Directional Influence..... why don't more fighting games incorporate this?

It already exists in some ways and applied correctly would be interesting. For example in A3, GG, MB and other new school games you can choose which direction to tech after a combo has landed.

It might be interesting to be able to shift your direction mid-juggle so that the player has to react and change their combo accordingly. Let’s say in the corner you shift away from the corner, so the player doing the combo would then most likely perform the combo assuming you will shift away. But you also know this and can actually shift back into the corner, they miss the combo and lose some damage and you get a moment to gain some initiative, though instead of taking full damage and being out of the corner, you’ve received less damage and are still in the corner.

People need to think outside the box. Just because a concept is implemented one way in a given game does not mean that it would be implemented the same way in other games. BlazBlue has a system that forces the player getting hit to pay attention during the combo (breakable throw during hit/blockstun), and this kind of concept just furthers that.

This would be for the best.

The thing is, DI in games where air-to-air combos are important would greatly favour defense. These games usually have all your damage come from combos, not a couple big hits. If it were easy to consistently escape the combo after the first two or three hits, matches would be incredibly frustrating and boring.

The games that would actually be able to use DI generally favour offense. The throw mechanic in BlazBlue favours the character on offense, by punishing the other character for not paying attention. DI sucks out all the value of offense, because you could go for a big combo setup and get screwed because the guy decided to hold left once you actually started it. It would degenerate into turtling until you can land your biggest hits because those are guaranteed damage instead of wasting effort and meter on high hit count combos.

Bumblebee style characters (fly around really quickly and hit you a lot with low damage combos) wouldn’t be viable anymore, etc. It would end up restricting a lot, probably.

yes, and all characters should have access to it.

I’m not unaware of Smash’s spacing game but I’m just generally saying the damage output after a correct tradeoff, doesn’t need the sort of possible reduction between hits as the focus is rather in getting them into a combo.

I’d be fine with very minor DI though, eg so the centre of the body will usually remain where it’d otherwise be and DI only influences possible maximum damage combos. But even so it isn’t particularly needed in a 2D fighter, at least not one out currently.

As for a real 2D fighter made with it in mind? Sure! But you’d be better off aspectually giving it life in a new IP, nothing out now.

hahaha smash’s “spacing” game

Why you keep posting in a thread you wanted locked back on the first page? GTFO or post something a little more worthwhile.

you don’t even know what i was commenting on, idiot

I can see a DI system working for the more high-speed, juggle-happy fighters. Though if such a thing were implemented there would have to be some period of (maybe variable) un-influenceability. There’s no reason to slight the player that landed the initial hit for doing something right.

Like I said, though, the Blazblues and Guilty Gears already have something like that in that with the crazy pushback on aerial combos.

Good example is Hakumen’s j2C attack, which you can see here:

[media=youtube]v_dphAiH6PE[/media]

(25 seconds in)

While it’s not the same thing, it still has the same effect.

how wouild DI work in the corner though? It doesn’t, it only works in cornerless games like smash and SC. Where instead your in rings/platforms. If you’re in the corner where are you going to DI to? Back into your own corner that you’re already in? Or maybe right through your opponent into the opposite corner. The only acceptable way is to go up, but you’re just giving your opponent another chance to start off with a meaty attack and keep you in some block string and maintain the pressure against ya. Seems rather pointless to me. Maybe it works fine in smash but most 2D fighters, yeah not so much.

how about we make a thread about adding things from 2d fighters to smash on smashboards

I guess he was just trying to add a new defensive maneuver for other games that come from smash bros series. However, tech-hitting would work better in 2D fighters if they pushed the opponent way far back so that you have room to get a breather. Also, like i said before, keep the super jump status after teching so that you can’t be guard broken should your opponent attempt to do so.

wow i got neg repped for saying “anime fighters”

usually the fly all over the screen fighters are like, pure anime. the designs make them look like they ought to be anime (arcana, guilty gear, fist of the north star which IS an anime, etc)

throwing fireballs out of your hands is very anime imo :razz: