UsedForGlue
"Strength isn't everything"
I do agree with Dave to a certain extent on players perspectives.
People have to be consistent with their ideals when it comes to a fighting game. They can't say that they are on board with no armoured moves launching across the board but then get excited about the prospect of something like Cryomancer.
I do like the new way in which armour is distributed, as in, if you use the right move, not only is it armoured, but it is safe on block, and if it hits it won't launch into a combo, this promotes better decision making, meter distribution and brings combo breakers into focus more than ever, but most importantly, it makes uses of the variation system.
USING THE VARIATION SYSTEM FOR ARMOUR OPTIONS:
Every character in the cast has either a safe armoured option for defending themselves in at least one variation, and if not, they have choice between two different armoured wake ups to keep the opponent on their toes, both of the options may not be safe, but you have a choice of moves instead of one single all purpose option for every scenario, and that is the armour game currently.
For example, if I am being overrun by someone, I am going to use the variation that has a safe armour option to balance the match out and maybe give me some space in an overwhelming match up.
Quan Chi - Warlock
Predator - Warrior
Sub Zero - Unbreakable
Tanya - Pryomancer
Alien - Tarkatan
Triborg - Smoke
Ermac - Mystic
Mileena - Ethereal
And so on...
There should be no one variation and no one armoured move option for all scenarios, and now the variation system must come in to play, and of course there are characters with a safe armoured option across all three variations.
The only exception to armoured moves I have is when they cover literally everything, and take the guess work out of defending yourself, and again, the exception to that is Mystic because that is the character design.
People have to be consistent with their ideals when it comes to a fighting game. They can't say that they are on board with no armoured moves launching across the board but then get excited about the prospect of something like Cryomancer.
I do like the new way in which armour is distributed, as in, if you use the right move, not only is it armoured, but it is safe on block, and if it hits it won't launch into a combo, this promotes better decision making, meter distribution and brings combo breakers into focus more than ever, but most importantly, it makes uses of the variation system.
USING THE VARIATION SYSTEM FOR ARMOUR OPTIONS:
Every character in the cast has either a safe armoured option for defending themselves in at least one variation, and if not, they have choice between two different armoured wake ups to keep the opponent on their toes, both of the options may not be safe, but you have a choice of moves instead of one single all purpose option for every scenario, and that is the armour game currently.
For example, if I am being overrun by someone, I am going to use the variation that has a safe armour option to balance the match out and maybe give me some space in an overwhelming match up.
Quan Chi - Warlock
Predator - Warrior
Sub Zero - Unbreakable
Tanya - Pryomancer
Alien - Tarkatan
Triborg - Smoke
Ermac - Mystic
Mileena - Ethereal
And so on...
There should be no one variation and no one armoured move option for all scenarios, and now the variation system must come in to play, and of course there are characters with a safe armoured option across all three variations.
The only exception to armoured moves I have is when they cover literally everything, and take the guess work out of defending yourself, and again, the exception to that is Mystic because that is the character design.
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