Speaking of their intent of making a ground spacing game, the moment that they took the meter cost of the air dashes, give every character a double jump and in the case of Vatista the ability of float, i have to wonder if they really want to make a ground spacing game or not
Also, i want to know why they think that combos and spacing game are mutually exclusive, i mean, UMVC3 with all their combo heavy nature still puts a good emphasis on good spacing game, just not only ground based.
Yo they took away meter cost and put in universal double jump? Wack. As long as grounded anti-airs are strong and are a meaningful deterrent then it should be fine.
I don’t think they said that combos and spacing games are mutually exclusive. They did make Melty Blood after all. In this context, “spacing game” capsulizes any form of spacing, not just grounded based spacing.
They wanted to keep the ground-fighting as main things, so the game would not end up as “combo game”
All I can interpret from this is that French Bread just wants a larger focus on ground game and “stab” SF/Samsho II footsies as compared to their perception of what Japanese players call a “combo game.” I think UMVC3 is inapplicable as a relevant example within this context because French Bread said they “wanted to keep the ground-fighting as main things” and that has no relevancy to combos at all. Saying “combo game” (from the Japanese scene’s point of view) has certain implications but those implications are meaningless unless the Japanese explicitly define what exactly is a “combo game.” From my understanding from 2ch and other “2D Kakuto Gemu” outlets, “combo game” is just a wack fallacy to define games with more nuanced levels of aerial spacing and movement, and that these “combo games” almost always have longer and more nuanced combos. Sure it’s a tendency and an observable pattern, but those two do not directly impact/influence each other as mechanics; and it’s a misconception that they go hand in hand. When there are “stab” games like Akatsuki Blitzkampf or Vanguard Princess with larger juggle combos but still have similar aerial limitations/options like games like Alpha 2 or CVS2, the term “combo game” to refer to games with nuanced aerial options falls apart.
I think the Japanese scene needs to get rid of that term.
So what French Bread is trying to say (and there might be some context lost in translation) is that they already made Melty Blood, a game that would fall under the umbrella term of “combo games” but still has a strong emphasis on air spacing and grounded normals in really specific spacing situations, and that they want to branch out and make UNIB a “stab game,” referring to a grounded-based play style. So actual “combos” themselves have no bearings on the spacing styles of these game types, but the stupid “combo game” term makes stupid implications as if “combos” did.
But no one said that combos and spacing games are mutually exclusive.
That aside, since there are grounded games with lengthier combos, I want to see the opposite. A game with high levels of aerial mobility/options, but combos only last as long and do as much damage as ST or Samsho II. Ode to the 2 hit combos. With a game like this made, I think the “combo game” stereotype could be broken.
This is overanalysis, really. All they mean is that they want it to be more like an “anime” street fighter game with ground-based combat as opposed to a gg/mb/bb type of air combo and movement game.
Maybe i am wrong, but i think that you can guard any normal and gounded special while airborne, so add that to another thing that prevents the game being more ground based than their counter parts
It already exists, is called DIVEKICK
The thing is that GG is probably the most closer Air dashing FG to SF than anyone else.
For starters the combos are really shorter when compared to other games, and the ground spacing games is as important as the aerial spacing game.
In GG for example you must barrier guard any grounded attack, otherwise is like you didn’t blocked anything, that is one reason why the anti airs are strong on the game.
See any high level match and you will see and you’ll see what i am talking about.
I think most likely it is either Filia,Cerebella,Painwheel,or Squiggly. Something tells me it won’t be an adult and I think Peacock would take to much work, plus she might not fit the UNIB universe
I wish Annie would be added in Skullgirls, she would’ve been great in this
@Hecatom I don’t think the free air dashes are as big of a change as you might think.
The game still plays like “a different take on the style of KOF” IMO.
The air dashes in UNIEL, at least how they look like from watching, are better explained when compared to MB- Some characters in MB have fast air dashes that are fast and suitable for IAD and pressure, and some characters air dashes cover space and/or recover very slowly, so using them in those offensive situation is too telegraphed to work as well. I feel like air dashes in UNIEL are like the latter type.
The regular jumps on the other hand, come short and fast, almost as KOF short hops, and not like SF jumps at all. KOF has 2 kinds of jumps to mix things up, so think about the jump and the air dash as a similar mix between 2 air approach options.
I don’t know man, the moment that you add different types of air movement your game no longer is ground spacing focused.
Not even KOF is really a ground based game since the spacing game is more complex than that. Also is not like the airdashes on other games don’t work as you described, GG, BB and P4A are like that aswell.
UNIB:EL as it is right now is not more ground spacing focused than UNIB, i will dare to say that is the contrary since they added more jump options (i think) and removed the meter restriction for the airdashes
The game is still pretty heavily grouhnd based from what Ive seen seeing how the air dashes aren’t particularly fast nor cover a large amount of ground. Throw in ground normals being really good it’s still not a good idea to approach primiarily from the air.
Why are you still stuck on the “ground game” phrase? They said they wanted to go for that but ended with something similar to KOF, and both of us seem to agree about it.
Guilty Gear has a balanced movement system where everything gets used pretty equally but games like MB, and even more so in the case of AH, are more about air than about ground. UNIB in general seems to be closer to GG’s balance between ground and air than it is to MB and AH. Which makes it a more “grounded” game than MB in any case.
i will take back what i said, i commited a mistake. It is like alpha 2…projectyles and air normals can be air blocked. But ground normals aren`t.
As old school snk is a big influence in arcsystem, and arcsystem is a big influence in melty, things become a little more complicated. It’s difficult to consider a element as a influence from a single direction…
The only thing that i can see as a influence from only one place is that some attacks during dash have different animations and proprieties. It is like a registred mark of oldschool snk games. Real bout fatal fury, the last blade and samurai shodown are the only series that i remember seeing those things.
But for other elements…
[details=Spoiler]
It do have reverse beat like melty, so some chars can do blockstrings similar to what we see in mb…ending a chain with a light attack to extend blockstrings and/or stay closer to the opponent. But one can argue the idea is similar to rbff feint cancels. As one can argue that roman cancels/fadcs are basicaly garou feint cancels/breaks consuming meter to limitate their use. The idea follow the same lines, but each company, in each game changes it a little how it works.
It do have a lot of char specific movement options. Chaos have a long, invencible rool, linne can use a small roll and double jump, seth can use fastfall and air backdash (the others can only use air “assault” as a airdash foward), merkava can fly, vatista can float, yuzuhira/hilda can teleport.
But again, it can be seeing as a influence…from anywhere. In garou, rock can teleport, marco have a comand dash/counter, hokutomaru have double jump, gato and hotaru can turn around in air, dong hwan can super jump and walljump, jenet can fly from backdash, kevin can creep in and have a roll exactly like chaos, etc. Guilty and mb have so many things like this too that it would become too long to list.[/details]
So apparently a new character theme was recently leaked. Song is titled "“Legend of The Skull Heart -Again-”. Seems like SG guest character is going to happen. My money is on Marie.