alternatively speaking, what movesets, traits, and other such qualities tend towards being overly strong or weak instead of just right?
this is assuming everyone can agree on the game engine as well. suppose it’s st for argument. imo:
- gief (grapplers in general). the problem here is, by design, you’re going to get most if not all of your damage from 360s. naturally this requires you to be close to the opponent. due to the nature of 360s (god forbid having no whiff animation) once you’re close the opponent has very few options and has to pray for lucky reversal dps or whatnot, i.e. he’s gonna eat a spd one way or another. the problem for the grappler is getting in, but how do you make it so it’s not too easy (ex green hand lol) but not too hard? how would you tweak lariat/green hand speed and recovery?
or let’s say you land your spd. you bounce away. but how far? too close and you get dumb throw loops. too far and, well, would the 360 even be worth it?
that’s not even considering different system mechanics that guarantee throw invincibility for a few frames after blockstun, 0-frame spd vs. spd with startup, etc.
- guile. getting the perfect charge times has to be a bitch. you’d have to account for jump speed/floatiness, recovery of non-guile fbs, recovery on and comboability after the sb itself, etc. that’s the nature of having only two special moves, I guess.
I wouldn’t exactly say I’m the most qualified street fighter player, but theorizing is sure fun. discuss.