So, what’s your favorite fighting game mechanic (for instance, SFIII’s parry system, SFIV’s focus attack, Alpha 3 X-Ism system, etc.).
My number one is Third Strike’s parry system. I have to say, I loved the ability that, no matter how top tier my opponent’s character was, if I was good enough, I could just parry his attacks.
My second would be the Vampire Savior push-back system. It was a great way to reset.
Focus Attacks (just another away to go in on an opponent)
Non Favs:
Shortcut inputs (I know Capcom’s just making SF4 beginner friendly, but I just doesn’t feel right when moves come out w/o having to really put in the inputs stated in the moves list. I think that it just promotes mashing.)
Air dashing (I might change my mind after MvC3 comes out, but I never really liked this feature especially in BB games.)
Favs
Parries: As a defensive option I love this.
Faultless guard
Stat building taunts: I like the fact that I can use it for more than pissing off my opponent
Burst
Ring outs: Admittedly, I use these as a clutch. I absolutely suck at Soul Calibur and this is how I win
Unfavs
Guard breaks: I’m a defense oriented player so I naturally dislike this. I don’t like being punished for putting up a defense.
Charging: A problem I had with older KoF games. I didn’t like that charging was the best way to build meter. Also dislike it in DBZ and Naruto games.
UN-favs shit List: #1 Parries, Repels, Sabakis, whatever the fuck KOF XII had. #2 Custom Combos
(tie)Dial-A-Combos
And in no order:
–Link-heavy combo systems
–Specific buttons for actions that SHOULD be input as directions (Run, Guard, etc.)
–Characters with too many overlapping inputs (Krauser in 98UM, EVERYBODY in SF4 due to the retarded input system)
–Being immune to throws when in the start-up frames of an attack
–Simple modes that encourage mashing buttons rather than easing into proper gameplay
–Loops that take 30 seconds to do 20% damage
–Just-frame windows
Love:
–Throwing an opponent in hitstun
–Power-up modes
–Being able to clash/hit away projectiles
–Moves where you can set something up on the screen and keep it there
–In SNK games when they give a character a counter or command grab when they don’t even really need one
–Moves that power-up when used in conjunction (ex. Andrew’s Eagle Break + Eagle Arrow in SS Tenka)
–Ring-outs via throws
I love shorthops, the arcana system, character specific mechanics akin to order sol’s/kazuki’s, taunts that buff, various sorts of cancels, any sort of install, and focus attacks.
LOL… I knew I was going to get ragged on if I said air dashing. That’s why I was very specific with my words. I said AIR dashing not dashing or running in general. I guess I just like my fighting games to be more grounded, than spending most of my time fighting in the air. (Would that mean super jumps are classified as well?) o.O;
wtf? What game ever has done this, that’s retarded.
I like runs! The KOF way, there’s nothing more satisfying than seeing someone whiff a laggy move, being able to run in quickly, and punish it with a maximum damage combo. Also gives a great possibility for performing pressure.