DiZzyPhyZiks
Mortal
And even the best can be baited and punishedIll just throw this out there:
Black Adam has one wakeup, and it happens to be the games best.
And even the best can be baited and punishedIll just throw this out there:
Black Adam has one wakeup, and it happens to be the games best.
example of resets in marvel pls?? o-0A 100% combo in marvel is only 33% of your team's health. Thats a TEAM game.
Also, tech rolls in that game are as simple as holding a direction. You also have the option to call an assist while still invulnerable. Resets in that game have to be very very elaborate because real players dont have to block, they know how to get the fuck out of there and reverse the pressure.
Please stop with the marvel comparisons... There are none.
I can totally get behind you on this one. The words invincible and unpunishable should never describe the same attackThe only issue I have with wake-up attacks are the ones that are invincible and safe on block. I'm all for invincible wake-ups, and I'm all for making it easier to perform said invincible wake-ups, but when you make said wake-up unpunishable on block you're making the player who got the knockdown have to work harder than the person who got knocked down and that's some horse raddish imo.
Kabal - Ex NDCAt least the some characters who where top in MK9 had a shitty wakeup to makeup for their overwhelming Gameplay in general, besides Kung Lao who had the best wakeup in the game.
AU_IM_DIGIMON, this is the one thing we disagree on most in terms of fighting games (though i agree that a higher skill requirement for wakeups is good). I dont think that if you knocked someone down that you should get extra advantage. It's like, ok, you already got a combo and knocked me down, now you're telling me that i'm at a 50% chance of standing up right back into another combo, of the 50 remaining 50% chance of being caught in pressure and have to keep blocking, of the 25% remaining 50% chance of an attack that'll push you off (but that i cannot follow up on, so ends neutral) and 50% chance of getting up neutral. it's like ok, i have maybe a 1/4 chance of getting up... wow you did a 50% combo on me and i lost the other 50% trying to stand up. That's not fun. (that's one major reason i dont like your favorite game, tekken tag 2, cant get off the ground without dying. I literally watched like a 2 hour long tutorial for how to stand up, and even then it's not guaranteed. Should have been titled "how to give yourself a slight chance to stand up") if knocking someone down once and then exploiting a 75+% advantage is "skill" then i'd rather not.
AU_IM_DIGIMON, What i like about wakeups as an idea is that they provide a better meta-game for standing up and dont make it as simple as "oh you got knocked down? lol get fucked." they make it more of a 33/33/33/1 game. 33 stand up neutral, 33 get punished, 33 hit for advantage, 1 because there's always a randomness factor. This is added to the wakeup/techroll/standup game that makes standing up more interesting and generally more skillful because it's not just get fucked or stand up but also positioning, offense vs defense, and adds to the footsie game.
baiting and punishing isnt defense, it's offense. I just think that get knocked down=lose is not fun and it's better to have more options to get up. You're really telling me that i should die because the opponent hit me with a sweep and i lose 95% of my healthbar trying to stand up? that's stupid. Even if there's skill involved that's not fun. you're really telling me i should be forced to block ambiguous crossups, mixups that are + on block, grabs that otg, etc? at least having the option of waking upis a good thing instead of dying because it is impossible to stand up.
I don't get this argument that it's not "skillfull" that the opponent gets to run train on someone who has been knocked down. One of the number one lessons in any fighting game has always been pretty simple: "Don't get knocked down". When you are down, your options are purposefully limited because you as the player made the crucial error of letting your defense slip and getting knocked down, and now you lose a significant amount of options because of that error. It's, again, a pretty simple system that has pretty much worked without question for a long time.
Is it not the skill of the other guy that let him break your guard and force you on your back? Why should he, having obtained his knockdown, now have to back away in order to DEFEND against the guy he just had to outplay to get down in the first place? Now I agree that with meter, a person should probably get a few more options, and I'm cool with that, but it doesn't make a whole lot of sense to me why with zero meter a person has to be afraid of pressuring, say, Deathstroke on his knockdowns because he has these two great, fully invulnerable options that beat jump-overs and grab attempts.
Basically, knockdowns shouldn't have to be more "skillfull' because the other guy already did the "skillful" thing of knocking you down in the first place. If you place a King in check in Chess, he shouldn't be able to just swing the cross on top of his head via dice roll to attempt to shove his attackers back to neutral. He has to think his way out and simply deal with the board space he has available.
baiting and punishing isnt defense, it's offense. I just think that get knocked down=lose is not fun and it's better to have more options to get up. You're really telling me that i should die because the opponent hit me with a sweep and i lose 95% of my healthbar trying to stand up? that's stupid. Even if there's skill involved that's not fun. you're really telling me i should be forced to block ambiguous crossups, mixups that are + on block, grabs that otg, etc? at least having the option of waking upis a good thing instead of dying because it is impossible to stand up.
also, your chess analogy is bad. check is more like being cornered in fighting games. In the corner you're at a disadvantage and most characters do not have a free out of the corner. positioning is something that's important from the very first moment in a fight.
And getting knocked down isnt a "mistake." oh my bad i just fell on my face, yeah go ahead and kill me now please. and it's not favorable to someone who got knocked down, your options are limited to baitable/punishable wakeups, techrolls, and doing nothing. how is that advantageous. you have a very warped notion of what wakeups do. you dont win a game by getting knocked down a couple times, but you shouldnt lose it for that either. if i got knocked down then you already did your damage to me. there's a difference between being practically guaranteed death and having to deal with your oki game. i choose the latter.Of course you should have to deal with everything they throw at you, you made the mistake of getting knocked down. You can have the option of a reversal move but for the most part just don't put yourself in that position. Of course it's easier said than done, but that's the game. Okizeme should be a critical part of any game and one that you never want to be a part of. I guess I just don't really see why that kind of critical mistake should even be remotely favorable to the person with their back on the ground, it seems counter-intuitive.
It's pretty poor, but my goal was to establish that if you're in a shitty situation in a strategic type game, there probably shouldn't be this ghetto option to just end pressure easy because "it's stupid". You should have to think your way out of every situation, and if that includes attempting to block some horseshit mixup or attempt a reversal that is strict to come out, then so be it.
No, they should play ST and get throw looped to death. Or play Tekken against a competent Chang player.Everyone who is saying that wakeups are ruined should go fight pre-patch Green Arrow and try to get out of his Super reset shenanigans.
Safe on block =/= unpunishable. Many "safe" wakeup attacks can be punished for more then you'd get just by blocking them if baited properly. It may seem unfair, but it makes for a more interesting game.I can totally get behind you on this one. The words invincible and unpunishable should never describe the same attack