YoshiCookie
[09] Warrior
Here's my suggestion: (I'm sure the lot of you will belittle me ASAP)
Dear Namco... Please reintroduce the traditional, meterless Guard Impact system of 6G/3G for repels and 4G/1G for parries. Guard Impacts should also be effective against throws like in SC1,2,3.
There's no reason why you couldn't let the player choose between old GI and new GI...
Or, even better, both systems could layer and work at the same time. There could be standard GI's (which are very risky and do not guarantee damage), and then the 50% meter version with guaranteed damage could be called a "Critical Impact."
In fact, both systems could work seamlessly together.
Traditional Guard Impacts are risky because there are 4 options which could whiff easily:
6G: repels highs and mids
3G: repels mids and lows
4G: parries highs and mids
1G: parries mids and lows
(Please note parrying should work like SC1, not the fall-down nonsense of SCIV.)
"Critical Impacts" could cost 50% or even 100% since they give guaranteed damage and counter highs and mids and lows.
Also note: Guard Impacts should be effective against throws.
Dear Namco... Please reintroduce the traditional, meterless Guard Impact system of 6G/3G for repels and 4G/1G for parries. Guard Impacts should also be effective against throws like in SC1,2,3.
There's no reason why you couldn't let the player choose between old GI and new GI...
Or, even better, both systems could layer and work at the same time. There could be standard GI's (which are very risky and do not guarantee damage), and then the 50% meter version with guaranteed damage could be called a "Critical Impact."
In fact, both systems could work seamlessly together.
Traditional Guard Impacts are risky because there are 4 options which could whiff easily:
6G: repels highs and mids
3G: repels mids and lows
4G: parries highs and mids
1G: parries mids and lows
(Please note parrying should work like SC1, not the fall-down nonsense of SCIV.)
"Critical Impacts" could cost 50% or even 100% since they give guaranteed damage and counter highs and mids and lows.
Also note: Guard Impacts should be effective against throws.