I tried to insert sarcasm into that post but failed.
You understand my point though, buffing low tiers wouldn’t fix the game, it would ultimately break the game. Whenever I play low tier vs low tier the game feels correct and balanced, whenever I play low tier vs high tier the game feels broken and unbalanced, whenever I play high tier vs high tier the game feels like a scrub fest. High tiers are too good end of, you can’t buff the low tiers because then they too become retarded and we still have a scrubby mess of a game where mash dp tag cancel is the answer to everything.
Nos99
3162
THIS!
Times a million. I couldn’t agree more.
i feel the only decent characters are the top characters. i feel they’re the only decent characters while the other characters just seem to suck w/o much except a few things. it wasn’t like this in MvC3 for me. i didn’t want DP for everyone in UMvC3.
I´m happy they´re gonna revamp the game, but I also fear they could break it even more… A “complete” overhaul is to early in my opinion even though they didn´t say anything about a release date yet. They shouldn´t start working on this stuff until some weeks after Evo in my opinion.
However, I´m especially happy about potentially early DLC and the possibility of a less annoying gem effect. My brother came into my room yesterday while I was playing on Pitstop (Stage 2) and had a few gems active. He called the action onscreen “Woodstock drug overdose revival”.
people be eatin they own poop on this game
clappin bricks on they head
people playin ryu too much in everythingforever
he got those good combos, big deal
the games good
almost all of the games have been at least kinda good
people, youre supposed feel this bad, this badness is the good part, some dude kicked your ass and it was gay
i been playin dhalsim and he is so damn cool, id like to thank somebody for that, and i dont think his air heay punch has ever been longer
BALANCE!(right?)
I still think command grabs are kinda weak. Mixups should really lead to more than 200 damage in this game, especially if they come with unavoidable knockdowns. The command grab I think is most worthwhile is Zangief lp spd just because its range is so good. But even with Gief, if he’s up close, I’d much rather risk being grabbed than getting hit by cr lk into 500 damage.
Has it been confirmed that there are gonna be changes? I agree that I’d much rather they wait until after Evo for them to even start tweaking things. I feel like the game has a lot if room left for us to mold it into being better, and I want to do that first so we can really be sure what needs to be changed.
Edit: just read back a few pages. You guys are that worried about jumps and whether certain chars have antiairs in a game where alpha counter switch cancel can end up in 400 damage? Come on. Block a jump in and blow up your opponent. Next time he jumps maybe he empty jumps instead, so knock him out of the air. Time after that maybe he tries to beat your antiair, so block and alpha counter. Now maybe he’s not gonna jump so eagerly next time. Even if you guess wrong one of these times, at least you’re establishing the mixup.
Why are so many people still playing this game so wrong?
I agree with the command grab UD, and for Gief that has great footsie tools (Maybe a tad bit too good) that lead into good dmg, the command grab option isn’t a very good one. Still it is demoralizing to get snatched up from 1 character distance away from gief, regardless of the “weak” oki pressure.
As for the patch, I am going to quote FallenAngel from a page or two back (You can also find a more “true” translation of questions and answers in the"Balance Patch Incoming" thread):
FallenAngel said: ↑
[INDENT=1]Capcom updated their JP blog. You will see a full translation somewhere soon.[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]For now you need to know this:[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]- DLC chars may come sooner than planned[/INDENT]
[INDENT=1]- a complete rebalance of the game is underway and will be released sometime after the first balance patch[/INDENT]
[INDENT=1]- everything is being considered: assist gems, jabjabjab, ken air tatsu, etc[/INDENT]
[INDENT=1]- gem activation effect maybe changed to something more subtle[/INDENT]
[INDENT=1]- gems are here to stay but will be re balanced completely[/INDENT]
[INDENT=1]- they will look into timeouts[/INDENT]
[INDENT=1]- Quickcombos will stay but will not override other moves[/INDENT]
[INDENT=1]- DLC chars are being considered in the re balance,may receive nerfs buffs[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]Enjoy[/INDENT]
I would think any more rebalancing than what is coming May 16th. will be post EVO.
Edit: To further answering your question “Why are are so many people still playing this game so wrong?”: Real problems with the game + Hate = Less people playing = Game evolving slower + Less “good examples” of how the game should be played
SaBrE
3168
David, exactly. People still not using counters much, if at all. It’s so good
the only thing the blog implied was they understand peoples bitching of the same 4 things…
-Assist Gems in Online/Network mode(Ranked Matches)
-Jab Pressure being (too)effective
-Cross up Tatsu’s are very abuse-able
-Time Outs are fairly common.
When they balance the game(2012 style re-haul) they should go beyond these problems. but in reality, im hoping for a huge system update that fully re-balance the entire current cast. I’m not going to suggest any changes because I don’t know how to balance a game of this caliber, however I think it should change enough to where we play the game in a different way…
I think this approach kinda nukes the field and resets alot of things but it might be the change the game needs to get people behind it.
That sounds promising, actually. I’m a bit more confident now in this game’s future. Capcom impressed me with the balance changes they made going from SF4 to SSF4 in the past.
Lol at nerfing jab pressure. If I’m blocking, I don’t have much to worry about. Oh, you’re gonna throw? Whatevs, do 140 damage and I get to roll/stand away. You hit me? Whatevs, 250 damage because you started the combo with 2-3 jabs and I get to roll/stand away. It also wastes time in a game in which the clock is the most important meter on screen. That can be good if you’re wasting the clock, but if you need a comeback, walking forward and pressing jab is a pretty bad option. And of course, you risk alpha counter every time you press a button on an opponent who’s blocking with meter.
It’s just part of the game, it can be used strategically in some ways and it sucks in others.
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Very true, but it becomes a problem if the guy jabbing is the one in the lead I guess.
That’s not a problem. He’s succeeded in getting the life lead and now he’s pressing his advantage in a way that opens him to reversals and alpha counters and isn’t likely to lead to big damage. What’s the problem?
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Huzzah, someone else pointing out that dumb shit like jumping and jabs are not big issues.
Also, regarding command grabs. I don’t think the damage on them is really the big killer, it’s the speed. Usually, in this type of game, command grabs start up in 1 or 2 frames making them great punisher, and excellent frame traps. But in this game where the fastest command grab startup up in 4 frames (average is 6) it makes actually mixing someone up with it more difficult that it probably should be. Especially with the plethora of ridiculous defensive options in this game.
Well that’s the main reason people complain about jab pressure. We all know we can just keep blocking or use alpha counters, but the problem comes when you have no meter and have a subpar backdash. Then jab pressure can easily kill 20-30 seconds on the clock (this has happened to me a few times). You are forced to keep blocking for 20 seconds. And if your opponent has the life lead, that can mean the end of the match.
I don’t necessarily have a problem with blockstun in this game but I know how annoying jabs can be for a lot of people. Not just that, but I also know how stupid it looks for people watching. It’s just not exiting to watch someone walk jab for 10-20 seconds straight. And it makes the game look bad/more braindead than it really is.
But I also know that some characters like Cammy would be trash without their jab pressure so if Capcom does nerf them then they would also need to buff her and others that rely on those walk jabs.
I personally don’t think they pose a real problem gameplay wise. It’s just “anti-hype” I guess…
I know some characters have trouble escaping jab pressure. I’m cool with the fact that not everyone has every escape. If you really need to get out, you can always risk an alpha counter.
Also, I don’t think this is a spectator game. I think it can probably be interesting and strategic to play, and if you understand that strategy it can be interesting to watch. But I don’t expect it to be super exciting even if you understand it, let alone if you don’t. And from the look of things so far, I figure there’ll be lots of people who don’t.
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increased block stun is offset by Crossover counters…well i would like to believe that. the thing is, there are many options in dealing with jab pressure, people just don’t do them or forget them in the heat of the moment…short to say…everyone has a blonde moment when shit gets greasy.
So we are taking what a game looks like on a stream in consideration when tweaking a games mechanics now? If the other guy got to you and you have no meter and you have a bad backdash, well, good for him.
I knew I was never going to play Skull Girls… I don’t have time for it. But I make sure to pay enough attention to it, so I can know what is going on in the player’s minds when I am watching a match of it. I did it just so I could enjoy it on stream in the future. I wish more people did that with SFxT, but as you say, it might not be a spectator game even if you do know the advanced stuff happening.