Have you guys ever used a charge character before? You dont have to mash DP to punish everything. You could… I dunno… do jab combo into a different special?
Nothing I said doesn’t also apply to charge characters as well. You’re also missing the point, it’s not about that there will never be other options, it’s about I’m losing options because of the game mechanics and that’s not fun or enjoyable in my opinion.
You can still effectively punish moves with Flash Kick though, you’re missing the point he’s making. It isn’t about mashing, it’s about being stripped of options. I’d go into my opinion on it more but Grimm seems to have the same perspective.
But your opponent is being stripped of options as well. Specials become a resource that needs managing. Like EX and Supers. You can’t spam EX moves either unless you’ve got the resources for it.
EDIT: Why the concern about 8 buttons vs 6? Don’t Fight sticks come with 8 standard?
Again, you’re missing the point. It’s not about being. unfair or not balanced, it’s about limiting or removing options. It doesn’t matter if my opponent ALSO loses options, it’s the fact that options are being lost at all. That doesn’t add to the game, it doesn’t make it more enjoyable or fun, it’s frustrating.
In my mind, that isn’t a good thing in fighting games. That really detracts from the depth of the game when all of my options aren’t available at any given time. The argument can be made that it adds a layer of depth whilst taking one away of course in the resource management of it all, but that isn’t something I would enjoy and I think it would really impact the pace and the danger of each character, EX moves I can live with because they’re powered up versions of my normal options, but I’m not losing any of my standard options by using that.
The general notion of having to wait to punish something a second time(For instance something being -2 and I have a command grab and have to wait for it to cool down and can’t punish with anything else) seems dumb. I don’t like that, if I can’t consistently stop an opponent from doing something that opens them up, how am I supposed to train them into stopping it? It just seems like a mechanic intended for another genre entirely and doesn’t seem like something I would personally want in any of my fighting games, that along with single buttons as inputs is really making this game seem stale considering it was created by “Veterans of the FGC” I expected something more akin to a traditional fighter.
This has been pulled off before, but it was blended into a single character rather than the entirety of the cast and was a little different in how it functioned - Robo Ky had to manage how many attacks he performed before he overheated. But the difference here is that he wasn’t limited with time on how he used the special, but limited to how many times he used them in quick succession before having to stop and cool down, so he was never in a state where he was unable to perform an attack unless you used your attacks inefficiently and put YOURSELF in that spot, rather than the game limiting you with a timer.
Well, the thing is, if you copy what’s out there, you end up with something that’s very similar to what’s already out there. There’s a difference between making something similar, and something familiar. I’d say you should give it a chance to see how it feels. Again, I’m not specifically saying it’s better or worse, it’s just new (but familiar). Give it a try. It’s pretty interesting!
Aye, it definitely looks interesting in how it will play. I’ve said I’m going to give it a try and I signed up when it was first revealed, but I doubt something like this is going to be able to hold the interest of anybody that is used to traditional fighters with constant options. There simply doesn’t appear as though there is going to be depth to this game, the cool down mechanic is what looks to be it’s biggest flaw, single button inputs is something you can get past easily but intentionally stripping players of options is not. Unless they got player feedback from the people who message you saying “Spamming is not a legit tactic stop running!” I fail to see why this made it past it’s concept stages, does that mean zoning is not an option in this game? Projectiles will become worthless? That’s just stripped away an entire play style that a player may want to use, I just don’t understand the logic behind it, resource management or otherwise.
Well, you can spam. Some moves have incredibly low cooldowns. To say there is a lack of depth assumes that depth ONLY comes from being able to spam moves any time you want or have access to them at all times. We know that isn’t 100% true - it could be a lot true or a little true, but we know it isn’t entirely true.
Imagine playing SF with NO special moves… and you just had to play footsies. There’s still strategy there, right? OK, so add back in the special moves but change how frequently they can be used. That adds back in the depth of having normals AND specials, but changes how that depth works compared to games where you could use them all the time. For example: Normally, you get a c.MK and hit Fireball to push opponent back… right? So imagine a scenario where if you used c.MK > Fireball to push back but they blocked it, the next time you couldn’t c.MK > Fireball to push back… meaning, if it actually HIT, you can’t cancel into Super. That’s something you have to think about now. “Should I use my Fireball for the 1 pixel chip… should I fish for the hit confirm… should I wait till it’s guaranteed and use it for a combo linker along with Kinetic Cancel?” etc.
There’s definitely NEW depth there. It’s simply a different way of thinking about it.
What happens when somebody does random move and you werent charging? Or you were charging but you keep getting crossed up? Thats a big limitation isn’t it?
What happens when somebody does random move and you werent charging? Or you were charging but you keep getting crossed up? Thats removing options isnt it?