And even if you have DI, fast characters can render it useless cuz they can just move to your newer location quite quickly. Sure big characters wont be able to easily reach you, but for those that can, its a double edge sword on that end.
Since I appreciate both Smash (to an extent) AND normal fighters, I think I’ll give you a serious response without being a jerk like everyone else in this thread.
The thing is, DI would cause normal 2D fighting game combos to become inconsistant, which isn’t a good thing at all.
Imagine playing Blazblue and trying to do Taokaka’s air juggle combo with her drives, and then suddenly the opponent just presses up during hitstun and causes her go go flying under him and right to the other side of the screen. Why would you even try to combo anyway?
Smash works with DI because the characters have high mobility and hitstun is huge (Melee, not brawl) so the characters can essentially note what the opponent’s DI is and then follow them to continue the combo, which takes some skill in itself. HOWEVER, DI also makes multi-hitting moves too easy to escape and makes them far less valuable, which was another reason I got tired of Brawl/Melee. Because I love jabby jab jab hitty hitty hit moves that do lots of little taps at once.
Gleam of Force incorporated DI on the ground, with the characters being able to slide further when hit. This is not so bad in GoF either because that game is centered around powerful single hits rather than combos. The combo moves in that game generally have low pushback anyway and so are more or less impervious to DI. The strong hits on the other hand allow the opponent to DI way back.
But yeah, I hope that gives you an idea of why DI isn’t incorporated in 2D fighters.
Something else worth mentioning is that fighting games, in a way, already have this, in the form of pushback from attacks.
Hakumen’s j2C is a good example.
Um…huh.
Wow, if the TC actually used his BRAIN before making this thread he would realize how retarded DI would be in a 2d fighter.
Wow. Another thread about something from Smash…
Watch as the OP never replies to anything.
Because it wasn’t done by capcom first.
Even with combos we gotta guess?
Without DI:
Guess -> Do most punishing combo(do damage) -> guess again etc.
With DI:
Guess -> Do damage -> Guess again -> Do damage…
Either way your guessing. It’s just risk/reward that gets rebalanced.
I would just improve on the tech-hit ability. Someone throws, you tech-hit and they get pushed waaaay the hell back to where even their fast air dash wont be able to reach you and you still maintain super jumping status so that you cant be guard broken.
What carthage said. Having to guess so often in a short time period turns a game into button mashing. It would kinda feel like DOA with countering mid-ground-string and shit.
keep in mind even with DI at an ok level (melee level, brawl is too much as we all know), combos in smash aren’t exactly the most strict thing ever which is why it might work in this case. throw DI into a game like guilty gear where 2 frame links are standard and you can see having an aspect of having to guess and improvise mid-combo just doesnt fit. even in sf4, slower paced, more beginner-friendly game, you’re seeing quite a number of tougher links like sakura’s and akuma’s far rh that are pretty vital to their play. being able to fuck with your opponent by holding your stick in one direction? ew.
and i mean it just feels gross to play a game where the number of things you can do with a guarantee can be counted on one hand. cool, my most-of-the-time-guaranteed combo was DI’d out of by a guy who did nothing but move his stick to the right while i barely missed a 2 frame link, and the move that missed had tons of recovery so now he punished me for 60% of my life with an ultra or something that didn’t even require a combo. sad face.
While I agree more fighting games need varied properties on hit depending on range and the move actually hitting them, so that combos may be diversified, I would rather… Not have that thing here.
Its a good intention, but the whole idea behind damage output is that its a reward for reading them prior to fishing out the attempt, which happens as a direct consequence of correct guessing, trapping, spacing.
Putting guessing into that is just… A little strange, and would belittle the basic foot to foot spacing and how much it matters. Ie you could guess right roughly 3 times, them 10 and still be ahead assuming they miss their directional influence chases.
I don’t think that is correct, because for every hit in a “combo” you’d have to guess. In your comparison you don’t signify that in the with DI explaination “Do damage -> guess again -> do damage” is the part that directly correlates to the “Do most punishing combo” of the without DI explanation. So, taking that into account, an accurate comparison would be:
Without DI:
Guess -> Do most punishing combo(do damage) -> guess again
With DI(for the sake of the debate, assuming that the “combo” is two hits):
Guess -> Do damage -> guess again -> do damage -> guess again
And that is being conservative(2 hit combo). The longer the combo, the more "guess again"s are inserted.
Yes, but it all reduces down to
guess -> damage -> guess -> damage -> guess -> damage until the match is over, as is the nature of fighting games.
DI just inserts more guesses.
so if you just want more guesses then play fuckin 3rd strike
Have you gone to see a therapist yet? You still sound angry.
You are a fucking idiot or just baiting
backpedal
Notice how smash players always try to drag some thing from smash bro’s into a REAL 2d fighter to make it better in there perspective? Gosh in the tourny at Orlando Mayhem, all the smash players looked like geek’s to the 5th power with down syndrome, so when ever one posts I just pretend I am talking to a retard.