A game where every match-up is a straight 50-50 is a bad game with poor variety.Ideally they'd all be so perfectly designed that any character can go up any other and it's all good
This is still one of my top FGC moments.Phoenix in Marvel vs. Capcom 3? Or Dark Phoenix, to be exact.
For those who don't know, if Phoenix is KO'd, but you have 5 bars of Hyper Combo, she will revive into Dark Phoenix. And Dark Phoenix is broken as all hell. Add X-Factor to the mix and she destroys entire teams in seconds, which is crazy even by MAHVEL standards.
Of course, she has two drawbacks. She has half the HP of any other character in the game, and if basic Phoenix falls with 4.99 bars of Hyper? She just falls.
So you have to build your team around her. Make sure the other two can build the required bars for her. And facing a Phoenix team, you have to snap her in and kill her, but that's an obvious counterplay, so the Phoenix player will anticipate it. But taking on Dark Phoenix and winning? Those are extremely bad odds. It has happened, but it's rare.
That's the glass cannon archetype. Cammy is built the same way.From what I recall, Akuma tends to be overpowered in SF games, but his defense is almost the worst in any game he's in.
They're useful tools to have in your arsenal but not OP, it's a matter of learning the match up and then knowing how to bait them out to take advantage of them.I think I saw somewhere that due to how 2D fighting works, a diagonal projectile going from top to bottom is itself an OP move (see also: foot dives)
*teleports 2 feet toward you and spd*SF4 Vanilla Zangief was broken AF, I main that character and I can admit he needed a nerf..
That's just how newbie-level fighting games work. If nobody can figure out how to deal with a hadoken or a throw or a whatever, it'll seem OP.I remember a bunch of my cousins playing Soul Calibur 4 and a young cousin just picking up Nightmare and owning us because of one move.
She literally won 10 matches in a row because none of us knew what to do about it. We weren't particularly good at fighting games, much less Soul Calibur, but Jesus, it was maddening.
Art of FightingWasn't Dan in Street Fighter designed to be underpowered as a joke character and parody of King of Fighters?
Edit: Nevermind. OP said don't mention Dan. LOL
The Dragon Ball Z Budokai series AND the Tenkaichi series had the same philosophy, but Tenkaichi was especially worse about it. Because the Tenkaichi games were purely fanservice games, they threw every single known character in that they could and made their strength "series-accurate" to the point that if you wanted to win, there was no reason to pick the likes of Krillin or first-form Frieza when you can just select Super Saiyan Broly or Super Saiyan 4 Gogeta, deal massive damage, and have armor that absorbs multiple hits.SS4 Gogeta in Budokai Tenkaichi 3
I get that he's supposed to be the most powerful character in the series but he really made the game stale.
Me and my brother would mostly pick him because why wouldn't you?
Yeah, they're fun games but they get boring after a while.The Dragon Ball Z Budokai series AND the Tenkaichi series had the same philosophy, but Tenkaichi was especially worse about it. Because the Tenkaichi games were purely fanservice games, they threw every single known character in that they could and made their strength "series-accurate" to the point that if you wanted to win, there was no reason to pick the likes of Krillin or first-form Frieza when you can just select Super Saiyan Broly or Super Saiyan 4 Gogeta, deal massive damage, and have armor that absorbs multiple hits.
There's numerous cases of DLC characters being purposely made over powered to sell them, then later bringing them in line.
Budokai started getting better about this from 3 onwards. Sure, characters like Goku and Omega Shenron are still absurdly good, but by the time Infinite World came around, you have characters like Piccolo and fuckin' Yamcha as legitimate top tier characters.The Dragon Ball Z Budokai series AND the Tenkaichi series had the same philosophy, but Tenkaichi was especially worse about it. Because the Tenkaichi games were purely fanservice games, they threw every single known character in that they could and made their strength "series-accurate" to the point that if you wanted to win, there was no reason to pick the likes of Krillin or first-form Frieza when you can just select Super Saiyan Broly or Super Saiyan 4 Gogeta, deal massive damage, and have armor that absorbs multiple hits.
Melee Puff is clearly a joke character in the overpowered sense. Her aerial drift is so much better than the character she's based off of (Kirby), she has an extra jump compared to Kirby, and Rest is a frame 1 insta-kill.Pichu in Melee was an intentional joke character.
The weird thing is that Sakurai supposedly intended Jigglypuff to be a joke fighter as well, but it was actually really good...until Brawl, anyways.
You have to think of gameplay variety more so than character variety.
The story I remember hearing was that Kirby was so top-tier in 64, Sakurai basically nerfed him to oblivion in Melee and Brawl to make up for making his own character OP. Dunno how true that story is though.People thought this about Kirby in Smash 64 and Meta Knight in Brawl due to Sakurai bias, but there are also a lot of examples of Kirby characters sucking in Smash so idk.
The idea that balance results in less variety is really surprising to me, as an idea! I've only recently started getting into KI, where the most lopsided matchups are usually considered 6:4 but player/character variety at top level is super high. It's generally considered a really well-balanced game, and that balance is often cited by commentators as one of the reasons you might get characters from any tier showing in Top 8 at majors
Would anyone mind explaining why balance means less variety?
Can't you just bait it and immediately punish?Phoenix in Marvel vs. Capcom 3? Or Dark Phoenix, to be exact.
For those who don't know, if Phoenix is KO'd, but you have 5 bars of Hyper Combo, she will revive into Dark Phoenix. And Dark Phoenix is broken as all hell. Add X-Factor to the mix and she destroys entire teams in seconds, which is crazy even by MAHVEL standards.
Of course, she has two drawbacks. She has half the HP of any other character in the game, and if basic Phoenix falls with 4.99 bars of Hyper? She just falls.
So you have to build your team around her. Make sure the other two can build the required bars for her. And facing a Phoenix team, you have to snap her in and kill her, but that's an obvious counterplay, so the Phoenix player will anticipate it. But taking on Dark Phoenix and winning? Those are extremely bad odds. It has happened, but it's rare.
People thought this about Kirby in Smash 64 and Meta Knight in Brawl due to Sakurai bias, but there are also a lot of examples of Kirby characters sucking in Smash so idk.
Oh yes. Taking on X-Factor Dark Phoenix and winning is almost always extra hype. If I remember right, in one EVO, a Tron Bonne player managed to snag her with the command grab, too. With Pheonix' tiny health bar that was an instant kill.
People are just naming characters they think are OP instead of the Devs actually saying so or not
I watched this episode before, great interview man. I'd definitely recommend others reading this thread to check it out. The way you explain the idea of a harmonious game state is a really compelling way to think about balance.Ive spoken about this a bit in the KI documentary and in a few interviews I've done, like the most recent one I did on UltrachenTV.
Having actually been responsible for game balance on two fighting games, my thinking on this has changed a ton as I gained experience. Now, I believe the quest for traditional "balance", in which you try to make everything equally viable, will always result in less variety from the players. What devs should be trying to do is to create a harmonious gamestate, in which equality doesn't actually matter and many different players looking for many different types of fun can find their own brand of enjoyment in the same ecosystem.
This also requires you to keep a sharp eye on risk/reward tuning, and doing so at micro and macro levels.
For instance, do similar jab moves in the game have similar risk/reward propositions? If not, you better have a reason why. On the big picture level, what about a whole character? Are some characters riskier to use than others? If so, they need to be stronger or no one will use them.
Here is that interview if you want to hear my thoughts on it a bit. https://www.youtube.com/watch?v=1AwnuKuBfsA
Sakurai has mentioned several times that he don't balance all characters to the same style of play ... like some characters will be better for 4 player smash and others for 1x1
Which is weird considering he has done an impressive work to balance everyone for every style in ultimate
;D
he's not the best char in vanilla nor was intentionally made good like the op is asking
Linked to the start of the match where this happens.
Watched that shit live and lost my god damned mind. Viscant's Phoenix team was like the Yankees/Patriots/etc. of the tournament that year and seeing Rog get the reset was so satisfying. Granted, Viscant went on to 3-0 Rog but still.
Dead or Alive games under Itagaki did this.
The ninja were intentionally high/top tier and the "normal" characters were supposed to be lower even though it didn't always work out that way. Bass in particular was low tier in several games and when asked why, Itagaki said something to the effect of "a pro wrestler can't beat a ninja, that makes sense".