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Spacecontrol gif
Spacecontrol gif







spacecontrol gif

A well designed and carefully crafted move set will. Characters like Kung Lao and recent injustice DLC Scorpion and Bat Girl fall into this category - a damage or frame nerf won't fix the actual problem. This makes it very difficult to balance him post creation. All of his powers are present but in this particulsr case his play style is fucking stupid because he essentially has too much ( so he's a little too well realised). So while its great having a well realised character in terms of "feel" this means relatively little if his play style doesn't function particularly well or has little to no synergy e.g Joker and to an extent even DeathStroke (I've read several DS users posts saying "well how exactly do we use him?")Īnother character who "feels" right is Stupid-man.I mean Super-man. But NRS balances their characters after their move set is created so balance is strictly focused on the existing moves properties (damage frame data hit boxes etc) rather than the move set itself.

spacecontrol gif

I mentioned above how Joker feels like Joker and in that sense he is well realised in terms of move set etc. I think the problem is how NRS goes about designing their characters.

SPACECONTROL GIF FULL

Haven't tested these extensively so don't know to full extent of how it will impact on the character and or match-ups.Īnyways, enjoy, and feel free to tag whoever else may find this useful! Standing 2 has slightly less range than in Opened stanceĪcid Blossim has slightly less range than in Opened stance I've not gone through all of them yet, but I'll give a quick list of what has been found so far:ī1 (footsie) has slightly more range than in Opened stanceĭ, 3 has slightly more range than in Opened stance * Cat pointed out that some of Joker's moves have different ranges depending on the stance. But all this said, apparently he's not doing so hot on the tier list.:/ (See discussion below)

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* I actually like his design much for the same reasons I liked Grundy's - everything about it screams Joker, so props to NRS for a really fun incarnation and realization of this character. * Also, primed gun shot has a (long) time limit until it auto discharges, so you can't prime it indefinitely. Dash cancel forwards into Gun shot works. * He can prime his gun shot and dash back or forwards to cancel it (building meter). * Down 3 has quite good range - one of his longest reaching normals. The hit box shown above is it's actual range. Visually, it should hit further than it actually does but for whatever reason it doesn't. * Minor over lap with a couple of normals, but they tend to hit at different angles and have different frame data so nothing to really worry about. This is all just stuff I could find on training mode.Ī) Joker's stance in the diagram is considered OPEN (facing towards you)ī) 1 square floor tile = 1 character spaceīrown star: Chattering teeth (close is approx 0.5 a square infront of Joker Normal is 1.5 Far is 2.5 Please note this may not be 100% accurate as I do not have the actual hit box data. It does not include jump in attacks certain specials (meter burns), traits or supers. Below is a diagram of Joker's space control at any one point in time.









Spacecontrol gif