From when I played a game, being Peacock vs Parasol and trying to play range is tricky because of the tears. Say you throw a bomb cart and Parasol sends a tear straight at you. Block or hit, now you have a trap in your face and you have to move in before trying to throw garbage at her again.
From the last Friday night fight video, combo into any tear in the corner is reset rape city. SUP URIEN.
The mere fact that people aren’t poking with her LP makes me think people just don’t really know how to use her yet. Her normals seems to have alot of range which I haven’t seem people use that much, and I think the tears only seem useless cause the people we see playing aren’t bothering to use them. Don’t forget she CAN manually activate them.
The biggest problem I see with her from the stream for example, is not her, but people just preferring to practice with someone else.
Really wish I could get in on the action myself, I really want to experiment with her.
I disagree with your assessment a bit yeah she has long range normals however, that really doesn’t matter in a game like this. She can be an offensive beast which was demonstrated by Mike in FnF. I also feel as though if you sit there and try to get there with your normals as though this is SF or something you’ll also fail. Now if she can wave dash then that’ll be different however, she’ll prob take a while to be played properly. Whereas the other characters seem a little easier to pick up.
Dude, she’s a character with long range normals, many of which can be followed up with and on top of that she has move that would allow her to cancel any of them at any point that she wants to. I could see her being absolutely sick in terms of sticking to a certain distance and just pecking away at you where you can’t hit her back. Her standing LP and retarded crouching MK are proof of that. The screen is just the right size to where normals will play an important anyway, unlike say in MvC3 or BB (I think footsies in BB are a joke anyway).
I think her normals would be better if she has an opponent cornered and lock down and they want to press a button. However, I find it hard to believe that she’ll be able to stay around the middle off the stage and just poke at a character effectively.
How long in MvC2 did it take for people to realize that strider was good with doom ? Or to team Spiral up with doom and Sent. Parasoul will have her doom (hopefully).
A character that can zone and poke can STILL be an offensive beast(see non-AC Johnny), they are not mutually exclusive. Also having long range normals NEVER “doesn’t matter” unless they have worthless properties. I wasn’t thinking Dhalsim or some shit, hell I don’t even play SF, I started with GG and other fast-paced fighters like it, and plenty of those games have characters with zoning normals or specials and are still good and still offensive powerhouses. They just don’t do it the same way the “rushdown” types do.
Also what does wave dashing have anything to do with it lol
It doesn’t matter much because it’s not as though her normals are stopping tri jumps or she’s able to keep people out with them. Her tears don’t seem to be very effective as a projectile like that. For Parasoul it seems to me that you’re going to want to push your opponent into the corner and keep them lockdown. If she could wave dash her moves with her already long range it’d be a extremely effective way to cover space and punish moves and to maintain pressure.
In the games you’re talking about how reliable are those characters able to keep out the rush down? Hell even in AE characters were still falling to rushdown. Yun/Viper/Seth were giving zoning types problems. It doesn’t matter how long your arm reaches if I can get in on you and open you up. If you’re sitting there trying to use normals you’ll more than likely just succumb to my rush down.
I believe Gambit had some of the longer reaching normals in Mvc2 and that shit didn’t matter he still got opened up.
Hi, all. Long time lurker, first time poster. I’m looking forward to this game.
I’ve got some feature suggestions. Some of them may have been in other games, but I don’t know them or don’t know what they’re called. The game looks excellent as-is; I just thought I would pitch in since the team has been so responsive to suggestions thus far.
Feature 1: I think team tournaments in fighting games are pretty lame. I think a good implementation of Team/Crew play in Skullgirls would have the potential to be awesome. Here’s the mode I have in mind:
[LIST]
[]You enter the special mode, and designate how many people on each crew.
[]The first players from each team fight each other.
[]The winning player is locked into his team, and starts the next match with the same team, health, and meter as when the first game ended.
[LIST]
[]There could be an option to reward the winner with a small health or meter bonus, or maybe the ability to change team order.
[/LIST]
[]The losing team chooses and sends in their next player.
[LIST]
[]This player gets full life and default meter. Alternatively, he inherits all or some of the meter of the defeated player.
[/LIST]
[*]Repeat until one team is eliminated.
[/LIST]
And what about tag-team multiplayer? 4-player simultaneous, where your teammate is in charge of sending his own assists or DHC’ing in. What games have done this before?
Feature 2: I’d like to be able to enter a small tag before the game, and have it identify my character in-game. This will help spectators quickly discern who’s who, and can help players identify themselves in chaotic mirror matches. A certain Nintendo game does this well. It also contributes to players’ identities.
Nothing worth delaying the launch over, but I think the Crew Battle mode would be worthy of paid DLC status.
Not to fond of unnessesary sequels like that. Imo.
How about they release dlc characters the way Media Molecule releases their costumes for LBP ? (In large packs “&” separately.) Everyone wins that way.
We don’t even know if it can or can’t stop “tri-jumps” which this game doesn’t even have, because nobody has even fully explored her. I agree about the corner lockdown thing, but that’s what happens when zoning characters(like Johnny and Venom) get you to the corner anyway.
Uh, do you know what wavedashing is? It’s nothing about canceling normals you know. Second why does that matter when she can already do combos starting from range anyway?
Not very well, but that’s what their inherent weakness is supposed to be. They are fucking great at keeping you out, but if they mess up, then the opponent gets in and it’s hard to get them out. That’s how the dynamic works.
Wait, what? wtf? why?! You want to punish the player that won by making him start with the same life? that’s retarded!
Also 4-player tag? wtf? In what world would that actually work on a competitive level? You’d have to be able to freaking read your partners mind to be able to react to situations in a way that would actually help.
Fillia looks like she has a tri jump or something close too it. I don’t remember saying anything about canceling normals. Yeah but if parasouls only way to keep you out is her normals…that’s not going to be pretty.
It’s just an instant air-dash just like in GG or BB. There’s no way for her to do instant low attacks from the air.
I still don’t get what you meant by wavedashing then. She already has a good, fast, short dash.
Uh, dude, you realize fighting games are not all about special moves right. Zone characters zone almost COMPLETELY with their normals. Even in NON-SF games.
Uh, you realize SFxT is a 2 player game right? How would you do combos or execute strategies when you have to switch between who is actually PLAYING. Come on dude, that shit makes no sense. All that would do is limit every person playing because nothing you can say is fast enough compared to just reacting on your own
Monkey, dude, you are like being kinda foolish right now.
Just looking at her normals I can tell she’ll do a damn fine job of keeping people off of her if she wants to, triangle jumping or not. Outside of that I don’t know what the hell you’re talking about.
If you see it then that’s cool all I’m trying to suggest is that you may not want to try and play footsie’s and poke at your opponent in a game like this.
And I’m trying to tell you that zoning characters exist in all kinds of fast games, and they poke the shit out of people to great success. Yes this game is Marvel inspired, but it is NOT Marvel.
Not every character has a projectile, so far not one character is as mobile as say, magneto, and pretty much everyone’s fullscreen hitting attacks, if they even have one, are not anywhere near instant. Zoners will do perfectly fine in this game.