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

This isn’t true and doesn’t make sense. Adding ultras after FADC always adds at least a good sized chunk of damage. Sagat’s is the most egregious example, but other than that dudes like Ryu can also get way more damage than they deserve off of an invincible setup.

On the other hands, characters who have a harder time landing it (no FADC setups) like honda or guile, while they would get good damage off of it, will never land their ultra in a good match, so it’s a moot point.

Ultras aren’t as bad as people here are making them sound.

If you are up 80% in health, a huge lead, if your opponent lands an ultra you now have your own ultra, are still ahead in health, and now the opponent does not have an ultra.

People are acting like every single game, an ultra is a given, then the other player apparently never uses his own.

It takes a good amount of skill and luck (in regards to the player in the lead making a mistake or series of mistake) to mount a large comeback, whether you have an Ultra or not.

This isn’t that much of a comeback mechanic, but what do you guys think about the super meter automatically “filled” when having less than 25/50% life? [Depends on character]

And just a thought, maybe ultra meter can be used to do Alpha Counter like move? [Limited to about 2-3 in a match]. It can help to reduce some pressure and reset, trying to think on how to do the comeback

This is a stupid argument. Yes, if you are retardedly better than your opponent and rack up a lead that amounts to most of a life bar, then getting hit by an ultra is not that big of a deal. On the other hand, if you are slightly better than your opponent and then, as a result, they get their ultra first and win, it is a big deal.

No, not really. If you are only slightly better than your opponent, then you will have a slightly higher win% anyway, with or without ultras. So you should expect to be losing some.

The only good comeback mechanic would be something where the player has to take a big risk to activate it, kinda of like an all or nothing gamble. I am thinking of something like barque were you have to sacrifice some life to use it. It would make the character stronger or have new super attacks, but the opponent can take them out in 1 or 2 hits.

See this isn’t good enough for me. If I outplay my opponent, I want to win. If I outplay him by a visible but not huge margin for the match, and then he gets one exchange into ultra and wins, I’m not going to shrug and go “oh well, I’ll probably get him next time.”

Fuck that.

I like how they changed SRK so there’s no more 09 hate but god damnit, you can smell them from a mile away. :rofl:

Theres a big difference between a good win and a bad one.

oh snap edit: you can still see their join date if you go to their public profile.

What the fuck. Are you serious.

There are good wins and bad wins? Holy shit that’s news to me. Yeah just like how there are good wins with ultra combos as there are bad wins with ultra combos.

People have been getting robbed long before comeback mechanics existed. Get used to it.

Lol… ‘good’ wins and ‘bad’ wins. What a petty concept. Yeah maybe you think it’s bad because you salty.

Ok, I’ve heard a lot of suggestions of how to tweak and possibly improve the comeback mechanics. I haven’t read the entire thread word for word, but why do people like having a comeback system in the first place?

Because it lets them do cool stuff and maybe even win if they aren’t good enough to win the old fashioned way.

It’s not that we want comeback systems necessarily, I mean, it wouldn’t be on my to do list if I were to ever make a fighting game, but I am willing to give them a chance.

Like all systems in any game, there are right ways and wrong ways of doing it. It can end up being a very good mechanic and be adopted as the standard.

A comeback mechanic basically allows for more of a sense of “it’s not over untill it’s over”. Whilst this has always been true, it’s almost always been to a miniscule degree.

If the opponent has a large lead, like 80% to 20%, this almost always means a loss for you. With a balanced comeback mechanic, the chances of winning are not necessarily the same as if you were on even health with the opponent (so you are still in a bad position), but at the same time prevents lame duck scenarios i.e. if you’re getting your ass beat, you’re still getting your ass beat, but you have a chance to create an opening which will allow you to skillfully steal a win.

And that is a very good reason to want a good comeback mechanic, i.e. not ultras.

But shouldn’t you have lost so badly to begin with? I’m not trying to belittle you and I understand where you’re coming from, but I think there should be a better reason besides dramatic comebacks.

VF series has the best Comeback mechanic. Been consistent from 1-5R.

Preventing lame duck situations is why I’m… sympathetic to the idea.

Personally, I’m not for or against comeback mechanics. If it spices up the game, then sure, why not. If it doesn’t or it makes the game worst, then the mechanic should not be in the game, like any other type of mechanic.

True, the rewarding of a player who is losing that is characteristic of comeback mechanics may not be fair, but as the purpose of fighting games is to have fun last I checked, I’ve willing to forsake some fairness for a more fun game.

Unfortunately the ultra system isn’t changing anytime soon in sfiv. Everyone gets to come back in the middle of the round and you’ll get to see everyone pull out their ultra every round regardless of skill level. The comeback factor in games these days is basically to help keep scrubby player’s hopes up and have every round have some kind of fake comeback element to it. I love how u can be beating the shit out of someone the first round in sfiv and what does that do for you? Eventually just set you up to get hit by ultra and get put in an untechable knockdown in the middle of what’s suppsosed to be a smart battle.

The ultra system is fine for scrubby play but at higher level play i don’t really ever feel rewarded for making right decisions. Rather I just feel like I’m adding fuel to my opponents fire. Its a real counter productive system for real competitive play. Id take tekken 6 rage any day over ultra crap cuz the only time the opponent gets to come back is if my breathing on them will kill them. The way it should at least try to be.

Let’s take Zangief from SSF2 as an example. His FAB was his comeback mechanic. It caused huge sums of damage because it was not expected to land all the time.

His high stamina was his comeback mechanic. Zangief was expected to be zoned alot of the time, unable to get inside to cause havoc.

Put the two together and you get a character who is (supposed to) be zoned for the majority of the match, surviving just that little bit more damage than anyone else untill he manages to get in and land that one super to turn the tide completely and net a win. That was his ‘comeback mechanic’. He’s a character intrinsically designed to be a comeback character, in the most simplistic terms (of course, that was not his actual game, but let’s just look at it that way for the sake of this discussion).

Do you think this is unfair? That Zangief is given these ‘artificial’ values to last longer or to cause more damage than any other character? I mean, it should only be your skill that matters, right? So why does the character need more health to last longer, or to make more mistakes?

But that’s not the whole picture. A good comeback mechanic should work in exactly this way. In an interesting, varied, possibly character specific fashion. Well balanced, not-total-BS-linking-from-a-target-combo-into-ultra type affair, but something that will help in the same way as any other game mechanic.

That’s why I’m willing to give them a chance. Because they have the potential to keep things interesting.

you can keep saying this till you’re red in the face. Scrubs like it because they feel like they have a shot. HEY, I ALMOST BEAT YOU!!! let me pump in another dollar real quick…

Comeback mechanics done right (like GG Accent Core) are fine. Comeback mechanics done poorly (SFIV) are horrible.

I’m fine with comeback mechanics if they’re done right.

Thank you (even though I hated GG, lol).