Defence should always be stronger than offence.
And defence tends to be number heavy. For someone who loves mathematics like I do, it would be heaven.
1 Like
Volt
6888
Not messing with speed also has the positive side effect of not messing up with meaties. Iirc it was Frost that mentioned it here.
Shorter distance has the positive effect of fixing the problem of people suddenly getting in and short stubby buttons not being able to keep them in check very well.
I’d say walk speed need to be buffed, possibly throw range too so the shimmy game doesn’t go to hell.
Why is that? So people don’t jump even more.
Volt
6889
Of course it is man, I’m just fucking with y’all. That was a shitpost through and through. Sorry if it wasn’t clear tho.
2 Likes
Give one example that’s not garbage.
I can lame people out while playing defensively with Takuma, Chang and Ralf at KOF98 while everyone has a merry gay time.
Lame play is not the same thing, if you were using those words interchangeably then I apologize for the misunderstanding.
As an example, when Ryu throws a fireball at you, that is not a defensive maneuver, it is very much an offensive one. I fully agree that a game like SFV has an issue where offense is homoginized and there aren’t great options to be effective at ranges other than “close”.
To use vanilla SFxT as an example of defense gone to far. Basically the whole cast can ignore or hard punish a fireball, you can’t dash in reliably because every button in the game leads to a full combo, you can’t walk well because walk speeds are trash (in addition to the above), and once you are in you have to deal with +on block DP’s (which also lead to full combos). The end effect is that the best tactic is frequently to do… nothing.
SF4 also suffers from this problem, but the evolution of Option Selects covered it (not convinced that was planned though).
In short, interaction shoudl alwas be encouraged, and in a fighting game, interaction is offense.
Eskills
6893
Dunno, after I played MvC3 my eyes were opened to go fucking ham rushdown. I appreciate lame play, but I like turning my brain off and mauling a mother fucker.
That’s why I play boxer. I can play a little lame, flip a switch and rinse your ass. 
3 Likes
There is a balance that needs to be struck to be sure…
Still wonder what MvC3 version 3 would have looked like.
3 Likes
Saitsu
6895
As someone who played For Honor, there is a limit to this philosophy…good god there’s a limit.
1 Like
Strong chip damage and fireballs need to be a thing again.
4 Likes
How so, I’m curious.
I only played a little For Honor, but I theorized that, once you were sufficiently good at the game, you could reactively defend against basically everything… which would basically ruin the game (as a vs game anyways)
Eskills
6898
Play Akuma or Bison and you get both of these things. 
Would rather play granblue 
Seeing lancelot chip kill from like 10% is cool lol. Actually wish fireballs did more chip in that game too.
1 Like
Volt
6900
I’m going out on a limb, is neutral horrible to play in SFxT?
A trend that I have been noticing is that the FGs that are the most fun are those with good neutral interactions.
Also, while offense shouldn’t be gimped like that, a strong defensive backbone is what keeps potentially good games from utter degeneracy.
Kinda?
Its probably the strongest part of the game as there are solid normals with good payoff… but its still SF4 at its core.
You spend alot of time in neutral in SFxT because… there really isn’t a better option alot of the time. But the neutral isn’t special, its SF4 without the focus, but with the wack damage output that the Tag system supplied (I understand that this is also problem in TTT2 and other games with a similiar tag system).
Was tough to walk foward against Vega bison and chun in sfxt. They could buffer chains all day. Vega and bisons chains were practically safe on block and if chun spent meter she could be plus on block.
Had to slowly walk those characters to the corner or alpha counter their blockstring for a knockdown
They fixed that in 2.0, most characters should be able to punish basically any boost chain, unless they are especially stumpy. Even then, its definitively their turn.
in vanilla though… fuck Vanilla SFxT. Cody had a + on block boost chain he could basically loop forever.
1 Like
Yea they added more recovery frames to all chains but most characters still couldnt punish vega or bisons chains as long as they stopped with their medium button
Actually bisons was st mk > st hk that couldn’t be punished. Vegas I think was cr lp > cr mp all day
I always forget if Nash’s moonsault is -2 or +2 ob, sometimes with online play I really cant tell
Eskills
6906
Damage in TTT2 was ridiculous. Lars somewhat regaining his former glory in S3 minus that gloriously busted damage.
When you hit someone in that game, they ancestors were bout to feel it.
2 Likes