Maybe is my lack of experience, but i don’t feel her to be that strong tbh
The netplay will be patched later, now maybe you would like to wait and see how it ends, or take the leap of faith and buy it now and hope that it ends being descent.
Speaking of him, i have see him being active on my psn friend list, but i have months since i saw him on srk :looney:
The patch later isn’t reassuring to me because I don’t know when “later” will be. There been a couple of downloadables I brought that had that promise and didn’t happen
Even though I really, really don’t like the SF4 series on the whole I’m kinda’ looking forward to Ultra. Mainly because:
Capcom finally has to drop GFWL and use Steam Works.
Strong implications that there will be true block strings and scrubby reversals will be reduced.
Makoto. When I messed around in my copy of AE she was the only character that I “got” and for the most part she plays like her 3S counter part unlike the other 3S characters (poor Dudley). There’s also Elena and Hugo. Sucks that Alex didn’t make the cut but I’m hoping the 5th character will play like Alex in some ways.
Seeing as this question isn’t really worth its own thread, here goes:
I was thinking the other day about how hard it is to balance power-up characters. On one hand, you have characters like Vanilla MvC3 Dark Phoenix that require very little effort to power up for a lot of reward. But when developers worry too much about that, we get abominations like Joker in Injustice (iirc) that don’t even become that strong when powered up. The issue here is a matter of lines you can and can’t cross when trying to make a power up character that competes evenly with the rest of the cast.
What are some dos and don’ts for the following:
-What can be improved without making the powered character ridiculous? (Speed, damage, health, mobility, move set, hit boxes, meter gain, move properties, armor, and so on)
-What can an unpowered character lack without being completely useless? (Pretty much anything mentioned above)
-What are fair, balanced ways to power up? (Spending meter, taking damage, landing specific moves, charging, parries…)
-Are RNG power ups ever a good idea?
I think that you can improve almost any stat, the key is having a balance in not making the not powered version gimped to the point of being a joke character and that his only strategy should be focusing on powering up, but also making the powered mode desirable yet not so powerful that it gets bonkers
I think the important thing for a powerup character is that there’s interesting gameplay both before and after the powerup that both players can play around.
Like A.B.A. from GG, she’s pretty terrible without being able to transform, but she’s got ways to get into the state that basically encourage her opponent to rush her down (otherwise she’ll just bloodpack). But once she’s transformed, both players still have to keep track of that transformation meter since she’s vulnerable to being instant killed after getting knocked down three times/losing her meter.
I think RNG power ups are fine as long as they’re somewhat telegraphed and the RNG doesn’t affect the game instantly. Going to Guilty Gear again, Zappa’s got to wait a bit to use a summons after they come out (either through manual summon or being comboed) so both players have a brief period to get ready to adjust their game plan accordingly.
I have no idea what the state of SFIV is right now, but Hakan isn’t bottom tier material any more right?
Edit: Would 3S Yun be considered a power-up character?
I recall Viscant saying that Phoenix is actually hard to balance due to the fact that she needs to die to transform. This means that her transformed state needs to be worth having her die. In other words, Dark Phoenix needs to be OP or else she isn’t worth it.
Then you have to factor in a few other things: You are not only sacrificing your character, but you are also giving up 5 bars, usually X-Factor, and assist potential. In Vanilla, that was much less of an issue because you could run a top point (Wolverine, Wesker, Magneto, Dante) backed by a top assist (Haggar, Tron, Akuma, Dante again) and generally wind up with 5 bars by the time you got Phoenix ready.
When you have power up characters that directly use the game’s universal super meter, they are generally balanced by having to build meter. UMvC3 Phoenix is fine. Vanilla Phoenix is more so a case of how much system mechanics (In this case, meter build) can actually favor a power up character.