Hate Speech Theory Fighter University: Tiers

Then Why mention other games on a SC forum in which the debate is about SC tiers? I feel this was wasted typing.
Because I get the feeling that Soul Cal V is moving towards this direction. Especially since they seem to be trying to work in more and more stuff you'd traditionally only see in 2D games and it's these same mechanics that lead to the situations I'm talking about.
 
Because I get the feeling that Soul Cal V is moving towards this direction. Especially since they seem to be trying to work in more and more stuff you'd traditionally only see in 2D games and it's these same mechanics that lead to the situations I'm talking about.

I feel this is also true. You are referencing the Dom101 articles about 2d/3d aspects before, I think. The thing is, 3d players in general are very sensitive about independent zoning issues. Zoning in 3d games comes from the threat at specific ranges, rather than the active inclusion of things at those ranges.

Algol was jarring because it was poorly implemented, imo. It was alot like Champion Edition (almost used CE haha, nobody would get it) before characters had dedicated anti zoning/projectile tools.

Given that GI now costs meter; and not everyone has acrobatic forward jumps, or tech crouching dash forward, ect, I'd think alot of design space would be required to work on fitting independent zone control in a 3d game.
 
Because I get the feeling that Soul Cal V is moving towards this direction. Especially since they seem to be trying to work in more and more stuff you'd traditionally only see in 2D games and it's these same mechanics that lead to the situations I'm talking about.
You going to have to be more specific than that.
 
I feel this is also true. You are referencing the Dom101 articles about 2d/3d aspects before, I think. The thing is, 3d players in general are very sensitive about independent zoning issues. Zoning in 3d games comes from the threat at specific ranges, rather than the active inclusion of things at those ranges.

Algol was jarring because it was poorly implemented, imo. It was alot like Champion Edition (almost used CE haha, nobody would get it) before characters had dedicated anti zoning/projectile tools.

Given that GI now costs meter; and not everyone has acrobatic forward jumps, or tech crouching dash forward, ect, I'd think alot of design space would be required to work on fitting independent zone control in a 3d game.
Off course, there's still the 3D movement aspect to consider - something which traditionally killed independent space control/zoning in 3D fighters.

The concern now is if 3D players will be willing to deal with having more extreme character specific tactics as the dev team tries to introduce these things.
You going to have to be more specific than that.
SCV looks to be including proper fireball analogues - in other words, independent space control/zone objects. Traditionally, these elements have been the ones that have lead to extreme differences in playstyle and the resultant match-ups between characters in 2D fighters. To take Idle's Champion Ed example. Fighting a fireball character like Ryu or Guile requires a different set of fundamentals compared to fighting someone like Chun Li.
 
I played Algol and against Algol, well enough to tell you that it doesn't make much of a difference. It's still 3D. Unless you're placing more than one projectile on the screen like algol, you're not really going to zone characters out in SCV. At least not with one projectile on screen. Ivy and Hilde will fair much better for your zoning needs.

Match-ups like Algol vs Talim/Maxi won't be in SCV.
I mean Algol had the best back dash as well as teleports. Semi infinite combos etc pretty much a 2d boss...but still people that understood the match-up well enough could get around his bubble shield. Bubbles really where better used for traps, like on wake up, and against walls for mixups.
 
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