I'm with RDF on this one. I won't even bother dodging a BRV chase attack unless I'm expecting one because of my opponent's tendencies OR if the opponent has killing BRV with an assist. In that case, it's a 50-50 chance of death since a BRV attack that wall rushes will get you killed, and the HP attack will also get you killed.
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What is the Heaven Or Hell Ruleset?
Heaven or Hell is simply official with some added tweaks.
There's no denying whoever has a full assist gauge is at an advantage, which encourages players to whiff for two bars in official. In matches, this can lead to a continuous cycle of whiffing for full gauge, level 2 assist changing, then whiffing more. Not very entertaining.
Rather than try to remove this, I've simply sped up the process with heaven or hell to keep fights focused towards landing that hitconfirm. As a bonus, since gaining full gauge becomes easier, assist charges less of a major problem. I also hope to encourage assist diversity by making assist HP attacks more viable.
Due to Assists becoming more frequent in battles, Opponents will have to become more wary of what they're using to gain assist.
For Example. Cloud's Rising Fang is assist punishable on reaction. So this puts Cloud's player more in a position where they need to be careful on what they're using.
The other example is predictability. Hollowed took the risk of punishing my whiffed Hopstep when I was trying to gain assist. Because he simply knew that i'd whiff after dodge canceling.
Ít's these kind of things that make it extremely risky to use some moves.
What are the changes?
Assist Gain On Hit 150%
Assist Gain On Whiff 150%
EX Core Appearance Rate 1
Aerith Assist (Worth Discussing)
Special Thanks to
For testing this with me.
I'd like your opinion for trying this.
Last edited by Narolf; 09-17-2012 at 10:49 AM.
Originally Posted by Erourk
The ruleset will boil down to who builds EX the fastest. It's just way too easy to get to that 2 bars-2 bars situation, and to get back to 2 bars after a change.
Does Assist Gauge Up Dash count as Assist Gain on Whiff, or is it a separate count that isn't changed by it?
Because if it falls under Assist Gain on Whiff, Dash Feinting will probably become even more insane.
[5:10:27 PM] X-Zone: WHY ARE THERE NO RESULTS FOR GOLBEZ DUBSTEP
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In my experience this ruleset speeds up high tier fights and serves as great training for them. Assist gain is faster than normal so you have to choose an assist that complements your character, and it also opens up more playstyle possibilities as Nero pointed out. You can go for a safe assist, one that interrupts, or opt for an HP assist as a base. To put it simply, there's more thinking and faster matches. Try it out (especially you more experienced players).
With whiff and hit set to 150%, dashing actually builds less meter relatively. It's more focused on the characters attributes.
You clearly missed the other uses for EX then: assist breaking. You might think twice about doing that if your opponent can just wait you out for their assist bar to return, then they've got a chance to EX Break you in return for the Assist Break from before.
Probably avoidable as long as you avoid extending your EX mode, but that also means giving your opponent a core should one appear.
Last edited by Khell; 03-06-2012 at 10:32 PM.
Level 2 assist change punishing will be more common, giving Zidane a slight advantage in this ruleset. Less camping and more fighting are a step in the right direction.
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In addition, characters who have safer ranged moves (like Kuja's incredibly safe Snatch Shots) can deal damage without getting assist changed.
Last edited by Khell; 03-06-2012 at 10:56 PM.