Still, if her ability in Hisou would just have been insibility it would've been useless. While you can trick to a certain amount the opponent, the bullet phasing thing is what made it worthwhile in my opinion.
I remember this game where Koishi was a playable character and during battle, she could go to a downed opponent, do Ancestors Sleeping Besides Your Bed (to deal damage) and then become 100% invisible. The thing is, she didn't just go invisible, her dash attack became a powerful AoE which summoned rings of spinning roses around her.
My point being, if Koishi had invisibility in a fighting game, please add a little extra.
I would debate that. As a fighting game player, I debate that hard. If I have to react to a mixup, that's one thing. But if I can't see the actual mixup, that's another thing entirely. In terms of actual, competitive fighting gaming, real invisibility is an absurd thing. Soku and IaMP are weird in that if you wrong block you don't immediately get guard broken, but every other fighting game on the market is like that, and even still you get heavily punished for wrong blocking in Soku and IaMP.
When Reisen has you in knockdown, she has a lot of options to hit you with.
>low jump 2a (overhead)
>low jump 5a>6a (double overhead)
>low jump 5a>land>6a (double overhead but landed)
>low jump, does nothing in air, 2a or 3a when he hits the ground (low, possibly guardbreak if charged 3a)
>charged 3a (low guardbreak)
>charged 6a (high guardbreak)
this is ignoring the possibility of crossups, which are also complete guardbreaks.
I can react to most of those on sight, but if she's invisble I can't. And if I get guardbroken, she confirms into a full combo and we go into the Reisen blender again. The phasing was always superfluous because it was to be used after a knockdown anyway; work fast enough and they won't have time to use bullets.
From a non-competitive standpoint I do see where you're coming from though, but I'm deeply invested in comp fighting games and invisibility is one of the stupidest things to give a character. Arakune from BB stands out, except he stands out for other reasons too. (FULLSSCREEN PROJECTILES AND TELEPORTS CROSSING UP YOUR SHIT ALL DAY)
+1 to random Yamame
brofist. But I can't commentate on Smash, not a whole lot of knowledge on it. I wouldn't use it as an example to compare other fighting games though; most are like Blazblue where you get one bit of momentum and it snowballs, and most have mechanics to disencourage that sort of gameplay you described with Captain Falcon. (Negative from P4A and BB) Even street fighter is based on repeated situations that put you in a favorable spot, which is effectively the same thing just not classified as a 'combo'. The El Fuerte blender is really just a glorified combo, for example, and so would the Ibuki blender. If you want a high reward, you should get a high risk. If you want low risk, you get little rewards. Basic comboing in all fighting games reflect this; a 2a or 5a is always a bad combo starter due to proration, but a j5c is generally always a really great combo starter.
Low risk low reward is like watching Dhalsim, Nu, Ragna, or Valkenhayn. (Nu, Ragna and Valk are more low risk high reward though)
High risk high reward is like any grappler, which is hype at a high enough level where such characters are bad because everyone knows how to open them up. MikeZ taking tournaments with Tager, or any grappler using their grab super to make a comeback, for example.
The meta and mechanics of Smash is just in such a weird spot where characters like that are the more interesting ones to watch, whereas most other fighting games aren't. Low risk low reward is like...you can make more mistakes and it's like 'oh w/e'. High risk high reward means you're always on the edge of your seat, waiting for someone to fuck up. I don't want to spend eight to ten minutes in one first to five match, I want 40 second rounds of high action. HOnestly I don't suggest bringing smash into any sort of ftg comparison and discussion, you'll get laughed at. No joke.
tiers in marvel are bullshit, just learn your character and you'll open up anyone who doesn't know how to deal with anyone besides hawkeye/zero/vergil/wesker/doom/magneto/spencer/dormammu/etc. god my phoenix/strange/arthur team is silly.
http://www.youtube.com/watch?v=TpuW-Mo3YTYTake this. Four games of best to two, taking ten minutes in total. Guy is a high risk high reward sorta guy with a blender that he shows really well at around 0:45, while Dictator is low risk low reward with his scissor kick. Which am I rooting for? Guy. See that ExRun at the end that soaked up the scissor kick with it's super armor which led to an Ultra punish? That was ballsy as fuck, as high a risk as I've seen and fucking hype. Safe options make a character good, but make them too obnoxious and it's just boring. Strategic, yes. Hadoken spam is crucial to Ryu and Gouken and so on. But it doesn't make for interesting characters until will reach the hype involved with low tier vs high tier or bad matchups. Guile has literally two special moves, which is at the very least one less than everyone else, but he becomes really fun to watch when he's up against a bad matchup like...I forget. My SF is rusty.
Long story short, a low risk low reward scheme for ALL the characters or most will be bad imo. One or two being that way could be interesting, but BBCT had Nu, Rachel, and Arakune out of the...twelve? And that was boring to watch swarm all the netplay for months until CS came and smashed them all into the ground with the nerfbat. ('cept ara)
this has been your scheduled ftg faggotry by Amra