This is a semi vent thread, but I'm trying to keep it civil. please provide me with your input
Alright guys. Some things I want to discuss in depth
The GI system in SC3:
-Instead of doing 4g you do 4/1g so you can't just shrug off all mids and lows and force the person into a guessing game. This made people like me, who can train a person to react a certain way very well, very good at this game and negated some of the guessing pressure game of pitbulling. SC3 fixed this by making you at least discern the difference between a low and a mid. No more catch all. perfect.
-You don't require a wallsplat to do big damage. This is too situational and I cannot stress this enough. Not only is it stage dependent, but it's situational because of your current position... really shitty. Consistency in the mechanics the mechanics rewards good players, randomness rewards no one but the lucky guesser or whoever was fortunate enough to have a character with a good wall game that happened to get a decent wall oriented stage picked. Not saying it doesn't take skill to GI and splat someone, but it allows for some serious match robbing. We have ring outs already for fuck's sake.
-Lets say you 4/1GI someone away from a wall, for some characters, this is actually a hindrance because of their bad range. I can't count how many times I've GI'd with Amy and been put at a disadvantage because they were knocked farther away from me than where they started the move. Short range characters don't even get oki from this. All you get is saved soul gauge. The longer range chars MAY get some oki or a quick guaranteed tap. That's it.
-Risk/Reward. If I am going to try to GI something, I want the possibility to at least equal or more than outdamage my opponent's attack. Let's say I GI Yoshi's 3b. This can lead to fucking huge damage. I play Amy, who is pretty solid but has shit range and shit combo damage. What do I get? MAYBE an FC1b, which is blockable, not guaranteed. 2k if they somehow magically end up close enough. Most of the time? nothing. They tech, and I'm back where I started.
Which brings me to my next issue, punishing lows. If you come from tekken, you know what I'm talking about. Lows are unique in that they force you to hit down and block rather than just block, and they can make you eat a mid which USUALLY is a big damage move or a launcher. It's fucking risky to block lows, so you should get something from it. In SC2 when I first started out coming from the tekken series after playing competitively, this really really infuriated me. The fact that someone like Nightmare could come up and 66a+k me and I could SOMETIMES block it on reaction really sucked. His oki was insane. I'd be relaunched with 3b if I teched incorrectly and started blocking low, or I would eat 66b or worse for laying there.
Lets say I DID block it, wasn't too punishable. This isn't Tekken though so I adapted, I started to GI shit. I enjoyed the fact that it just didn't lead to some canned air juggle that made them lose half their life. I liked the fact that they got a chance to redeem themselves with the correct response to my GI. If I read them correctly, I was rewarded greatly. They would eat any number of things from PT with astaroth, to a special grab, or basiclaly anything else I wanted to do if they re GI'd and I waited for it. Of course they could react any number of ways, but you put it on THEM to make the next play.
This is how I came to terms with the relative "scrubby" lows people could get away with throwing out in SC2 and it didn't bother me anymore. I was also OK with GIing grabs because they did WAY too much damage in sc2. In SC4 they don't do nearly as much as they used to, but that's fine because they can't be GI'd anymore(unless it is a JF). I adapted and found a game I liked just as much, maybe if not more than Tekken.
In SC4 they ruined a lot of things. Not only does it seem like are dumbing the gameplay down with these changes, but it also seems they went the extra mile so to speak, and punish people who don't like their stupid new GI system by creating the soul gauge. Don't want to GI? Guess what buddy, you better not do that too long or you will instantly get killed. This whole concept is pretty "what the fuck" for most fighting game fans, and unheard of. AGAIN, we have enough of this random robbing. Ring outs are in the game, remember this shit people?
Another thing is that some chars completely molest your gauge, and if you aren't forced to enjoy the new shitty GI system, these certain characters can and will hand your lunch to you. and it's GG.
Alright guys. Some things I want to discuss in depth
The GI system in SC3:
-Instead of doing 4g you do 4/1g so you can't just shrug off all mids and lows and force the person into a guessing game. This made people like me, who can train a person to react a certain way very well, very good at this game and negated some of the guessing pressure game of pitbulling. SC3 fixed this by making you at least discern the difference between a low and a mid. No more catch all. perfect.
-You don't require a wallsplat to do big damage. This is too situational and I cannot stress this enough. Not only is it stage dependent, but it's situational because of your current position... really shitty. Consistency in the mechanics the mechanics rewards good players, randomness rewards no one but the lucky guesser or whoever was fortunate enough to have a character with a good wall game that happened to get a decent wall oriented stage picked. Not saying it doesn't take skill to GI and splat someone, but it allows for some serious match robbing. We have ring outs already for fuck's sake.
-Lets say you 4/1GI someone away from a wall, for some characters, this is actually a hindrance because of their bad range. I can't count how many times I've GI'd with Amy and been put at a disadvantage because they were knocked farther away from me than where they started the move. Short range characters don't even get oki from this. All you get is saved soul gauge. The longer range chars MAY get some oki or a quick guaranteed tap. That's it.
-Risk/Reward. If I am going to try to GI something, I want the possibility to at least equal or more than outdamage my opponent's attack. Let's say I GI Yoshi's 3b. This can lead to fucking huge damage. I play Amy, who is pretty solid but has shit range and shit combo damage. What do I get? MAYBE an FC1b, which is blockable, not guaranteed. 2k if they somehow magically end up close enough. Most of the time? nothing. They tech, and I'm back where I started.
Which brings me to my next issue, punishing lows. If you come from tekken, you know what I'm talking about. Lows are unique in that they force you to hit down and block rather than just block, and they can make you eat a mid which USUALLY is a big damage move or a launcher. It's fucking risky to block lows, so you should get something from it. In SC2 when I first started out coming from the tekken series after playing competitively, this really really infuriated me. The fact that someone like Nightmare could come up and 66a+k me and I could SOMETIMES block it on reaction really sucked. His oki was insane. I'd be relaunched with 3b if I teched incorrectly and started blocking low, or I would eat 66b or worse for laying there.
Lets say I DID block it, wasn't too punishable. This isn't Tekken though so I adapted, I started to GI shit. I enjoyed the fact that it just didn't lead to some canned air juggle that made them lose half their life. I liked the fact that they got a chance to redeem themselves with the correct response to my GI. If I read them correctly, I was rewarded greatly. They would eat any number of things from PT with astaroth, to a special grab, or basiclaly anything else I wanted to do if they re GI'd and I waited for it. Of course they could react any number of ways, but you put it on THEM to make the next play.
This is how I came to terms with the relative "scrubby" lows people could get away with throwing out in SC2 and it didn't bother me anymore. I was also OK with GIing grabs because they did WAY too much damage in sc2. In SC4 they don't do nearly as much as they used to, but that's fine because they can't be GI'd anymore(unless it is a JF). I adapted and found a game I liked just as much, maybe if not more than Tekken.
In SC4 they ruined a lot of things. Not only does it seem like are dumbing the gameplay down with these changes, but it also seems they went the extra mile so to speak, and punish people who don't like their stupid new GI system by creating the soul gauge. Don't want to GI? Guess what buddy, you better not do that too long or you will instantly get killed. This whole concept is pretty "what the fuck" for most fighting game fans, and unheard of. AGAIN, we have enough of this random robbing. Ring outs are in the game, remember this shit people?
Another thing is that some chars completely molest your gauge, and if you aren't forced to enjoy the new shitty GI system, these certain characters can and will hand your lunch to you. and it's GG.