By using this site, you agree to our Privacy Policy and our Terms of Use. Close
JoeTheBro said:
JWeinCom said:

If you have a game where there are numerous approach options that are hard to defend against, like UMVC3 or Melee, you have a very fast paced and aggressive game, with a few exceptions like any time Morrigan gets on the screen.  If you have a game with fewer reliable approach options, like SF4 or Brawl, you typically have a slower paced game that focuses on spacing, pokes, and footsies.

In PSAllStars, I don't see a great deal of approach options. Even less than in a game like SF4 and Brawl.  This might change as people get better and play more creatively, but as of now the options seem limited to a couple of dashing attacks for each character.   This isn't a huge deal in 2v2 or FFA, where characters aren't solely focused on you, but it presents more of an obstacle in 1v1 games.  So thats why I think this game will work better in FFA (or perhaps 2v2) than 1v1.  Again that's totally not a knock on the game.  Like I said a lot of the choices that I think won't make it a great 1v1 game are also the things that might help make it an excellent FFA/2v2 game.

Great post explaining your concerns. Going off of approaches and the like you seem to prefer weak fast characters over slow strong ones, correct? In that case lots of the characters will be great for you, just not Big Daddy and Sir Daniel. In 1v1 some characters will just not be worth it. I agree that 100% of the time a good sackboy player would beat a good big daddy.

Thank you.  I typically actually skew towards middle of the pack characters.  In Brawl, I play Zero Suit Samus, in SF4 I go Bison, and in UMVC3 I go Trish/Frank/Dante.  I like characters who could attack well and defend well.

My concern is just that on the whole, it will be very hard to approach a character that has a sizable lead.  This is probably the biggest problem in the Brawl Metagame, where a player could get a lead, and stall out the remainder of the match.  Of course, this assumes that the stock mode in PSASBR has some sort of timer, but if it doesn't that's an even bigger problem.

So, my concern is that if each character seems to rely on one or two attacks to get inside, that could be a very big problem.  Considering that PSASBR doesn't have strong jump in options or a dash function this could be a problem.

So far, of the characters Evil Cole seems to have an interesting set of options to get around these things.  Raiden seems very good at applying pressure as his dashing air attack is very fast, but he needs some other option to round things out.  I'm curous to see how Dante plays.  If he playse true to his games, he should have a lot of interesting tricks up his sleeve.