Comeback mechanics. How can the be done 'right'?

wee-ooo wee-ooo oh sh** look out aaaaah it’s the ANALOGY POLICE!!!

yes i’m really sorry officer i know i was being inaccurate and careless i didn’t mean it exactly like that maybe it’s more like the losing team gets 50 free-throws if you get a charging call against you for characters who can’t combo into their ultra and then also 35 free-throws for the losing team if they get fouled while taking a shot for characters who can combo into their ultra or no no no okay wait hold on let me try an extended simile okay it’s more like, metaphorically speaking, well like it’s as if every time the winning team scored a basket they w

Alpha 2 has a good comeback system.

A good comeback mechanic.

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Wow. look how fast that timer is going down.
its almost like they messed with the config to make things do more damage.

random idea:
an ultra meter that is also used by game mechanics, like say if reversals used part of the meter.

as for the existing popular mechanics:
RAGE: kicks in too low life (10%-12%) most of the time to matter.

Revenge system: while easy to get, they are a little hard to hit with and its a single inflexable move. Its really only unbalanced though the characters.

Baroque:a flexible, almost abusable cancel system. has a decent risk/reward in how much red life you want to give up.

Burst: short, sweet, baitable, no damage. more defensive than anything. except in BB where it guard crushes, but you cant kill off than guard crush.

The only good comeback mechanic I can think of, if you can consider it one, is regenerating health. Like in Vampire Savior.

They were playing at a lower health setting.

I have lost similar amounts getting demoned as claw.

Reversal

Samsho pretty much runs the comeback game. SF4 people would have had all types of problems trying to adjust to these games.

SS 1 and 2: Low life produces flashing health bar and wig splitting power in slashes while on the other hand you will more susceptible to getting parried(First game with them IIRC) or countered. Being a pussy ass bitch gets bombs throw at you and food thrown to your opponent.

SamSho 3…infinites…yeah…

Samsho 4 still had the infinites but they are generally harder to hit skilled players with, but the game introduced a new mechanic, Issen, which could put you back in the game if used correctly. Actually, the way to initiate it is a comeback/get off me mechanic within itself as you exploded into a raged state that broke your opponent’s offensive charge. Now the Issen itself is the sole reason you got in this mode as one blindingly fast slash could even the match or outright kill someone in certain conditions. Problem with this was, if you used it early just to get a round, you couldn’t do a super move for the remainder of the match, which made this punishment if you tried to spam it.

Fuck regular 5…too many problems to even be mentioned. I’m acting like it doesn’t exist. I know Null began here but fuck this game, seriously.

Samsho 5 Special still had Issen and on top of that, it had Null state(AKA Bullet time).
The requirements were kind of lofty as you had to lose a round, wait till your life was low enough to use it unless you sacraficed meter to make the blue part grow in size. Now if you met all of these requirements, you get the chance to use Null, which in the hands of a scrubby assed noob is worthless. But in the hands of a competent player, it could spell trouble for the other player as you’re moving in slow motion for how ever long the time limit is, depending on how much meter was dumped into the Null bar.

So after the wall of text, IMHO, SamSho had this shit on lock lightyears before SF had anything even similar. And was done much better multiple times before SF4 was even conceived.

Winner.

All giving players more comeback tools does is encourage more defensive play from the person with the lead. If I know you’ve got some game altering move that will take out 50% of my health, I’m gonna play a lot more carefully.

It just slows things down.

Samurai Showdown it took me a while to understand that Samurai Showdown was light years ahead of its time. Kudos sir. SamSho and Garou mechanics ftw.

LOL @ bombs being thrown at you for not getting in the game. That’ll show em.:nono:

No no no, what these people are arguing is that the rim should stay the same. The only difference is that the shot will count for 30 points now instead of the usual 2. They still have to make the shot, mind you. This will make the game fair for the team that’s losing.

:V

10charrule

And unfair for the team with the lead

its the arcade mentality. You goto an arcade and play the game. You can’t hack the game, you can’t gameshark it, can’t give yourself more life, can’t turn off moves that you don’t like. You stand up and play the game like a man and play it on equal terms with your opponent. If you get a big lead and they make a comeback then they earned the win (either you fucked up big, or they clutched that shit out). But you can come away with a sense of accomplishment if you pulled it out and won. What your proposing is as stupid as telling your opponent before the match that they can’t throw you while your dizzy and they can’t pick so and so character because you don’t want to learn how to deal with it. Options like these may satisfy the casual gamer who will probably move onto another game in a few weeks but not to the hardcore crowd, the people that have been playing SF since SF2WW, or even anyway that bothers to take this seriously and hurts stunts your own learning curve within this very game.

This is why Ultra needs to not be thought of as a come back tool. Burst is a come back tool. Baroque is a come back tool. Ultra is just a Super you get at 50%. By thinking of Ultra as a come back tool everyone begins to think that all come back tools have to do an ass load of damage or something.

3D releases had some more comeback feats: custom combo support after Rage Explosion, and damaging Secret Ougi that was accessible at flashing low lifebar.

Also, Rage Explosion effects last longer, the lesser life you had when activating it. Then it also gave damage bonus (up to 150%) to all your attacks. However in one of 3D games your defence dropped to 80% after Rage Explosion effects ended

in SS6 (Tenkaichi Kenkakuden), “Ken” groove, you also have access to Secret Ougi (which is there more like extra special move thats better than your regular ones but worser than super).

I was wondering what happened to you. You should have been the second post.:rofl:

That is true.

I just seems you were over generalizing something.
But your right that comeback mechanics does put the person in the lead in situation where they must act with more caution.