Dizzy is a terrible fighting game mechanic

Not really. Since FA absorbs hits not DODGES them. And since FA doesn’t negate canceling then dodging I feel would be a far better use. Plus if wouldn’t be hanidcapped like FA against AB moves. Of course I’m hoping they get rid of FA system and it never comes back. The CADC system was much more despite being less safe.

but back to the sway/dodge mechanic. I could see good use out of it. How one would implement it into SF5 is another story though.

Dizzy has been in most street fighter games. While it is a mechanic that can make offense really overwhelming, if you keep playing you learn how to deal with it and even use stun to your own advantage. It doesn’t need to be removed from Street Fighter games. There’s a reason for example that characters that tend to be difficult to get in on have lower than average stun advantage. A character shouldn’t be both impossible to get in on and impossible to stun. :confused: So, stun DOES serve a purpose.

Every SF game?

Okay, so correction, many of previous SF games had stun?! idk about SFxT, but if memory serves, stun/dizzy was present in older SF games as well isn’t it?

Every revision of SF2 and SF3 has it, plus SFA3 and obviously SF4 as well. I want to say SFA revisions prior to Alpha 3 had it as well, but I’m not sure. The only SF game I know for a fact that does not have it is SF1.

SFxT doesn’t have stun. If it did, games would gone faster and we would of seen combo videos on who could get the most stun out of their characters.

Seriously its bad enough Capcom game you people ultras. The whole reason Ultras exist is so players like you have a chance against better players. Thats why they have an emphasis on links as combos while having mashable moves etc.

You can lead a horse to water…

Eh

a famous person once said “Don’t get mad because you can’t block”. seems fitting here…

Stun is just one of those mechanics that a) gives “flavor” to certain games and b) more importantly, works on specific types of fighting games. I mean, stun would be stupid on a combo heavy game, but on one that isn’t as combo oriented, it works fine.

As for the so-called balance issues, let’s take a look at some of the most notable games with stun. In ST, you don’t really see any of the top tiers as being there because they can reliably do 100% stun combos. No, what makes them strong is the usual set of factors that make a character strong. Now you may say that it’s because the SFII series has random stun values. Lets look then at a game with fixed stun. 3S does not have random stun values, yet at the same time, the only top tier who’s there mostly because they can do 100% combos is Makoto. Heck, she’s not even at the highest tier - she’s still considered slightly below Yun and Chun, both of whom don’t really go for 100% stun combos (Chun is all about footsies and big damage punishes, Yun is about that rushdown and maintaining meter for Genei Jin). Heck, you might even say that Makoto’s 100% stun combos help balance the game since they do move her up in the tiers and add another viable character to competitive play.

Bounce bitch.

Don’t you earn that stun though? So that must mean…you…earned the dmg?

Doesn’t stun continue to accumulate even on block?

I like stun in 98

Stun is dumb because momentum in and of itself is enough advantage for offense there doesn’t need to be an additional mechanic that gives you momentum.

stun punishes you for getting hit a bunch in a short amount of time. guard break punishes you for blocking too much in a short amount of time. it’s easy to understand why they’re different I think.

guard break is a remedy for games where it’s hard to score meaningful damage or open people up. if blocking all day and then punishing is the best strategy and carries small risk, the game will eventually devolve into a game where neither is willing to take offensive risks. alternatives for guard break are more like: fast and powerful throws, meaningful damage off high-low mixups, strong chip damage. if there was a game with no throws, overheads, chip, or guard break, it’s easy to imagine what it would look like.

stun just punishes a set of bad decisions that happened close together. a game that has dizzy state is usually saying “it’s more acceptable to get hit 4 times over the course of 60 seconds than it is to be hit 4 times over the course of 15 seconds.” while it really will boil down to preference, I personally appreciate games that have this approach.

I could see new whacks at an old problem, more realistic would be semi dazed after eating repeated blows say maybe 5-7…or irl maybe a quadruple fierce combo can stun an actual human…but not stay dazed it dizzy as long.
scaling makes up for it
…but after 25 years they could try something different

This is funny because the sentiment has always been if a game has a guard bar its a bad game

You know what else punishes a set of bad decisions… that big ass chunk of life you just lost. Stun is like saying hey “if you can score 3 touchdowns in one half before the other team scores one you get a free touchdown” Tell me that doesn’t just sound like a gimmick…

Stun at its core is a cheap gimmick

So what do you want in a FG?

stun is great.
changes the decision making of specific situations dramatically in some cases.

without it things would just be that much more simple. to the point of just being boring.