I’ve played many fighters and I’ve noticed that some give you the possibility to cross up a cornered opponent ( SF4 for example ) and other don’t ( SFII turbo ).
Is there any reason to it ( gameplay wise ) ? Between the two options what the best in your opinion ?
I try to understand fighting game mechanics, so I’d like you to explain me.
It’s all about the engine and how it detects shit. I don’t think it’s an issue that can make a game better or worse anyway, but it can drive you insane if you play multiple games and this rule isn’t consistent in all of them.
It’s just the way the collision hit boxes were designed for each game or character. In SF2, the collision boxes don’t force themselves out if you were to jump into the corner, therefore it will always land on the front side, whereas this changed in future iterations of the game.
As far as gameplay changes, it usually gives your opponent another opportunity to land an ambiguous cross-up, or in some cases, an unblockable crossup, which leads to better offensive options.
Call me old school, but I never saw the value of putting yourself in the corner for the sake of a cross-up. I favor the positional advantage of trapping an opponent in the corner.