True, I dont mash out just because of that.
^ yea i only mash out if somehow i land far enough (from like a trade or something) and i know i can get out before they can come a charge a lvl 3. otherwise theres really no point.
What a shocker, the guy with a Ken avatar has no concept of sarcasm.
This is exactly what I was thinking, I can understand the low stun tolerance on Seth/Gouki, but I also can’t understand why the developers would rob your chance of making a comeback, no matter how slim that chance is.
Face it, developers gave a completely unwarranted and never seen before comeback chance in this game.
About stun specifically, it adds a second objective and evaluation of your char moves, though except for specific characters, the advantages of stun (scaling being taken into account) do not motivate it so much.
Getting stunned, losing the chance of a comeback and complaining it’s unfair is like getting KO’d, losing your chance to comeback and calling it unfair. If you don’t want to lose, then don’t lose.
even more shocking is that someone might miss sarcasm when it’s contained within a measly 6 words of plain text on the internet. anyways my bad for missing it, carry on.
remove stun from the game and you might as well remove sakura
I think, it promote people to attack. If you keep blocking, the stun meter will not go down.
SF4 already gives plenty of opportunities for comebacks, wouldn’t you say? Plus, hey, sometimes you have to earn the chance at a comeback. If you’re getting beat up that badly, maybe it’s not undeserved. Not to mention that dizzies provide a perfect chance at a comeback.
That’s why, in a way, I see dizzies as a form of wake-up call, a big flashing “STOP PRESSING BUTTONS ALREADY” neon sign, if you’re getting dizzied maybe it’s time to re-evaluate your plan and take it easy a bit. Or perhaps to start blocking better.
Really, dizzies play a pretty big role in a match, especially for certain match-ups. They’re not a relic from days gone by, as you would suggest.
I do think that a stun bar in SF4 would have been nice though, knowing when exactly you need to not get hit or when to rush them down just to get that dizzy.
In honesty, without wanting to sound too smug, it seems to me that you were just angry at your losses and this is just you trying to rationalize about it.
P.S
I really can’t figure out if Sabilicious is the best joke character ever or not.
^ This. If there’s one thing I miss coming from SF3 (besides Makoto, that is), it’s the stun gauge. Particularly since dizzies don’t reset damage scaling, it’d be nice to know when to back off a little and go for the knockdown/reset, instead of a long combo. (Someone’s gonna tell me to just suck it up and learn more about stun mechanics and my own move-properties. I know you’re right, but I don’t get to play often right now, so cut me a break, 'kay?)
But to answer the original question:
Dizzies are in the game as a reward for out-playing your opponent. Keeping the pressure on, reading your opponent correctly, and generally just messing with his head successfully. Knowing the engine helps too, particularly with respect to getting any real reward from them, since dizzying someone on the end of a 6+ hit combo really doesn’t help you deal all that much extra damage.
when your avatar is Lan-Di from shen mue then you deserve to be stunned. sorry. i wanna kill that Lan-Di fucker so bad! and get back my amazing collection of rare and awesome gacha toys…
personally i think that merely giving a character low health/stun points is a very lazy way of balancing a character. id call it artificial balance really, altho its pretty common in all games really. a character like seth who MAYBE was only intended to be a boss character and not playable they might have an excuse as his moveset etc is already decided and wouldnt be able to go under many radical changes. but for someone like akuma i dont see it as a reasonable way of balancing a character.
WellAkumas design in game story wise is clearly intended to be a massively superior shoto character, & it’s very difficult to make someone with the intention of being a more skilled fighter with a greater toolset without resorting to distasteful methods of balancing.