Dizzy is a terrible fighting game mechanic

Fighting in real time is a bad mechanic, each player should be able to fairly plot out what ever actions they choose is best for the situation. Real time fighting just encourages autopilot and set-play. It’s just a newb friendly mechanic for scrubs who don’t wanna think. TRUE GAMES had turn based combat well before street fighter’s time.

So I guess this is just an “old” player circle jerk going on here? Yeah anything that was in old games is perfect the way it is! Anyone questioning goofy design decisions must be a spoiled unskilled scrub! We don’t want games to advance or improve, just keep making SF2!

We used to have whole tournaments here (maybe we still do) where hitting your opponent when he/she is dizzy was strictly prohibited, I’m serious.

Back in the days of SF2, there was some shady arcade places where you could get seriously injured if you hit someone dizzy, and I mean physical injuries.

Those were the good days, apparently.

I don’t think it’s so much that as the fact that a lot of the mechanics from SF2 have been watered down. You REALLY have to be fucking up to get stunned in SF4. Even with Akuma. Because if you’re getting stunned, it means you’re just mashing out attacks and not thinking about any kind of defense. Plus, Akuma has a teleport, so you could theoretically never be cornered. Granted, online beginner Akumas tend to be some of the worst players there are, but…

Figures an SF4 player would hate a mechanic that rewarded offense. OOH BURRRNNNN!!! :lol:

in OP’s defense, arguing against stun on the basis of it providing an unnecessary reward for a player already dealing damage to you is really no different than the oft repeated complaints about revenge rewarding players for getting hit. how much a player should be rewarded for any interaction is a matter of taste. its worth keeping in mind pretty much every fighting game has a multi factor reward system for moves hitting instead of just damage, including hit stun, knockdowns, meter gain (often for for both players), and improved positioning.

I just hope in SF5 we get a full out tutorial like KI does. Since paper manuals are becoming a thing of the past in game tutorials would help a ton. Capcom could go far with those types of tutorials really in-depth and explain practically everything about the game, from hitboxes to frame data.

Back to dizzy…to me it kinda feels like scoring a KO early in a round (not literally of course) since by then you’re basically free to do whatever is you want without repercussions. But at the same time if dizzy was in a high dmg dealing game like SFxT you’d have matches over in less then 10 seconds if that was the case. In low dmg games like SF4 it makes sense in high dmg games it doesn’t.

if the op is salty now…he should be thankful he isn’t playing vanilla SF2.
close jab>dragon punch
or one 3 hit tatsu led to dizzy loops.
since any 3 consecutive hits=automatic stun/dizzy
say goodbye to your quarter.
chu-uuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuummmmmmmmmmmmmmmmmmmmmP.

For Street Fighter, I think stun is necessary. For other fighters though, it seriously depends.

To be honest I don’t like the stun mechanic just because it always seems like a few characters abuse it too well. If done right it can be a good mechanic, but all too often its one or two characters who can do 90% of your stun bar and stun you on the next minor hit which allows them to get 90% of your life bar. Then the rest of the cast might get a stun every other match.

You don’t need stun to make a game offensive or make it reward good reads. Just make it so the offensive player gains a sizable advantage. That’s all you really need.

OP should play Tekken. There’s no stun, and it’ll put hair on your chest.

Then you need to shave that shit, you nasty fuck.

if you guys make him go hang himself with his usb cord I will die laffing, then I will come flag this thread! in that order

They’re called fighting games, so you’re supposed to be fighting. Blocking or going AFK is not considered fighting.

To encourage players to fight, certain mechanics have to be added. Time is added to encourage players to not waste time, guard breaks are added to encourage players to fight instead of blocking all the time, dizzies are added to encourage continuous fighting and different characters and moves have different stun magnitude for balance purposes and for players to make intelligent decisions in the moves they choose to use.

One of the main excuses I see used by “new players” is that if there is something a new player cannot do or doesn’t know, then the game is bad/not accessible. This is false. Learning and improving is a part of what makes fighting games fun.

@Fudd made a good example with that video.

I heard Mike Z has nightmares about Makoto juggling him in his sleep:

Am I the only one on this page that liked Skullgirls? The mechanics in that game are legit. His opinions aside, he at least deserves credit for that.

I hate blockstun. They should remove it.

i hate the vibrating hurtboxes as resulting from said hitstun…

like when Tom Cat would bite on a sandwich that Jerry mouse swapped with say an anvil, then Bwwwwwwwaaaahhhhhhhnnnnnngg’gg he gets rung like a doorbell but sits in hitstun reverberation for like 10 seconds, yeah save that for merrie melodies or some shit…

sf2 looked cooler where they just slid back with no shaking practically… but fast forward to todays technology we need like impact inertia on all limbs and body parts on hit and block when we trade blows it should reflect who has better leverage and center of gravity or whos off balance while hitting and being hit.

IRL blocking a lariat from gief would surely force crouch at the very least after blocking one or two revolutions, especially if Im 5’10"
or blocking a fb should take off more energy when blocked consecutively as one would figure IRL you would be really able to block 3 in a row without thinking long and hard about: is getting my forearms burned just to save some stamina worth it?

thats true of lots of mechanics though. 2 button throws favor characters with kara throws. parry favors non charge characters. focus cancel favors characters with shoryu type moves. cvs2 A groove is exceptionally powerful due to certain characters moves (bisons scrape and sakuras shosho)

not saying this is a necessarily correct point of view but I always accept it as given that certain characters can exploit game mechanics better than others

so I’m guessing fulgoreakuma is trying to mash his way out of these thread replies

I know… Play Mortal Kombat

I know… Play Mortal Kombat

Fixed :slight_smile:

Anyway, you younger guys have the fast twitch reactions and the good eyesight; if anyone should be asking for the easy go, it should be us haha