Yes, it’s very difficult to stop a solid Melee rushdown. Part of the problem is that Melee attacks are very fast, and it’s difficult to effectively throw a Bomb to punish one. I rather wish Bombs were on an easier motion. We’ve already got D shortcuts for dashing and super jumping, let’s have a shortcut for Bomb (How about just A+B+C, or D+C, or something like that?).
AFAIK, Bombs are completely invincible on startup, but have a long vunerable recovery afterwards. If they bait and block your bomb, you are fucked. That’s a lot like a DP system from any other fighting game, except in this case, you only have so many Bombs to throw out. I think Bombs could stand to be a little bit safer… not so much that they get you out for free (Gold Burst style), but more like they are difficult to punish with anything other than a fast attack (meaning, low damage potential for the punish).
I don’t think this game really needs throws (personally, I’m glad to see a fighting game with the balls to NOT have them). I think what really needs to happen is that many Melee attacks (Youmu in particular, probably Remilia too) need to give much less advantage.
If you don’t try to often, a lot of the time you can actually just jump out of melee rushdowns. Super jumps happen VERY fast and can get you out of trouble. Now, if the attackers predicts this, they can still jump and follow, but they will likely still lose their rush on you.
Youmu can make this much more difficult with her C setup pressures, which stops you from jumping out at least for a little while.
Well, I see your points but I don’t quite agree with them. I suppose that’s about the limit of theory fighter that we’re reaching.
Decreasing Sakuya’s projectile count would be fine only if they cost less spirit. Keeping it the same would make her essentially have a bunch of overpriced bullet attacks.
If any game needs actual serious VS play about now it’s this.
Being able to jump and airdash out of rushdown is a reason I forgot to mention why I didn’t think Youmu was all that. She’s a very skewed character as well, so she can do very well on some characters and terrible on others who can just zone her all day without problems.
It seems like it all comes down to matchups so far.
EDIT: Oh yeah, I think air tech (off a shallow-landing DP) and ground tech (after a successful rekka ken) pretty much moves them back into mid-screen range, where Youmu’s gotta start chasing them again. You can predict this, yes, but they can predict your attempt and just not tech roll, allowing for breathing room. And if they tech roll and you don’t move with them, Youmu’s pretty much out of luck.
I’m still not totally sold on air dashing out of rushdown, moreso for the characters with slower air dashes (but that should be obvious) but in general it seems to me that the advantage lies clearly with the rusher over the rushed.
It’d be fun if there were “EX” options for fun games, so that you can have the CPU’s story mode powers (like hyper armor supers), the ability to graze melee attacks, etc.
Oh and has anyone looked into the possibility of voice packs yet? Or will “THE WORLD” remain a dream?
I think the problem with ground rolling is that it’s quite slow, making it easy to reaction and follow. If you place yourself half way between the corner and the tech recovery point, you can just dash and attack as soon as you can see which way they will roll to.
And yeah, characters with slow jumps/dashes get fucked even worse by Youmu.
Personally I’m glad there are no EX modes in this. I hate people who insist Gold Mold matches are funny in GG. Yes, we’ve seen them before, yes, they’re stupid, now let’s play some actual matches, geezus.
I don’t know anything about the voice packs. It looks to me like they’ve adopted most of Zun’s game design for this game (data packs, menus, character select, ect).
For what it’s worth, I play Youmu and I disagree that she’s top tier. I just think she’s incredibly easy to play, and (for now) has really very little thought put into her gameplan. You run at them and try to stick them with your pointy thing. Is this effective? Sure, while the game is still new and people don’t know how to use bullets to their maxium effect, of course rushdown melee will look good.
I’d like to argue some of the matchups in more depth, Reimu vs Youmu specifically, but to be honest I’ve only extensively played story mode. So I don’t think I’m in much position to talk about it.
Having played against Youmu with Alice, I can uhappily say that there are indeed some cocked match ups in this game. I realistically don’t see Alice winning that anytime soon.
http://pathos.ddo.jp/yunari/download/replay/TH75_DKO_BUG.RAR
For who complain about Alice, this replay could show how to control her a bit. However this is not work with full version anymore because she got toned down.
Bomb could use on either offensive like instant charge or defensive as repulser (In homeworld Cataclysm).