I’ve been playing since Street Fighter 1 (I had a spoiled buddy who had the Turbographx CD Rom and I loved that game), played the hell out of Street Fighter II in the arcades, and I think ultras suck. Don’t get all high and mighty with this newbs don’t like it garbage.
Crap, meant to write “low risk / high damage”. As in low risks leading to big damage. I will edit, thanks.
And that’s not to say I’m opposed to big damage, just the lack of risk that tends to be attached to it in fighting games these days.
I’d be bitching and moaning about megacrash.
What?
The guy is half right. Dimps is made up of former SNK employees.
Comeback Mechanics vary from game to game. I think Samurai Shodown 2 was the first one to do it. Like in SF4 the more damage you take, you build up meter for this ONE attack that does about 40% but also takes away the guy’s weapon. The difference was it was very difficult to link into this move and it was far from safe in SS2. Total opposite of SF4.
The problem in SF4 is that the use of Ultra’s is pretty effortless due to easy input and the huge reversal window, not to mention most of the Ultra’s are safe on block.
I like how MVC3 did it. Sure, you could easily activate XFC in the middle of a Super and cancel into another Super and kill a character, but you can only do it once, the length varies per how many characters you have, and depending on the player it’s not guaranteed to be safe.
I dont’ think people would have as much of a problem with Ultras if the window to perform them was only 7-10 seconds and then it went away like the Rage Gauge in SNK games. Or if the Ultra meter ate up your Super/EX gauge. But it becomes redundant. You have an Ultra, you have a Super, you have EX moves. How many fancy match-ending combos/moves does a player need?
Getting an Ultra isnt an automatic win button, but it definitely helps, especially if you fucked up earlier in the match.
@DoctaMario: I actually like having a crapload of subsystems, it’s pretty cool, imo. I love meter management in games <3.
I think the worst thing about ultras isn’t the reversal window or being able to stock them, it’s how hard they hit.
Oh I can agree here. Notably for instance… most of MvC3’s beam or projectile barrage hypers are really safe , unfortunate. Beyond the purview of this thread though.
Taking less damage with lower health is one thing, but Ultras and X-Factors are completely overkill. However, it seems as though the community likes having their hands held so… what can ya do?
Complain about it on the internet and beat off to ST videos? I thought that was the usual response.
Except that in hockey, you don’t have to take a player off the ice every time the other team scores a goal.
I am not trying to be a dick when I say that I don’t get your point. Please elaborate.
I’d imagine, he’s arguing that comeback mechanics aren’t as bad in tag team games because of the slippery slope involved in losing both health and power as you get beaten.
Well guts isn’t really a comeback mechanic, it’s basically just a way to screw with the UI to add false tension… and bad for that very reason.
Oh yeah, great idea. I’d get one step farther and suggest that every Ultra should be very unsafe and easily punishable on whiff or block. Shit like Blanka’s Ultra 2 is truly unnecessary.
I think meter management is definitely a cool strat, but that’s not the point. The point is, in some cases the character’s Super is just a crappy version of their Ultra. So why not eliminate one or the other. Keep the EX gauge and eliminate the Ultra gauge making a full EX gauge the only way you can perform an Ultra. Make the Ultra do similar damage to what a Super does now. I like multiple subsystems, but when you have one that basically does the same thing as another one, but less well, I have to question why its there in the first place.
Capcom just wanted a lot of super moves flying around the screen and the best way to have that was to give each character the possibility of being able to do at least two per round.
I miss the days when the comeback mechanic was “skill”.
“ihateM.O.D.O.K - I’d imagine, he’s arguing that comeback mechanics aren’t as bad in tag team games because of the slippery slope involved in losing both health and power as you get beaten.”
Thanks ihateM. I don’t play any tag team Street Fighter games which would explain why his point went over my head. I just play Hyper Fighting and SSF4. In SSF4 I don’t like the comeback mechanic. If I’m losing, let me earn my way back or take my beating that round. If I’m winning, make him earn his way back, let me get a bit more confident if I’m ahead by a lot, don’t make me fearful of some unearned nuke.
p.s. - argh I screwed up the quote box. oh well…
So salty.
Are you guys angry because you just MIGHT lose to a ‘scrub’? (I’m not even trolling, after reading the last 4 pages, the common factor is “If I’m dominating someone, they shouldn’t be able to mount a comeback at all, because I’m better than them.”)
I’m neutral on the subject, however. Someone uses Level 3 XFactor in an attempt to stall me out for time?
That’s their strategy, time to try to find a way to hold them down long enough for it to run out.
Same with Ultras. I’m gonna do everything in my goddamn power to make it whiff, and if I can’t, well shit. GGs.
What’s that? Crying over retarded comeback mechanics?
goes back to playing doujin games
For what it’s worth, KoFXIII has crazy comebacks just because you can do insane things with enough meter, and well, you tend not to burn meter when you’re getting combo’d. That’s still different than the issue of losing assists in Marvel though.
The only thing wrong with X-Factor is that, at least for now, level 3 (when you only have 1 character left) seems to be the better option than the other two.
As for comeback mechanics, well this new generation of scrubs needs all the help they can get. Seriously, I just saw a post on Unity from someone complaining that he actually had to practice in MvC3 just to get a combo down.