
Originally Posted by
Razor Ramon
I disagree about negative penalty. I think it's a bit silly to force players to combat each other when running away is a credible tactic. Like you said, spacing is important. Why should I be punished for creating the maximum space I can between me and my opponent? When I played Storm in MvC2 and I got a life lead on my opponent, I shouldn't be punished for staying away. The onus is on you to strengthen your defenses or have a more successful offense.
But I like turtle style playing. Rush down has never really been my favorite way of playing most fighters except AE and 3S. It's why I like playing a Hawkeye keepaway team.
It almost never comes up for straight runaway, which is almost impossible. Dizzy was one of the MOST runaway friendly characters, and I have gotten a negative penalty with her like 6 times in my life (Her being the character I played 99% of the time).
It really only comes up with TOTALLY scrubby play, and with a few May matchups. May can put up a hoop, and hold it there, and release a dolphin when she wants. Suddenly, the equilibrium for certain matchups for both players is to do almost nothing for like 10 seconds. So they have to kinda inch forwards to avoid a negative penalty, eventually into some sort of poking range.
I don't know about Persona 4 =/. Accent Core and Blazblue killed my faith in the design team.
Last edited by Anthony; 27 Jun 2012 at 10:18 PM.
Check out Mr. Businessman
He bought some wild, wild life
On the way to the stock exchange
He got some wild, wild life
Bookmarks