More actions
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 |
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Populated Example
| Play if | Avoid if |
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Populated Example with 69% width
| Play if | Avoid if |
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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 |
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⚙ 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 |
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⚙ 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. |
Venom
| Play if | Avoid if |
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