SC5: Improved Competitive Ideas

a bit unrelated, but do anyone remeber in which match S-U played vs a Hilde, i think RTD´s, when he didn´t finish the third hit of Asura Dance, just to keep a wall from breaking?
that´s some cool stuff right there.
No but that is pro as hell.

As for the mind games, most mind game in all fighting games are a sequence and a player must guess their way out, but before it's locked in you do have a few precious frames to try to recorrect. With grabs there's none. It feels pretty bad to lose a game because you couldn't guess your way out of a grab and there were no clues you could have used to figure it out. You can make a guess based on scenario but in the end it's still both players guessing, and that is not skill. I think the visual que should be very slight and maybe even late in the animation. Once again though random factors are bad for skill intensive games.
 
The only thing i want to see redone is the aesthetics on the damage

lets see some scratches and bruises yo, a little bit of blood here and there

we are dealing with swords and nunchucks and shit
Yeah, I'd rather see that than exploding socks.
 
Oh! You made my hand disappear! Oh wait no... I'm seeing my palm... There it is! On my face.

Since when is Yomi not skill?

Yeah. IFB seems to be arguing for a more execution heavy game all around. Fighters should really be aiming for ease of access (JF's turn casual players off) with a focus on developing the mind game rather than testing your muscle memory and reflexes.
 
I disagree with everything brought up in the original post(largely for the reasons marginal mentions) save one; armor break should be revamped, either made more important or removed. At the moment its both superfluous AND aesthetically displeasing. Why does equipment fallen in the background flash white when the character it came from does a JF? Quoth the amy "I dont understand"
 
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