can use and run a legit team.

it still boils down to blockstring and invincible assists, with double filling both roles.

I’m not saying Marvel 2’s choices are better because the top three are similar as well but there are at least some obvious differences. CapCom brings the largest hitbox, Cyke brings the most blockstun, Psylocke brings the combos, and speed[?]
And there are interesting other choices as well, Tron does the most damage, Doom has the chip game.
Cable, Ironman, Sentinel, all control interesting space.

I’ll just say that the meta of Skullgirls and its overall smaller amount of playing field, less mobility options, and less space control assists actually reduce the concepts that I like about Marvel 3 (because I don’t play marvel 2, but I admire it and think it’s cool, and because Marvel 3 still retains that large playing field).

I can respect that. Personally I don’t mind less mobility options, but I do like how differen thte options are between characters. Do wish it was more pronouced and I totally understand why no 8 way Airdashing.

Also really wish Black Dhalia, Beatrix, or Brain Drain got in so we could get some more zoning going on but oh well. Hope Eliza can do zoning and Blackheart/Spiralish setups using her blood.

I think the small roster is a weakness that really couldn’t be avoided simply. If the game had around 16-20 characters it would be fine IMO. Of course that’s gonna be unrealistic work.

Mostly I feel like the game should have been 1v1.

Personally I think the roster was fine orignally, for a game like this at most I would really only wanna see about 16 characters max and half that minimum.

1v1 only SG would be boring since alot of the neat stuff would be gone (hard-to-blockables, double snaps, DHC combos, etc.).

Skullgirls just needs a few more characters, that’s all. And they’re working on that, so…

Bah, I haven’t been paying too much attention to recent Skullgirls news anyway -_-

I blame Virtua Fighter 5 Final Showdown. Seriously, I’ve been playing that recently and it is awesome. Been focusing on that and some occasional BlazBlue CS Extend.

I think 1v1 SG would be just fine. Would be interesting to do Ratio 1 only tournaments for fun.

Question for anyone who’s better versed in 3D fighters. Is a punishing oki game that limits options on wake up or maybe even leads to near vortex-like situations too powerful in a 3D fighter?

If you tech-roll twice in Final Showdown, the round is over, but there’s a timing issue involved as well. Its also depends on how well you can mix getting up (tech-roll, delayed tech-roll, just laying there etc.) to throw your opponent off from using their Oki options.

Went through most of the DOA5U tutorial last night, and saw the Force Tech stuff, but it didn’t seem that bad. A lot of people are like “eww” when they came across it though. Maybe I don’t know about it enough though.

In 5U, Rachel’s force techs can lead to near vortex like situations (and I say “near” because it’s nowhere near as guaranteed as vortex in MvC2 or SFIV is). Right now, it seems that the community is split between two camps. Those that liked forced techs (and pseudo force techs) and those that don’t. For us that did like them, we liked being able to eliminate wake up kicks and have them instead either block, hold or tech/break a neutral throw - basically being in control of the game when we knock our opponents down. The guys who don’t like it don’t like the fact that it allows the attacking character to continue to pressure even after knockdown (by forcing them up) and point out that certain tools are too strong for this (mostly command throws since you can’t break them).

Now I’ll be the first to admit that I’m more of a 2D guy than 3D, and some guys have told me that a system where being able to limit wake up options, while fine for 2D, is too much for 3D.

You can limit them by shutting down their options no matter what they do. DOA just gives it to in a more digestable form(not gonna used “dumbed down”), maybe more black and white, you could say? You can shut a lot of stuff in the other 3D fighters, and get the same results (have them not wake up with kicks, forcing them to block etc.) and still keep control. The training options, at least in VF, Namco and I’m assuming DOA, gives you the setups to do them so you can build up your reaction speed for the answer of your choosing.

When someone on FB said “They have Force Breaks, lol?!” I was like “what’s wrong with those?” he responded with “I like to lay down when I want, thank you very much”. It was in a joking manner, but he still wasnt a fan of them. I’m still not seeing what’s so bad about them. Limiting your opponents options to make the “right” educated guess, is in every fighter, and is how you win. :shrug:

Some of Rachel’s stuff looked ridiculous though, haha!

I have no knowledge in 3D fighters. I bought VF5FS and have a little time in it with Jean. I was really excited for DOA5U, since I wanted to try it, and the thing that made me want to play it the most was the Force Techs.

That’s funny you bring that up 'cuz Jean has something like it. Depending on how they get up, as Jean you get to put them in an unblockable, where the wake-up is a 50/50. It’s pretty nasty.

a system that limits wake up options in a 3d fighter wouldn’t be a problem if juggling wasn’t such an issue in most of these 3d fighters, not to mention being able to land an instant knock down on your opponent with just about any attack, or even worse, standing attacks that connect on downed opponents. 3d fighters need to be a lot more realistic (and i don’t mean graphically) than they currently are.

This shit is totally scrubtastic and idiotic

He had a point till that last part Hecatom, stop trying to cool guy.

Personally, not a fan of Rachel’s Force techs, it limits wakes up far too much in a game where command grabs are untechable and usually have some high high high reward. I willing to wait and see though.

What was his point exactly?

It’s a bad post.