Mavi
mavivam.bsky.social
Mavi
@mavivam.bsky.social
I cause problems on purpose in fighting games. See me in Samurai Shodown VI.
Thinking back you could say this about a lot of the game's initial design decisions. I'm still not sure what they thought they were cooking with 1.0 air guard or giving everyone 11+ frames of dash startup. Game's in a much better place these days.
November 24, 2025 at 4:15 PM
They also changed how the followups work a couple times. It's a much more tolerable mechanic now than it was on release and not nearly as intrusive on game flow.
November 24, 2025 at 4:09 PM
Not sacrificing access to buttons. If I'm holding D I can't 2D, 5D, 6D, j2D. If I'm holding 5C I don't have n5C, 2C, or throw*. If I'm holding E I don't have hops/dodges/deflect, etc. But if I'm holding say both C and D, I can let go and repress whichever I need at any time.
*Arcade ver only
November 22, 2025 at 10:05 PM
Melee was a logistics headache to run. Dunno if there were any backroom considerations w/ Nintendo but it wasn't going to stick around forever regardless. Don't think anyone really believed Melee players would drop it for Ult en masse.
November 20, 2025 at 1:48 AM
it's fun
November 20, 2025 at 12:16 AM
Hop on casuals with me some time. We can talk during/after if you'd like.
November 15, 2025 at 4:44 AM
it's a gamecube
November 12, 2025 at 6:19 PM
Yeah it's fine for most characters, just seems rough for Shizu in particular. But also my hands are a mess and I've used custom layouts for like 8 years now so I have Opinions(tm) on ergonomics.

My current SS6 layout is
TE
ABCS

D

T=throw/BC, S=Spirit/AB
November 7, 2025 at 5:37 PM
I'd prefer that! Not a huge rainbow fan but certainly better than this.
November 7, 2025 at 5:06 PM
Might also explain the relative prevalence of 4 Shizu vs my preference for 5/6, have fun with hop cancels on that.
November 7, 2025 at 5:01 PM
It's very much guilty of "characters aren't allowed to have meaningful weaknesses" right now and that + other changes make it feel kinda boring to me atm. It's a competently made game but not one that allows me to get silly or colorful enough and it's very rigid on what kind of offense it allows.
November 3, 2025 at 6:37 AM
The general direction of changes in UNI2 has trended towards strong tools with low risk simplifying decisions, homogenized & more stable routing, and turning dials on how explosive various things are. Feels more boring now, and UNI's always been the kind of game that insists on "correct" play.
November 3, 2025 at 6:19 AM