However, it also seems like the author may have tried to steer away from the idea of zoning with the point/powerbreak system. Anything really threatening that is able to control space can also be destroyed with the powerbreak system. That means you need point advantage or neutrality in order to use zoning effectively. Imagine your favorite fighting game with the points system implemented. I'll use SF3:3rd as an example: Chun-Li would not be able to control the space in front of her with her back+fierce (palm move) or down+forward (low kick) if she had a point disadvantage, mainly because the priority and hitbox would be obsolete and the moves would get destroyed by any hitbox it collides with.
Which brings me to my next point: Beating. To put it simply it's just the concept of effectively using hitboxes and hittable boxes. An example would be to say a punch that has a high hit area (chest and up) getting beat by a low attack that has a very low hittable box and a long enough reach to hit the person throwing the punch. SF3:3rd and Guilty Gear players should be rather familiar with the concept. Which is actually why I like SF3:3rd so much (yes, I actually like 3S). To me it's really enjoyable when a game has a really diverse hitbox system because players have to be cautious with what they zone with, and the people who try to beat these zone moves with their own "special" hitboxes have to be cautious as well because improper use gets punished. Perfect example -- and also part of the reason I play Ibuki in 3S -- is to take a look at Ibuki's down+toward+forward (slide) attack. This move of hers has an extremely low hittable box and moves forward, which lets her pass under quite a lot of attacks that other players might try to zone with. She's able to beat a lot of attacks with this move, but the move is only effective if it hits, if it's blocked she is very very vulnerable to getting punished. The reason I was saying Guilty Gear players should be very familiar with the concept as well is because everyone has access to a method of going under high hitboxes and going over low hitboxes, except maybe Potemkin. And the same concept of proper use holds true for Guilty Gear, neither attack method is really abusable as misuse of the method leads to heavy punishment.
Monster doesn't really have too many examples of beating with normals, since normals seem to be rather plain and linear, and quite limited actually. It's possible the author was leaning in this direction with the character Othello who has some interesting hitboxes that can go over/under depending on the move. Likewise, a lot of characters have dashing attacks that can go over lows or under highs, like Orju or Katze who both have "hop" overheads that beat lows, and sliding sweep moves that go under highs.
Problem with it is there's hardly any good moves to zone with in the first place, except Othello who's got the best normals in the game.
Speaking of Potemkin, some one related Delga's command throw to Potemkin's, and I strongly disagree. Potemkin's command throw does actually have invulnerability frames, but not nearly as many frames as Delga, who happens to be totally invulnerable to all attacks until the catch frame. Add to the fact that its hitbox is gigantic and the character can dash and you've got one retardedly good grapple character. Just picture the character Maya sticking out a 2B and having it get grabbed because her toe was vertically aligned with Delga's finger tips -- crazy.
I dunno, Delga kind of takes the whole throw trapping concept and dumbs it down quite dramatically, which I'm too tired to post about right now. I'll go into the subject further in my next post.
I've uploaded some new vids on my YouTube, finally. Some Orju stuff can be seen, which depicts a lot of what I was talking about in my previous post.
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