Kayin Amoh
Member
So, in the Season's Beatings Q+A ( http://www.twitch.tv/addmitt/b/333909821 interview starts at approx 3:25 in) Shimbori mentioned that they designed Helena and Lisa in particular to be outputting less damage as the potential to confuse opponents with them is higher than with other characters.
It's a curious, curious argument as far as I'm concerned, sounding very much like they think that you should work hard to outfox and confuse your opponent for average amounts of damage when a more straight up powerhouse type of character like Jann or Hitomi can use very basic moves and fairly simple strings for more of a reward with far simpler launch options.
During one of DrDogg's matches, pretty simple tactics were being employed to keep him in stun and then rounded off with combos of fairly average input difficulty resulting in pretty good damage. A Lisa or Helena player would be using complicated and often slower setups for much less guaranteed damage - often interruptible at several stages by a well placed or lucky counter.
It's not to take anything away from either player, they're simply using the tools they're provided with. I'm just wondering what you guys think about this concept - it sounds like a weird preconception to balance a game off of.
I'd watch the interview before taking my word for it - haven't rewatched, and I was dead tired when watching it, but I recall that was pretty much their reasoning.
It's a curious, curious argument as far as I'm concerned, sounding very much like they think that you should work hard to outfox and confuse your opponent for average amounts of damage when a more straight up powerhouse type of character like Jann or Hitomi can use very basic moves and fairly simple strings for more of a reward with far simpler launch options.
During one of DrDogg's matches, pretty simple tactics were being employed to keep him in stun and then rounded off with combos of fairly average input difficulty resulting in pretty good damage. A Lisa or Helena player would be using complicated and often slower setups for much less guaranteed damage - often interruptible at several stages by a well placed or lucky counter.
It's not to take anything away from either player, they're simply using the tools they're provided with. I'm just wondering what you guys think about this concept - it sounds like a weird preconception to balance a game off of.
I'd watch the interview before taking my word for it - haven't rewatched, and I was dead tired when watching it, but I recall that was pretty much their reasoning.