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Template:ReasonsToPick/doc: Difference between revisions

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==Venom==
{{ReasonsToPick
|intro = {{Character Label|GGACR|Venom|24px}} plays billiards to set up free-form neutral and okizeme.
|pickMe =
* You enjoy spending time in training mode finding setups.
* You like having control of screen space.
* Killing opponents with chip damage makes you laugh like a villain.
* You want to throw a lot but don't want to play a traditional grappler character.
|avoidMe =
* You want a reversal for playing defense.
* You think landing pokes should convert into combos.
* Big combos are important to you.
* Charge inputs aren't your thing.
}}


{{clear}}
{{clear}}
{{doc/end}}
{{doc/end}}

Revision as of 19:53, 21 February 2023

Standards for Reasons to Pick

  • This section is intended to help new players and those looking to switch characters to have idea if they would like a given character.
  • Many of the points made will be subjective and avoiding objective comparisons between characters is recommended.
  • No more than 3-5 bullet points and perferably one, but not more than 2, sentences per bullet. Try to keep it short and to the point.
  • Any reasons listed must be only about the gameplay of the character, while people pick characters for many reasons outside of gameplay Dustloop is a gameplay focused wiki.
  • Reasons to Pick / Avoid will not include information about the tier placement or direct strength of a character, that information is readily available both on Dustloop and elsewhere. These are valid reasons but invite too much controversy.
  • It is perfectly valid to have one point listed as both a reason to play and a reason to avoid. For example, high execution requirements may attract some players to a character and make others avoid the character.


{{ReasonsToPick
| intro = {{Character Label|GAME|FULL NAME|24px}} followed by a summary of the character's playstyle in 1 sentence.
| pickMe = bullet point list of strengths
| avoidMe = bullet point list of weaknesses
| tablewidth = NUMBER size. Will determine the % width of the screen that the table fills. Default: 69.
}}

Example

Basic Example

Play if Avoid if
  • Pro 1
  • Pro 2
  • Con 1
  • Con 2

Populated Example

Play if Avoid if
  • strong neutral game; fast, far-reaching normals that yield knockdown and damage.
  • Pressure that utilizes many lows, rewarding frame traps, and opportunities to reset pressure or safely return to neutral.
  • Has a tool for every situation, including two strong anti-airs, a great mash out move in 2P and two reversal attacks.
  • Can Knockdown after most confirms thanks to Lightning Javelin having a ton of untechable time.
  • Strong okizeme between 3H, 236D, j.236D, j.D, j.214D, 5K and j.S
  • Second Chance mix up tools are limited and either require meter or end your turn and put you on the defensive.
  • His long distance game is very one dimensional and is very outclassed by most other projectile characters.
  • Many of his buttons have proration leaving Ky with very low average damage.
  • His approach is very straight forward and easy for more defensive characters to stop.

Populated Example with 69% width

Play if Avoid if
  • strong neutral game; fast, far-reaching normals that yield knockdown and damage.
  • Pressure that utilizes many lows, rewarding frame traps, and opportunities to reset pressure or safely return to neutral.
  • Has a tool for every situation, including two strong anti-airs, a great mash out move in 2P and two reversal attacks.
  • Can Knockdown after most confirms thanks to Lightning Javelin having a ton of untechable time.
  • Strong okizeme between 3H, 236D, j.236D, j.D, j.214D, 5K and j.S
  • Second Chance mix up tools are limited and either require meter or end your turn and put you on the defensive.
  • His long distance game is very one dimensional and is very outclassed by most other projectile characters.
  • Many of his buttons have proration leaving Ky with very low average damage.
  • His approach is very straight forward and easy for more defensive characters to stop.

GGST Examples

Jack-O'

  • Note some manual styling is done to design a different style of bulleting (these can be implemented more cleanly in the final version).
Play if Avoid if

Creative problem-solving using many unique and complex interactions and move quirks. It's not about having simple answers, it's about having your answer.

Setplay focused gameplay, with a gameplan revolving around creating setplay, and the setplay itself being long, complex, and a big part of how you win.

Out-zone anyone not named Chaos with a bombardment of projectiles at bizarre trajectories, forcing opponents to fight on your terms.

A lot of room for optimisation, by learning advanced tech or refining even the smallest details in resource and servant management.

Inconsistent behaviours, sometimes something won't work how you expect it to, and you will simply have to accept whatever cosmic alignment caused this to happen.

Playing effectively means a lot of labbing complicated tech and learning character-specific interactions across the entire roster. It's a lot of work for punching someone in a video game.

Momentum doesn't cannot be regained easily but can be lost quickly. It is easier to aim for a long-term advantage, over seeking out a sudden victory.

In exchange for consistent knockdowns and okizeme, damage is not explosive, and combos do not reward hard routes with significantly higher damage.

Testament (WIP)

  • Note some manual styling is done to design a different style of bulleting (these can be implemented more cleanly in the final version).
Play if Avoid if

Huge attacks and full-screen projectiles covering large swaths of the screen at a time.

A fundmanetals-principled design, with strong pokes, projectiles, and anti-airs, doing the basics expertly.

Creating situational utilities in neutral to alter the behaviour of moves and reward awareness.

Slow movement without much alternative for traversal.


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