AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |
Back to Blog
Early zerglings are countered by marines are countered by hellions are countered by roaches are countered by marauders are countered by flying mutalisks are countered by marines again.etc etc. In StarCraft 2 if your opponent builds one unit there's another unit that hard counters it but you rarely bring just one kind of unit into battle last the very early game. I would argue that it's a bit different in RTS games because there are different unit types you can bring into a single battle. Its a hard counter, always going to win if and only if you know exactly what the opponent will do.īecause these options require understanding your opponent's mindset (when / timing of their use of Dragon Punches and/or blocking), they lead to incredibly fun mindgames. While "simply holding the blocking button" consistently beats Shoryuken. Shoryuken "hard counters" all other attacks in the game. ![]() ![]() The 2nd one to attack wins, because of the strange property of invincibility.Īs far as Fighting Games go, the "Shoryuken" / Dragon punch is most similar to this "hard counter" found in RTS games. You beat a player who spams dragon punch.īecause of this extremely heavy "Dragon Punch wins vs all attacks" mindgame, there's a rich strategy / dance involved called footsies where the two players try to get each other to push the attack button first (especially if in a mirror match, Ryu vs Ryu or Ken vs Ken). But instead of attacking, you just block, and bam. They dragon-punch in response to your movement. You approach the opponent, making them _THINK_ you're about to throw out an attack. Which means that although the Shoryuken "beats" all other attacks in the game, it also loses to a simple block into counter-hit. Of course, for balancing purposes, the Shoryuken has high-cooldown and high-periods of counter-hit status. That's right, your hurtbox is not merely "shifted", its gone. The mindgame is that Shoryuken is 100% invincible: no matter what your opponent is doing, the Shoryuken / Dragon Punch will have infinite "priority" so to speak, it punches through all of your opponent's options because your hurtbox completely disappears during the move. What he was talking about is the DP, the "Dragon Punch", also known as Shoryuken, that Ryu / Ken are famous for in Street Fighter. That's just a simple mixup (worst case scenario, you're forced to guess in case you can't react in time). High / Low options are rarely the option people think about at the high level. ![]() (For people unfamiliar with SupCom, a Monkeylord is a giant, late game unit that costs 20k mass.) Naval-wise, a pair of Salems (4.5k mass total) could complete nullify its torps with anti-torps (4 torps/4s for the ML vs 2 anti-torps/3.8s per salem) and fire back at a combined 200DPS. It would lose to two T3 heavy gunships (3k mass total). Not exactly comparable to the 400DPS long-range bolters and 4000 DPS face laser! You're looking at 50DPS with the torps and 80DPS with the AA. ![]() >Also worth noting that the Monkeylord doesn't have any hard counters, since it is equipped with both torps and light AA. There's not a whole lot they can do against naval units (apart from set up shields and TMLs), but then again there's not a whole lot that naval units can do against them if they just walk away from the shore. >Do the Cybran SACUs have any anti-navy defenses? Seraphim SACUs can of course telesnipe and wreak havok, but would struggle against a swarm of gunships or bombers as they lack AA. It was less of a statement against how OP they are and more of a statement about how they seem to exist outside of the rock/paper/scissors mechanic that almost all other units are subject to. >I think the Seraphim ACU/SACUs are more often held up as OP units.
0 Comments
Read More
Leave a Reply. |