Karsticles
Member
Haha, I almost added "don't use BB, UNIEL, or P4A in your examples" in my last post, because I don't play those games and can't follow what you say well. So, I need to ask questions to understand what you are saying.
Why isn't the opponent standing up while blocking just an indicator that he is blocking high? How do you know the OS is being used? Why wouldn't they use the OS if they were trying to accomplish one or the other defense option?Like in P4A I start to stagger pressure with Narukami. I do a string like 5A > 2A > 5A > 2B > 5B. During that string I'm trying to see if he stand up while blocking. Why? Because that's a tell that somebody might be OSing fuzzy jump or fuzzy roll. I notice they stand up. Next pressure string I'll do something like 5A > 2A > delay 2A to catch them standing up or rolling or jumping. Low risk, low reward option but now they are checked for OSing. The upside here is if you have the read, you can make the decision right there to look for 2B on fuzzy jump, and if you're right you /murdered/ that person. You got a high reward from properly understanding the decision your opponent was making and making your own decision to beat it. The next time I start to pressure this person, now I can check to see if they stopped OSing, there's a bigger set of options on the table, there are more decisions to be made. The idea of RPS to guess is already flimsy, but when you add on that layer of "how is this guy RPSing? Is he OSing? Or he is he looking for standard stuff?" it becomes a much different game. The situation has changed, more options have opened up than were lost, and the game gets going.
What's TRM?In BB it's similar. You see somebody flashing barrier in throw situations where you choose strike. Now you've spotted the barrier tech OS. Now that's opened up the game from strike/throw/block to strike/throw/block/TRM. When they layer fuzzy jump into it then you really adjust the way you do strikes and set up TRM, but it's the same idea. Now the game is opened up to more situations existing than the basic guessing game because better guesses exist. The fun part? Calling out those better guesses yields higher reward, so players have to really think how they want to use those options back and forth. The guessing game has gotten deeper, there's another layer. All the same options they had before exist, now there's just this new option that covers some things better but leads to way higher reward for calling out.
This just sounds like the risk/reward balance is shifted in UNIEL. Am I misunderstanding? If that's the case, that doesn't add depth.In UNI it's the same way. They knew OSes on defense would be a thing with how shield works, and I'm willing to bet they were fine with that. Like anybody could've figured that out. Then they made shield break on throw a thing. Now because throw OS exists utilizing shield, there's more of an incentive for players to watch shielding and throw habits, and to look for that higher reward. There's more to the situations people will create because that high reward is there, but they'll have to extend themselves in an unsafe way to get it.