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Bossobee

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Everything posted by Bossobee

  1. I've seen so many people say their main is top 5 now. There's no way 25 characters can all be top 5. I guess I'm happy everyone believes in themselves.
  2. I think we should take this opportunity to give it a funny quirky name like "goomba" or something. Back in the Injustice 2 days, everyone called Darkseid's really good air normal "boot stomp." I have no idea what the input for that move even is. Even during combo notation they'd be like 1 2 3 etc etc etc into BOOT STOMP. I think we as a fighting game community need more Boot Stomps.
  3. There's a long list of potential answers to this question, which was part of the problem. The core of most of the problems is that, instead of putting you into a "stance" the way it does now, 5H just shot the gun, and he could shoot the gun whenever he wanted. No exceptions aside from in the middle of his super, I think. To summarize some of the greatest hits: He got conversions from anywhere, off any hit, whenever he wanted, for full corner carry and pretty good damage (and it was also impossible to burst him back in the day, which is arguably the main reason fullscreen burst exists now) The fact that he relied on projectiles to extend his offense meant you couldn't push him out with fd or deflect very efficiently He could shoot the gun on whiff so sometimes his normals just weren't whiff punishable, and also the tracking on his gun in these situations was partly rng based which made it feel even worse He could shoot the gun while idly moving around (including in the air, which he can't use gun at all in the air anymore) and it loosely tracked to your position without him having to do anything I don't think 5H was punishable under any realistic circumstance? He was also a resource character whose resource management literally did not matter at all: Curse was an unblockable projectile that rapidly refilled his focus meter on hit, letting him essentially bypass what was theoretically the main limiter on how much he can shoot Deus Ex completely refilled his gun, so after he super wallbroke you he had full ammo now His reload animation reloaded one bullet at a time and you could stop at any number of bullets, letting him get a couple bullets back here or there incredibly safely There's a long list of other, more nuanced reasons as to why he kinda needed to go but they're probably above my pay grade. Also some stuff that got removed ages ago, like how on launch Steady Aim > Fire guard crushed for some fucking reason. tldr his main limiting factors did not work as intended and he could just sorta do his thing without the opponent being able to do much about it
  4. Ah, I didn't think of that. Yeah that sounds pretty lame. Just a weird rework in general. I wonder if they're gonna try and iterate on this new version of Chaos next patch, roll him back to pre-2.0, or redesign him again.
  5. Somehow, they invented a version of Happy Chaos who does less damage than Bridget while also having to manage two separate meters to only sometimes access that damage, and who seems to just not have offense midscreen anymore, and he might actually still wind up being overtuned. They're creating the kinds of top tiers the haters say don't get made anymore. His neutral seems pretty difficult to get around if he has the life lead, now that the lock-on on his gun goes so insane. I guess it just depends on how easily he can win roundstart and such.
  6. Blocking in the corner sucks. Since time immemorial, our greatest scientists have reckoned with this truth. ArcSys has posited many innovations to this conundrum, including wallbreak (Guilty Gear Strive), wallbreak again (Marvel Tokon: Fighting Souls), and wallbreak (Untitled ArcSys One Piece Fighter that will definitely release someday). Other developers have crafted their own technologies. Tekken added infinite stages, so that if you pick Zafina on the character select screen you can stare longingly into the eyes of your opponent while you kbd over and over, wondering where it all went wrong. They also invented wallbreak but used it for evil. JoJo's Bizarre Adventure: Heritage For the Future makes distance from roundstart to the corner stage-dependent then makes stage selection random for some reason. It's like life is like a box of chocolates except they're all poisoned because you're playing Mickey's Bizarre Adventure: Heritage For the Clubhouse. I am qualified to assert this truth, as I have a great deal of firsthand experience. I have something like 300 hours on +R and most of that time is on Millia. I consider this one of the strongest arguments for why I am going to Hell when I die. Playing that character is like being baptized, but in the other direction. It injects the Original Sin back into your soul. Dizzy also does this. The haters will say Potemkin does as well, but that character loses the Bridget mu so I think we have bigger problems. With this preamble in mind, I present to the court my suggestions for possible solutions to the corner. There is a vortex in the center of the stage that constantly pulls players towards it, slowly dragging the cornered foe back to the relative safety of midscreen. Both players can, at any time, press the Flip Screen button to swap players' positions relative to the center of the screen, thus placing the attacker into the corner. Both players can jump through the wall and reappear on the other side of the stage, like in the arcade game Mario Bros (1983). There are several layers of the stage, and players can jump up to higher ones or drop down to lower ones for additional escape routes, like in the arcade game Mario Bros (1983). 3 times per match, players can choose to detonate a bomb that forcefully knocks down both players, launches them all around, and triggers a reset to neutral, like the POW Block in the arcade game Mario Bros (1983). There is a referee like in olympic taekwondo who interrupts the match and moves both players back to roundstart if a corner blockstring goes on for too long. After having your back to the corner for some length of time, the game starts rapidly decreasing your RISC / refilling your Barrier gauge / what have you as an act of pity. Back throwing someone into the corner triggers a wallstick. Projectiles will bounce off the walls (and opponents close enough to the walls) and damage the foolhardy attacker who thought they could SSE frc during corner pressure. There are monster spawners connected to the corners. If you're pressuring your opponent in the corner for too long, a scary monster will fall on your head and kill you, like in the arade game Mario Bros (1983). I hope you all consider my proposals. This will save fighting games, or something. Also, you should play the arcade game Mario Bros (1983), it's actually really good if you can find it on original hardware at a Yestercades or something.
  7. Forums are back. Reviving this thread. Baiken art by me.
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