Post by DSP on Jul 16, 2003 17:16:56 GMT -8
Continuing from SRK:
I'm sorry, but it's just common sense that this game is all about the rushdown. Everyone has a fast dash, airdash, triple jump to get in your face. There are NEGATIVE PENALTIES if you don't rush forward all the time. The entire game is based on rushing down your opponents, using patterns/traps in their faces, and there is little to no variety.
Yes, you can argue that different characters have different patterns/traps. But you can't argue that the game is based entirely around the rushdown. YOU CAN'T PLAY THIS GAME DEFENSIVELY. You will get negative penalties and lose.
Now, let's look at MvC1. The top tier included: Red Venom, War Machine, Golden War Machine, Wolverine, Strider. Just below them were Chun-Li, Hulk. Below them, normal Venom, Megaman, Gief, Captain American, bla bla bla who cares.
Now, in MvC1 there is a LOT of rushdown. Wolverine, Red Venom, Strider, these characters live and breathe on it. Most of the better helpers "rush forward" like Psylocke and Colossus, taking you by surprise and leading to a rushing combo. Hell, one combo can take like 80% in that game.
But then there are characters like War Machine, Gold War Machine, MegaMan and Captain Commando. War Machine can fly away ALL DAY. He can turtle/avoid you and then nail you with a semi-infinite for 90%. This is how he plays: he capitalizes on YOUR mistakes. He doesn't stay in your face all day, he just waits for YOU to make a move.
Gold War Machine can't block, but has super armor. He tries to bait you into a trading war that will have him come out on top. There is a similar version of characters in GGXX, but they are banned from tournament play. So much for variety.
MvC1 also has duo attacks, which are a major part of the game, and a big part of it's originality and variety (and brokenness). War Machine teams just try to build up levels and then WAR DESTROYERS away for 70-100% chip damage. Not very fun if you're the one blocking, but there ARE ways around it (throwing, rolling at the right time, countering in, etc.).
There are also helpers that are very similar to things that Faust does: unblockable explosions that hit the opponent when you keep them trapped in the corner.
Captain Commando and Megaman are super-defensive characters. They may not be top tier, but I have seen probably the best Commandos and Megamans in the WORLD on the East Coast, and they are pretty god damn hard to get in on with rushdown. These characters, with the right helpers, are MADE and designed to be walls of defense.
Little to none of the variety mentioned above is present in GGXX. There are no defensive characters, no runaway characters, no helpers to throw spice into the game, no DUOS to keep you occupied. The game is just blind rushdown with repetitive patterns, that you vary or change up depending on who you are using, or who you are facing. Again, YOU ARE PENALIZED for trying to do anything besides rush down. That, in itself, makes me conclude that GGXX is a game meant to be played in one way: rushing. And you can only stand that for so long.
I'm sorry, but it's just common sense that this game is all about the rushdown. Everyone has a fast dash, airdash, triple jump to get in your face. There are NEGATIVE PENALTIES if you don't rush forward all the time. The entire game is based on rushing down your opponents, using patterns/traps in their faces, and there is little to no variety.
Yes, you can argue that different characters have different patterns/traps. But you can't argue that the game is based entirely around the rushdown. YOU CAN'T PLAY THIS GAME DEFENSIVELY. You will get negative penalties and lose.
Now, let's look at MvC1. The top tier included: Red Venom, War Machine, Golden War Machine, Wolverine, Strider. Just below them were Chun-Li, Hulk. Below them, normal Venom, Megaman, Gief, Captain American, bla bla bla who cares.
Now, in MvC1 there is a LOT of rushdown. Wolverine, Red Venom, Strider, these characters live and breathe on it. Most of the better helpers "rush forward" like Psylocke and Colossus, taking you by surprise and leading to a rushing combo. Hell, one combo can take like 80% in that game.
But then there are characters like War Machine, Gold War Machine, MegaMan and Captain Commando. War Machine can fly away ALL DAY. He can turtle/avoid you and then nail you with a semi-infinite for 90%. This is how he plays: he capitalizes on YOUR mistakes. He doesn't stay in your face all day, he just waits for YOU to make a move.
Gold War Machine can't block, but has super armor. He tries to bait you into a trading war that will have him come out on top. There is a similar version of characters in GGXX, but they are banned from tournament play. So much for variety.
MvC1 also has duo attacks, which are a major part of the game, and a big part of it's originality and variety (and brokenness). War Machine teams just try to build up levels and then WAR DESTROYERS away for 70-100% chip damage. Not very fun if you're the one blocking, but there ARE ways around it (throwing, rolling at the right time, countering in, etc.).
There are also helpers that are very similar to things that Faust does: unblockable explosions that hit the opponent when you keep them trapped in the corner.
Captain Commando and Megaman are super-defensive characters. They may not be top tier, but I have seen probably the best Commandos and Megamans in the WORLD on the East Coast, and they are pretty god damn hard to get in on with rushdown. These characters, with the right helpers, are MADE and designed to be walls of defense.
Little to none of the variety mentioned above is present in GGXX. There are no defensive characters, no runaway characters, no helpers to throw spice into the game, no DUOS to keep you occupied. The game is just blind rushdown with repetitive patterns, that you vary or change up depending on who you are using, or who you are facing. Again, YOU ARE PENALIZED for trying to do anything besides rush down. That, in itself, makes me conclude that GGXX is a game meant to be played in one way: rushing. And you can only stand that for so long.