Dizzy is a terrible fighting game mechanic

22:40 was just filthy

Kinda surprised a topic like this has yet to be locked.
I guess because it’s more civil than it could have otherwise devolved to?

As for my preference… it depends on the game system, really.
Hell, I’m currently playing Tekken (no dizzies in that one) yet angry scrubs and newbs cry about a ton of OTHER things the game has when someone better than them makes em miserable.

We sure have a very different definition of “awesome”. Probably the best thing i have ever seen a 3rd Strike Makoto do.

I agree, just in different terms.

I like stun as a mechanic. Street fighter II did it poorly. Street Fighter IV did it REALLY POORLY. But Third did it very well. Pretty much as close to perfect as they could have gotten it at the time.
Also, the amount of vitriol here is ACTUALLY sickening. I thought you guys were better than this lol

wow thanks for all the opinions guys, gave me some new insight on the mechanic. I don’t hate it in all games, just particularly in SF4 and SF2.

but to all those people who said things basically akin to “learn to block” needs a DP to the nuts. yes, you do need to know how to block, but that doesn’t matter cause even the pro’s like Diago get dizzy. are you saying that they don’t know how to block?
you will get dizzyed eventually, nomatter how good you are at blocking.

I like dizzies in SF4, just wish that it were visible. It helps speed up the pace of the game and it doesn’t happen too often against people of equal skill.

When stun occurs at a top ‘Daigo’ level, no he doesn’t need to learn how to block. What’s happened there, is his opponent is ‘in his head’. A combination of good reads, intimidation, matchup knowledge and (I’ll admit it) even a tiny bit of fortune have all come together and stunned Daigo.

Good reads on a beginner don’t exist. You stand next to them on wake up and block for the dp, you pressure them in the corner with 100% confidence that theyre mashing and not blocking, you KNOW they aren’t teching or option selecting, and you’re pretty confident theyre going to block the wrong way on a crossup, or stay crouched during the entire overhead animation. This is why you’re getting stunned.

Daigo, on the other hand, is probably the most studied Street Fighterererer on the planet. Everyone is looking to see habits in his game, places where he feels pressure, matchups he doesn’t like. A stun on Daigo happens because the entire FGC is watching him, replay after replay after replay (and the other pros) and learning their game. Don’t assume that your stuns all come for the same reason his do.

get the cock out your mouth

Not a Daigo believer myself - using him, since he was the example FGA provided.

Dizzy should ALWAYS keep the damage scaled to whatever it was when it occurred.

Street Fighter 4, for all it’s terribleness, at least had the decency to put that in.

Your talkin so much shit I assume that you can beat him?

If dizzies are bad then are they going to get rid of super meters/supers and ultras?

learn to block is shorthand for “learn when to block and when not to”

in other words learn when it’s your turn to press buttons and when you need to block and wait for an opportunity. top players (like Daigo that you keep mentioning) will get stunned rarely because they have the game knowledge and reactions to minimize risk in defensive situations. also while it hasn’t been said as much as “learn to block,” it should also be pointed out that you gotta learn to play neutral. Daigo is not often in situations where he’s at risk for stun because he controls the neutral game and doesn’t allow players to get those opportunities in the first place.

if you are getting stunned so much that you’re making a topic complaining about it, odds are good you either don’t know when to block or you suck at controlling the neutral, or both. a big problem whenever you’re new to a game is knowing when it’s your turn. what’s safe and unsafe? what do holes in pressure look like? when am I allowed to hit buttons?

are you getting constantly stuffed when you try to do things? odds are good you think it’s your turn when it isn’t and you need to block more/better. is the other player running high/lows on you until you’re stunned? odds are good you aren’t finding the holes in pressure to escape or counterattack.

the point of this long-winded post is that stun is just feedback. it’s feedback that you don’t understand the game or are making poor decisions. stun is not overbearing in SF4. if you are getting stunned in SF4 often, you should look at your own play and figure out where you’re lacking.

^Now this is turning into some funny shit :rofl:

w…what?

to understand how great the dizzy mechanic is.

you need to understand the history of Fighting Games… which is Arcade.

Arcade are design to be profitable and Arcade profitability is directly proportional to the the rate of game time turn over.

Dizzy is a pretty good mechanic because it doesnt allow the poor players from hogging precious game time and also provide additonal hazards for expert players.

The best ways to keep a player motivated to fight IMO are:

  • Guard Crush meter drain (stun)
  • Negative penalty (vital resource removal)

The dizzy mechanic is extremely outdated and redundant.

SF4 could use Guard Crush the same way Alpha 3 did (absolutely), but better since there’s no V-ism nonsense in 4. It would keep you in scramble-mode. Only thing that you would need to change is to increase the walking speeds (forward and backwards).

Guard crush unfairly punishes people for having good blocking skills and was injected into games as a response to the huge nerf the original guard block got, aka throwing. Thats what throwing is for, guard break was implemented in order to fix a problem they themselves created by nerfing the shit out of throws. Give high damage back to throwing and stop letting people negate all the damage entirely by teching it and you won’t have a need for something as dumb as a guard break system.

a mechanic is only as bad as the game design around it is. Saying guard break and dizzy are bad is just as bad of people who saying come back mechanics is bad.

Dizzy and guard crush suppose to be deterrent. Get hit to much you suffer dizzy, block to much you suffer guard crush. Most “well” design game would also add option that allow player to counter the same thing. Dizzy recovery and alternate guards.

Sad thing very few game handle these right. Breaker revenge seem to handle dizzy effectively but making sure once you dizzy recover your invulnerable for period of time.

Game that have alternate guard usually mitigates or out right negate guard crush.

But then some game handle these mechanics poorly as well.