Hate Speech: Extra Extra Credits

I can watch hours of any previous SC game no problem, SCv eventually starts hurting my eyes.

RingOuts are heavily nerfed. There no cool cancels, WL, or wall jumps. Throws are overly emphasized(constant grabing is very very boring). No decent WR moves to punish throws. Because of the small moveset the game play looked too easy and lacking in depth. Since everyone was constantly rushing down, instead of attempting some defense, they're was no suspense. So in that sense I can see how the game looked boring.

Your POST is hurting my eyes. How you can get something so backward is beyond me.
 
I can't really consider that a comeback mechanic. Keep in mind that if you're down two rounds, get the meter boost, and use it mount a 2-round comeback, THEY get a free meter at that point too. Both players get full and equal use of it, unlike X-factor or Ultras which may add a one-sided advantage due to the ridiculous buff in the case of X-factor and the fact that round-ending removes the other player's ultra meter, where they may have ate their comeback boost and now they can't send it back at them.

As far as throw breaks doing damage... keep in mind it's just a sliver of health. It's just right for landing a throw attempt which already requires a correct guess. The way it is now, the thrower has a big disadvantage. They must guess right twice in order to do any damage, and the defender only has to guess right once. Also, the thrower has to close distance if players are spacing properly so really, they have to guess that an attack isn't coming before they can enter into that guessing game.

Say the thrower manages to get in. Defender can either duck while reacting to block slow lows and mids, or stand and throw break. Thrower can either throw or do an unreactable mid. Throw's expected damage on successful attempt will be close to the average of the throws divided by two, usually around 30 up to 45 damage. A safe unreactable mid will generally be somewhere between 30 and 65, matchup specific on safety and damage. Unsafe, again, matchup specific, 55 to 80. So the mixup is 30-45/30-65 against good punishers, else it's 30-45/55-80.

Assuming the defender is rooted in place, the minimal defense, (but not long enough to get side-grabbed,) the reverse mixup can be as strong as their duck-throw-punish (not that high) and their mid punish. Against certain characters, it's just not in the attacker's favor to mix up on them. Sophie, for example, can easily duck punish with FC1B8BAK (76) if the player is deliberate about the throw guess, and can punish hard enough to deter use of unsafe mids. Tech crouches in general are really good, so often it's something like 30-75/0.

This doesn't take into account more advanced offense and defense and the fact that the defender first has to get in... but the offense should be favored a bit more.
Yea great explanation, you have your opinion i have mine and still think that needs to be change, but if you go to devastation hope we can get the time to play so you can see why i say it needs to be change, hope you have the eyesight to duck all my throws.
 
Yea great explanation, you have your opinion i have mine and still think that needs to be change, but if you go to devastation hope we can get the time to play so you can see why i say it needs to be change, hope you have the eyesight to duck all my throws.

The difference between you and Signia is that you have fundamentally differnt visions of where game design should go. You beating him won't change his mind, and for good reason.

Signia doesn't want defense to be as powerful because of all the hoops an attacker has to jump through to successfully land a throw/mid mixup. It makes for a very boring and turtly game in many people's opinions. This is compounded by the fact that standing guard while throw breaking is already a VERY potent form of defense.

Whereas people like you believe that good defense should be heavily rewarded, and it should. But I feel like you are ignoring the fact that like Signia pointed out, your opponent already had to guess correctly to land a throw attempt in the first place. I don't see a problem with them being rewarded with a tiny amount of damage.
 
The difference between you and Signia is that you have fundamentally differnt visions of where game design should go. You beating him won't change his mind, and for good reason.

Signia doesn't want defense to be as powerful because of all the hoops an attacker has to jump through to successfully land a throw/mid mixup. It makes for a very boring and turtly game in many people's opinions. This is compounded by the fact that standing guard while throw breaking is already a VERY potent form of defense.

Whereas people like you believe that good defense should be heavily rewarded, and it should. But I feel like you are ignoring the fact that like Signia pointed out, your opponent already had to guess correctly to land a throw attempt in the first place. I don't see a problem with them being rewarded with a tiny amount of damage.
Yea understand what you are saying, but it seems we have different ways to view the game, so from were i stand i still say they have to change that, and im not talking about beating him, i talked about throws i dont know if im going to beat him.
 

I can't understand what you're trying to say. Plus the points you're making are just your opinion on the game. Plus SC5 has a long ways to go before it's done. Plus your average joe doesn't tune in to fighting game streams or any other stream for a video game, so they will have some semblance of an idea on what's going on. The elements that are confusing to you won't necessarily be confusing to them.

Also, I'm not saying that 3D are boring, but watching them certainly is.
 
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