Of course no one data point can explain a game’s success or failure, but this is a pretty thorough and mostly objective review of the past 10 years.
Of course no one data point can explain a game’s success or failure, but this is a pretty thorough and mostly objective review of the past 10 years.
In my experience, the +R equivalent with three anti airs will always have one that’s just best to use instead of the other two, so you don’t really get that variety. Generally speaking. I play a Strive character with at least 3 very situationally different anti airs (Dizzy).
I guess my surprise comes from the fact that you think Strive is homogeneous yet you’re looking forward to Melty Blood, because as a layman, I can hardly tell the difference functionally or aesthetically between large parts of that roster when it’s on a stream.