IvyFanboy
[11] Champion
We have a few SC5 threads (so feel free to relocate i this doesn't warrant it's own specific one)
I love SC4 and i feel it was the right direction for the game to be more competitive, but I can't help but notice some things could be done better to make it even more so:
Identifiable Grabs - One issue I have with grabs is you have to guess A or B. I'm fine with having to choose between two options but I feel their should be a visual distinction between the two grabs. Perhaps A grabs start with left hand and B grabs start with the right. they'll look similar but it will give you enough of a clue to get out. Fighters have guessing moments at times, but their is always a moment you can visually readjust if another option was selected. With throws it's luck if you guess right and you have no way to tell which is coming apart from RO setups and other things.
ROs shouldn't always kill - I never whine about most ROs but I feel they can be done better and it would be better for both the casuals and the competitive community. When you RO an opponent it should simply drop down to a new level, inflicting massive damage on the fallen opponent and putting them at disadvantage. Sure it can end a fight but it will only take 33-40% max damage away allowing a person to live if RO'd too soon. It will also look visually cooler and not feel so cheap.
Breakable walls - Now we've seen this a little with levels like the pirate ship but wouldn't it be cool if the stage could open up or close as the fight progresses, altering the strategy? Say you're on a circular balcony with walled segments preventing you from running around it. You could break those down with wall splats and the stage would get longer. Naturally you would need an unbreakable wall that would stop an infinitely long stage. You could also have walls that would do more wall splat damage or change things. A spiked wall for example would have a very nasty stun and damage and a wall with a chain might force a gate to drop if smashed.
Armor Break Redone - I like the armor break idea but in SC4 no one would intentionally aim to break armor off and in BD it made no sense with being cumulative. I think the way it breaks should be the same, but the result different. If you break off armor it should result in certain moves dealing a different kind of hit stun AND a minor boost of damage to that area. Now the improved stun may only be a few frames, but some will cause a shakable stun or open up new combo options, making it more rewarding to actually attempt armor breaking.
I love SC4 and i feel it was the right direction for the game to be more competitive, but I can't help but notice some things could be done better to make it even more so:
Identifiable Grabs - One issue I have with grabs is you have to guess A or B. I'm fine with having to choose between two options but I feel their should be a visual distinction between the two grabs. Perhaps A grabs start with left hand and B grabs start with the right. they'll look similar but it will give you enough of a clue to get out. Fighters have guessing moments at times, but their is always a moment you can visually readjust if another option was selected. With throws it's luck if you guess right and you have no way to tell which is coming apart from RO setups and other things.
ROs shouldn't always kill - I never whine about most ROs but I feel they can be done better and it would be better for both the casuals and the competitive community. When you RO an opponent it should simply drop down to a new level, inflicting massive damage on the fallen opponent and putting them at disadvantage. Sure it can end a fight but it will only take 33-40% max damage away allowing a person to live if RO'd too soon. It will also look visually cooler and not feel so cheap.
Breakable walls - Now we've seen this a little with levels like the pirate ship but wouldn't it be cool if the stage could open up or close as the fight progresses, altering the strategy? Say you're on a circular balcony with walled segments preventing you from running around it. You could break those down with wall splats and the stage would get longer. Naturally you would need an unbreakable wall that would stop an infinitely long stage. You could also have walls that would do more wall splat damage or change things. A spiked wall for example would have a very nasty stun and damage and a wall with a chain might force a gate to drop if smashed.
Armor Break Redone - I like the armor break idea but in SC4 no one would intentionally aim to break armor off and in BD it made no sense with being cumulative. I think the way it breaks should be the same, but the result different. If you break off armor it should result in certain moves dealing a different kind of hit stun AND a minor boost of damage to that area. Now the improved stun may only be a few frames, but some will cause a shakable stun or open up new combo options, making it more rewarding to actually attempt armor breaking.