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Template:ReasonsToPick/doc: Difference between revisions

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dustloop:Template:ReasonsToPick>TarkusLee
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*Con 1
*Con 1
*Con 2
*Con 2
}}
===Populated Example===
{{ReasonsToPick
| intro = {{Character Label|GGACR|Ky Kiske|24px}} fulfills the role of an approachable and well rounded character.
| pickMe =
* 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
| avoidMe =
* 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===
{{ReasonsToPick
| intro = {{Character Label|GGACR|Ky Kiske|24px}} fulfills the role of an approachable and well rounded character.
| pickMe =
* 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
| avoidMe =
* 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.
|tablewidth=69
}}
}}


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|pickMe=
|pickMe=
<div>
<div>
<span style="font-weight: 900; font-size: 1.8em; line-height: 1px; vertical-align: sub; display: inline-block; height: 10px; opacity: 20%; margin-right: 5px;">⚙</span> 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.
*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.
<span style="font-weight: 900; font-size: 1.8em; line-height: 1px; vertical-align: sub; display: inline-block; height: 10px; opacity: 20%; margin-right: 5px;">⚙</span> 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.
<span style="font-weight: 900; font-size: 1.8em; line-height: 1px; vertical-align: sub; display: inline-block; height: 10px; opacity: 20%; margin-right: 5px;">⚙</span> Out-zone anyone not named Chaos with a bombardment of projectiles at bizarre trajectories, forcing opponents to fight on ''your'' terms.
 
<span style="font-weight: 900; font-size: 1.8em; line-height: 1px; vertical-align: sub; display: inline-block; height: 10px; opacity: 20%; margin-right: 5px;">⚙</span> A lot of room for optimisation, by learning advanced tech or refining even the smallest details in resource and servant management.
|avoidMe=
|avoidMe=
<span style="font-weight: 900; font-size: 1.8em; line-height: 1px; vertical-align: sub; display: inline-block; height: 10px; opacity: 20%; margin-right: 5px;">⚙</span> 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.
*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.
<span style="font-weight: 900; font-size: 1.8em; line-height: 1px; vertical-align: sub; display: inline-block; height: 10px; opacity: 20%; margin-right: 5px;">⚙</span> 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.
<span style="font-weight: 900; font-size: 1.8em; line-height: 1px; vertical-align: sub; display: inline-block; height: 10px; opacity: 20%; margin-right: 5px;">⚙</span> 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.
 
<span style="font-weight: 900; font-size: 1.8em; line-height: 1px; vertical-align: sub; display: inline-block; height: 10px; opacity: 20%; margin-right: 5px;">⚙</span> In exchange for consistent knockdowns and okizeme, damage is not explosive, and combos do not reward hard routes with significantly higher damage.
}}
}}


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|pickMe=
|pickMe=
<div>
<div>
<span style="font-weight: 900; font-size: 1.8em; line-height: 1px; vertical-align: sub; display: inline-block; height: 10px; opacity: 20%; margin-right: 5px;">⚙</span> Huge attacks and full-screen projectiles covering large swaths of the screen at a time.
*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.
<span style="font-weight: 900; font-size: 1.8em; line-height: 1px; vertical-align: sub; display: inline-block; height: 10px; opacity: 20%; margin-right: 5px;">⚙</span> 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.
 
<span style="font-weight: 900; font-size: 1.8em; line-height: 1px; vertical-align: sub; display: inline-block; height: 10px; opacity: 20%; margin-right: 5px;">⚙</span> Creating situational utilities in neutral to alter the behaviour of moves and reward awareness.
|avoidMe=
|avoidMe=
<span style="font-weight: 900; font-size: 1.8em; line-height: 1px; vertical-align: sub; display: inline-block; height: 10px; opacity: 20%; margin-right: 5px;">⚙</span> Slow movement without much alternative for traversal.  
*Slow movement without much alternative for traversal.  
}}
}}



Revision as of 19:55, 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

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.


This is the documentation page, it should be transcluded into the main template page. See Template:Doc for more information.

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