(12-11-2014, 11:44 AM)Warren Castille Wrote: but in a MvC or GG style game, an auto-counter ability would be beyond useless: Zoning and keepaway would render it completely pointless until it wore off. That's why I included the bit about chip damage; If someone's going to counter the counter, I wanted a way to try to counter the counter's counter. Counter!Not entirely true, Weskers and Taskmasters counter supers are pretty useable, you just gotta force a physical move. I think In the mvc realm of things all purpose would just be your buff to cope with the rest right?
My favorite thing about counter-based characters is that it relies on you having a LOT of knowledge about where things hit and how characters work. It's like playing a Shadow Tag Wobbuffet: It's not enough to have your opponent locked down and forced to fight, you've got to then know what they're going to do. I didn't delve into it but I imagined his moves were very zone-based: Counter only high, counter only low, etc. All-purpose "Time against incoming attack" is dumb.
...I'd definitely steal the SF3:TS parry mechanic to fuel his limit, though.
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If Your Character was in a Fighting Game... |
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RE: If Your Character was in a Fighting Game... |
12-11-2014, 11:52 AM
(This post was last modified: 12-11-2014, 11:54 AM by ProvaDiServo.)
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