I've never actually played those. I'm thinking king of fighters or guilty gear for example.
Daigo is talking about gaining an advantage for losing, like ultra meter in SF4 or V-meter in V.
It would basically be Super Turbo.
Supers are still very commonly used in King of Fighters though.I've never actually played those. I'm thinking king of fighters or guilty gear for example.
How is super a comeback mechanic when meter gained for that resource is mainly through offense, and not getting your ass beat?My point is that at the end of the skillful pary into combo, he finished it off with a super. I consider super a comeback mechanic. If you don't then obviously that's where we differ but I'd never try to diminish the skill and execution that went into creating that iconic moment in SF history.
The only problem with comeback mechanics is when there's no/little risk involved with using them. Tekken handles it perfectly, Rage Arts are extremely risky outside of a very select few like Hwoarangs which aren't always fully accessible, Rage Drives are usually ways to give the user a mix up opportunity because they're very plus on block (rare in Tekken), or both are just used as combo damage boosts which requires a player land a combo starter which requires an amount of risk in most situations.
Any comeback mechanic that is just "you're overpowered now" is just bad game design that isn't interesting to watch unless the entire game is just a mess to begin with and everyone explodes instantly because they breathed wrong.
Absolutely not, that's like one of the worst offenders. I fucking love T7 but one button, armoured supers you get for being outplayed is a baaaaad inclusion.
Yeah then you clearly dont. The comeback is that he's making basically multiple frame perfect parries and then completes a combo into Super. Super, a thing SF and most FGs have had for a long time. He used his skill to parry and get the combo to win here.You don't see the trigger/super?
If that isn't a comeback mechanic I don't know what is.
Well the first and most obvious reason is that parrying limits the types of characters 3 had. There are no characters in SF3 that revolve around zoning or long range pokes. There isn't even a reason to throw a fireball in 3S unless you want to bait a parry or link one done from close range into super. Can you imagine how low tier a character lie Sagat/Menat/Vega/Dhalsim would be in 3S? Controlling space just isn't a particularly easy thing to do in this game unless you're Chun Li. But I guess game mechanics debilitating certain styles of play is for some reason only a bad thing when SF5 does it
Hwoarang needs it tbh.I'm fine with Rage in Tekken 7, that's as far as it should go, though. Rage Arts are mostly punishable and Rage Drives generally give you one single opportunity for damage and offense. I am baffled by some Rage Arts being safe, though.
V-Trigger is built by getting hit, using v-skill, and performing crush counters. Some characters can build v-meter offensively through v-skill, but most can't. Obviously how many crush counters someone can get in a match isn't guaranteed either.Is a V-Trigger a comeback mechanic when you can build your offence around increasing it? I don't see how it's different from Super's that build when you take hits.
I wish it would work like that, but building it is very limited to certain characters and playstyles. But yeah, Karin can do it, for example.Is a V-Trigger a comeback mechanic when you can build your offence around increasing it? I don't see how it's different from Super's that build when you take hits.
The resource is still mainly gained through receiving damage. Another iffy part about V-Triggers is that some characters have V-Skills that are more useful for gaining V-Gauge than others, so they gain access to what is ostensibly the comeback mechanic faster than others.Is a V-Trigger a comeback mechanic when you can build your offence around increasing it? I don't see how it's different from Super's that build when you take hits.
Of course pros want to get rid of comeback mechanics; they are not there for them.
Come back mechanics are why I don't like IV or V. I want to play street fighter, not Mario kart.
People shitting on parrying in SFIII? One of the coolest mechanics in fighting games and it's no comeback mechanic.
I think the Rage Drive is the perfect comeback mechanic.
Basically an EX move that you only get to use once that doesn't have any cinematic stuff and you still can get fucked if the opponent reads it.
Like imagine if Ryu gets access to a 3 hit fireball once per round when his health is low. It won't do anything that a 2 hit fireball doesn't already but it gives you better positioning if it hits and less of a disadvantage if it gets blocked. It would in no way shift the pace of a match but it would be an enhanced tool essentially to aid you in making a comeback rather than being the source of the comeback itself.
Supers are still very commonly used in King of Fighters though.
Especially in XIV since MAX mode still lets you use a level 1 super without spending more meter.
Poor GuileCapcom wants to make a game that is fun to watch and has elastic band mechanics like Mario Kart to help casual players eke more wins. These moments of defeating a stronger player are very memorable and key to long-term player engagement.
Now Street Fighter has no random items so it uses hurt meter mechanics like ultras and v-triggers instead. Those are much fairer than the likes of Mario Kart (no randomness involved), but they still don't address the frequently monotonous nature of high level games where players only use 10% of their character's total moves and combos because the rest are non-optimal.
I have a solution that addresses both complaints. Hear me out:
Use damage scaling to discourage repeated moves. The same way we do now with combos, except on a match-wide timeframe.
Think about it: in real life (and in anime) once you've seen one of your opponent's moves, you will better know how to mitigate damage from it, and should take less damage from it, like a boxer who moves his head back as he's getting punched will get less damage than one who doesn't move it.
In the lower levels, this will reward newbies who are exploring their move-set (spamming random moves :p) and punish those who repeat one "annoying" move over and over. (Note: i'm not judging. Using one annoying move is a valid strat that i've used many times. I tick tick throwed like a mofo)
In the upper levels, it will reward top players who know their move-set intimately and know a wide variety of combos and punish those who are looking to exploit an OP move as much as possible, something that is perfectly legal, but boring to watch.
This would also compress the tiers more, and increase player variety in top 16 and top 8, which is a huge plus as those televised events serve as advertising for the game (since you want the maximum number of characters and styles to be shown. Ideally, the top 16 finalists would each play a different character for maximum entertainment and advertising value at Evo.)
And best of all, this doesn't reward losing.
I hope Capcom is taking notes. I hereby proclaim that ya'll can use this idea for free as long as I get my name in the first 20 seconds of credits. I'll let you pick the title.
Comebacks are a very common thing in SFV. It's a system designed well with good intentions, but man does it lower the skill barrier and most importantly the thought process of playing a game of chess.SFV is particularly bad since it has V-trigger and you can't die from chip damage, unless it's a super.
Comeback is a rare thing that is pulled of only by the very skilled. When they changed to the point that anyone can recover, then the match stop being interesting.
It doesn't even matter if you were talking about how global warming is real, anything you say after this means nothing.
Admittedly I'm not too good at Tekken 7 so whenever I play a Hworang player, it's mostly of case of getting hit by moves I have no idea how the fuck he does it and feeling like his pressure never ends.He has to do his out of a stance, the only character that has this limitation so I think it's pretty fair. You can also in theory side step it so it isn't perfectly safe. Even still his Rage Drive is a waaay better use of his Rage anyways.
Guile instantly low tier. This would only cause high level players to have even more homogeneous playstyles. People would just find the optimal number of times to press each button and use each move. By doing this you not only decrease combo variability, which is already a problem in SFV but you also decrease the variability of what happens in neutral.Capcom wants to make a game that is fun to watch and has elastic band mechanics like Mario Kart to help casual players eke more wins. These moments of defeating a stronger player are very memorable and key to long-term player engagement.
Now Street Fighter has no random items so it uses hurt meter mechanics like ultras and v-triggers instead. Those are much fairer than the likes of Mario Kart (no randomness involved), but they still don't address the frequently monotonous nature of high level games where players only use 10% of their character's total moves and combos because the rest are non-optimal.
I have a solution that addresses both complaints. Hear me out:
Use damage scaling to discourage repeated moves. The same way we do now with combos, except on a match-wide timeframe.
Think about it: in real life (and in anime) once you've seen one of your opponent's moves, you will better know how to mitigate damage from it, and should take less damage from it, like a boxer who moves his head back as he's getting punched will get less damage than one who doesn't move it.
In the lower levels, this will reward newbies who are exploring their move-set (spamming random moves :p) and punish those who repeat one "annoying" move over and over. (Note: i'm not judging. Using one annoying move is a valid strat that i've used many times. I tick tick throwed like a mofo)
In the upper levels, it will reward top players who know their move-set intimately and know a wide variety of combos and punish those who are looking to exploit an OP move as much as possible, something that is perfectly legal, but boring to watch.
This would also compress the tiers more, and increase player variety in top 16 and top 8, which is a huge plus as those televised events serve as advertising for the game (since you want the maximum number of characters and styles to be shown. Ideally, the top 16 finalists would each play a different character for maximum entertainment and advertising value at Evo.)
And best of all, this doesn't reward losing.
I hope Capcom is taking notes. I hereby proclaim that ya'll can use this idea for free as long as I get my name in the first 20 seconds of credits. I'll let you pick the title.
So characters like Guile who's special-moveset is just two moves would get fucked over?Capcom wants to make a game that is fun to watch and has elastic band mechanics like Mario Kart to help casual players eke more wins. These moments of defeating a stronger player are very memorable and key to long-term player engagement.
Now Street Fighter has no random items so it uses hurt meter mechanics like ultras and v-triggers instead. Those are much fairer than the likes of Mario Kart (no randomness involved), but they still don't address the frequently monotonous nature of high level games where players only use 10% of their character's total moves and combos because the rest are non-optimal.
I have a solution that addresses both complaints. Hear me out:
Use damage scaling to discourage repeated moves. The same way we do now with combos, except on a match-wide timeframe.
Think about it: in real life (and in anime) once you've seen one of your opponent's moves, you will better know how to mitigate damage from it, and should take less damage from it, like a boxer who moves his head back as he's getting punched will get less damage than one who doesn't move it.
In the lower levels, this will reward newbies who are exploring their move-set (spamming random moves :p) and punish those who repeat one "annoying" move over and over. (Note: i'm not judging. Using one annoying move is a valid strat that i've used many times. I tick tick throwed like a mofo)
In the upper levels, it will reward top players who know their move-set intimately and know a wide variety of combos and punish those who are looking to exploit an OP move as much as possible, something that is perfectly legal, but boring to watch.
This would also compress the tiers more, and increase player variety in top 16 and top 8, which is a huge plus as those televised events serve as advertising for the game (since you want the maximum number of characters and styles to be shown. Ideally, the top 16 finalists would each play a different character for maximum entertainment and advertising value at Evo.)
And best of all, this doesn't reward losing.
I hope Capcom is taking notes. I hereby proclaim that ya'll can use this idea for free as long as I get my name in the first 20 seconds of credits. I'll let you pick the title.
I believe that's by design. One of the concerns about SFIV that Capcom brought up was that some characters couldn't use a universal mechanic like Focus Attack as well as others. The point of the V-System was to create mechanics unique to each character.Comebacks are a very common thing in SFV. It's a system designed well with good intentions, but man does it lower the skill barrier and most importantly the thought process of playing a game of chess.
SFV has solid mechanics and it's one of the biggest disappointments this gen for me. Loads of potential and they just killed it with this V-trigger stuff. The uniqueness of each character in SFV is ultimately to its detriment as it's impossible to ever truly balance.
Just pick up Smash, once your ok at the game you can play with like half the cast. Trying playing Guile and then going to Akuma and then Menat to Zangief. There needs to be a more uniform system to the game.
How is super a comeback mechanic when meter gained for that resource is mainly through offense, and not getting your ass beat?
Jesus christ, the super meter is not a comeback mechanic. You can gain super meter by hitting your enemy, get hit and even by doing special moves even if they whiff.
there is literally nothing wrong with designing a game centered around having to know the ins and outs of your main.Just pick up Smash, once your ok at the game you can play with like half the cast. Trying playing Guile and then going to Akuma and then Menat to Zangief. There needs to be a more uniform system to the game.
Sounded really good on paper. But then you realise that they locked a lot of the fun stuff behind a V-Trigger and that "V-Trigger activation" is still a universal mechanic that benefits some more than others.I believe that's by design. One of the concerns about SFIV that Capcom brought up was that some characters couldn't use a universal mechanic like Focus Attack as well as others. The point of the V-System was to create mechanics unique to each character.
I have ben playing street fighter since 1987. I have two arcade sticks and an SRK account. I know I am advancing something new and radical, that may need extensive tuning, but I wouldn't say I don't know or play fighting games.So characters like Guile who's special-moveset is just two moves would get fucked over?
No offense, but this sounds like someone who doesn't play fighting games giving their opinion on how to improve the genre, i.e. it's very misinformed.
Things that are only there improve things for newer player almost always negatively impact the game existing players. It's incredibly frustrating to see a mechanic thrown into a game which aids someone's who's gonna move on in a couple weeks while leaving a worse game for the person sticking around.
Wow, since 87? And TWO WHOLE STICKS?I have ben playing street fighter since 1987. I have two arcade sticks and an SRK account.
But if you wanted to implement all of this for a comeback possibility, wouldn't it just even out after a few hits? I get you down to 30%, my damage is reduced. So now you hit harder than me, but when I'm at 30%, your damage is reduced. Do you know what I mean? I feel like it wouldn't change much except force people to play a certain type of style, which is never good in a fighting game.I have ben playing street fighter since 1987. I have two arcade sticks and an SRK account. I know I am advancing something new and radical, that may need extensive tuning, but I wouldn't say I don't know or play fighting games.
In Guile's case, his moves would only be penalized after they hit, and chip damage will not be affected.
in this scenario, Guile's opponents could block a hundred sonic booms and they would do lots of chip damage. Guile's first 2 or 3 combos would still do a lot of damage and he would win the first round just as easily if he jumps or hops in to attack. His Sonic booms would still cause stun and allow him to jump and kick at the same time they hit, so even if their damage is a bit reduced, his kick/punch jumping combo, or standing Fierce, or sweep, or whatever else will still deal full damage.
The second round, however, he might be at a 20 or 30% DMG handicap overall if he re-uses all the exact same moves and combos. He would have to change tactics to keep maximum DMG output. This is something players already do against different characters so it's negligible extra effort. Mathematically, it is exactly the same effort as having one extra character added to the roster.
Also, don't forget. The other player, spamming Hadokens or whatever is also affected, keeping things fair.
Also, this means the player that hits the other the fewest times will have a slight edge in damage in the 2nd or 3rd round, giving them a slightly higher chance of come back, but they'd have to work for it.
Comeback mechanics aren't going anywhere. At best, they should be reserved for a flashy super that beginners can mash out on wakeup or in neutral (Ultras, Rage Arts, Fatal Blows). Although I love V-Triggers in SFV, they're way too good which impacts intermediate and expert play.
How would a character like Ed even function without the v-skill he has?
You just make it his special move, like Karin in Alpha...How would a character like Ed even function without the v-skill he has?
I have ben playing street fighter since 1987. I have two arcade sticks and an SRK account. I know I am advancing something new and radical, that may need extensive tuning, but I wouldn't say I don't know or play fighting games.
In Guile's case, his moves would only be penalized after they hit, and chip damage will not be affected.
in this scenario, Guile's opponents could block a hundred sonic booms and they would do lots of chip damage. Guile's first 2 or 3 combos would still do a lot of damage and he would win the first round just as easily if he jumps or hops in to attack. His Sonic booms would still cause stun and allow him to jump and kick at the same time they hit, so even if their damage is a bit reduced, his kick/punch jumping combo, or standing Fierce, or sweep, or whatever else will still deal full damage.
The second round, however, he might be at a 20 or 30% DMG handicap overall if he re-uses all the exact same moves and combos. He would have to change tactics to keep maximum DMG output. This is something players already do against different characters so it's negligible extra effort. Mathematically, it is exactly the same effort as having one extra character added to the roster.
Also, don't forget. The other player, spamming Hadokens or whatever is also affected, keeping things fair.
Also, this means the player that hits the other the fewest times will have a slight edge in damage in the 2nd or 3rd round, giving them a slightly higher chance of come back, but they'd have to work for it.
Kinda ruins the fun when half the thread can be submitted
Guessing wrong because of ambiguity and getting stunned after an onslaught of offense isn't a SFV thing or a v-trigger thing.I'm new to fighting games in general, so I'm wondering if stun needs to exist. Isn't stun + v-trigger a bit too powerful
So many times I watch high level street fighter 5 and literally 2 openings off the initial v trigger hit you're stunned(basically off two guess combos or one v-trigger combo,another combo, then grab)
Once you're stunned you are dead or very close to dead.
Street fighter 5 is at its best imo, when it's more neutral heavy, but as soon as v-trigger activates I can't lie, I kind of loathe watching it, because once again, some v-trigger are too good. Especially last season
Obviously some characters would need to be [re]designed to turn their V-skills [back] into special moves.
E.g., Cammy's classic spin knuckle was turned into a V-skill in SFV, after all; it's not beyond reason to make it a special move again.
How is super a comeback mechanic when meter gained for that resource is mainly through offense, and not getting your ass beat?