If anything, damage needs to reset after a stun, like it did in 3S.
I agree op
remove dizzy and add xfactor
Next, scrubs will be arguing against hit-stun…
Of course! You get hit once and then you can’t block the next attack, it’s so unfair! I’m blocking!
And it won’t be long before someone repost the number 1 offender to scrubs since ever: throws
See how great his game turned out to be…
It was offered for free on PS+ and I doubt more than 3 people downloaded it.
Dizzies are a natural part of Street Fighter’s flow. They are a reward for good tempo and making a series of smart decisions.
http://youtu.be/7V04vHVQpQU?t=20m37s
20:37 Choshu Ken goes for a high stun combo instead of a high damage combo since it’s his best chance to win the round (and the game).
Dizzies are something anyone can earn, so make it work for you.
And yeah, if you don’t like getting dizzied, then consider playing a character that doesn’t get dizzied so easily. Characters with low stun tolerance are made that way so they’re balanced out.
I’m used to dizzy so it does’t make me shrivel up and convulse, and as someone who mains Gief and had picked up Seth for a while, Dizzies can be a very part of the game on a character and match-up basis.
HOWEVER, the OP actually isn’t conceptually wrong. The reward for beating up the other person - is beating up the other person. If I land a super nasty combo in SSF4 with Seth, and reset, I’m rewarded with a stun that lets me up the hit count or reset again. It’s a balance mechanic for Seth - he’s an all or nothing kind of player - but should it really be that way? Don’t get me wrong, it’s not a complaint, just there is a level of validity to “the better player wins because he’s taking more life than he’s losing - so why the need for a ‘reset’?”
- :bluu:
I thought that was the point of DSP’s videos.
The problem is that OG’s feel like dizzies are a reward for doing well and newer players feel that dizzies are a punishment for getting hit. Neither of these are wrong, both of them are true, and it really just depends on how you feel about damage. Frankly from a balance perspective, stun is one of the biggest contributors to 100% combos/resets. There are arguably more games that would be more balanced without stun than with it.
I agree. Akuma has a low stun factor, so you have to keep the pressure on with him. You should have people complaining to you, as an Akuma player, about dizzies.
This thread is awful lol. The OP actually asks a question in terms of game design. Aside from a few intelligent posts, all we get are these idiotic responses that pretty much all fall into one of these categories:
- Dizzys aren’t a bad mechanic, you’re just a scrub who gets hit.
- Dizzys are good because that’s how it’s always been.
- Obviously terrible analogies like “Next, scrubs will be arguing against hit-stun…”, and “I think health bars are are the worst mechanic in fighting games.”
Go watch this if you haven’t already:
The thing is, there are a lot of things wrong in the first post that it’s really hard to address them or even take the whole post seriously.
And analogies like “hit stun” or “health bar” are not terrible, in a lot of ways complaining about dizzy is the exact same thing as complaining about other system mechanics, like hit stun / combos, “I’m being punished for getting hit for the first time by not being able to block the next attack”, or health bar “I’m pretty sure if my health bar didn’t depleted completely I could have made that come back”.
Stun is not a bad mechanic, it rewards the player who guesses right multiple times with additional damage. Though when I was a little scrub, I’ll admit, I too found it cheap. But then, as people already pointed out, I learned how to block and to defend myself.
Complaining about stun is stupid for another reason though. Have you ever thought you too can stun the opponent? It’s easy to complain when someone does it to you, but really, that mechanic affects both players equally. Sure Akuma gets stunned faster, but that comes with the fact that he is, by far, the best character in the game.
So even if you change character, you might not get stunned as easily, but then chances are you would start complaining about the lack of a teleport, high damaging combos and powerful mixups.
So, really, what’s already been said is sadly true… just learn how to block, it’s by far your best option.
What difference does it make? A new player is going to get rolled anyway. Fighting games aren’t balanced around newcomers having a chance against experienced players, if you wanted to balance around that then fighting games would have critical hits (ugh) or something. I doubt those players are thinking “if not for that dizzy mechanic, I would have been able to win.” I don’t, when I lose to someone significantly better than me.
stun = incentive to continue attacking (other than the paradigm of people liking offense)
without stun -> less incentive to continue attacking
optimal strategy -> time out with good defensive tools
stun has a reason to exist. it ups the excitement of the game sometimes (such as poongko vs daigo yun at that one evo)
is stun a “good mechanic” or a “bad mechanic”? I don’t think it impacts gameplay enough to matter.
in sf4 - it is probably poorly implemented - no stun gauge.
there are high stun attacks that you can’t really tell are high stun attacks just from playing (balrog ultra 2, gouken ultra 2)
That’s my main issue. 3rd Strike had the stun gauge and that really helped me think about when to change up how I was playing.
Block.
SF2 was the first entry in the series for almost everyone I know and you can get dizzied in that game with a 2 hit combo and no newcomer was drawn away from the game because of that.
Kids these days are too spoiled
I’m guessing that Capcom wanted to go back to SF roots with SFIV and that means less bars on the screen, not to mention that having no stun gauge keeps that level of anxiety/uncertaintity about the stun, a level that SF2 has to spare, considering that stun values are somewhat randomized.
guard break is better than dizzy
meanwhile stun not being in sfxt, you could try that