Favorite Mechanics in a Fighting Game?

I’m surprised no one else has really mentioned meter. Meter is awesome, especially in games where meter has a variety of viable uses to make meter management more important.

Other things I really love
-Directional blocking ( crossups by extension )
-Power up skills that actually alter the way a character functions ( damage up is meh, stuff that opens new combos or gives new moves/alters their properties is badass )
-Character specific subsystems
-Chain combos/magic series/gatling ( I’m bad at links )
-Games with elaborate juggle systems ( Because it’s fun to watch some of the combos )
-Sub selections to character selection ( I don’t know the best way to explain, but basically Arcana or assist or super selection, adds some depth if multiple options are actually viable )
-Parrying, but only when it’s implemented well

  • Not really a subsystem, but games where characters can throw lots of shit on the screen at once.

As for don’t like… I don’t much care for systems that save you from hitstun, like mid combo counter attacks. Some burst systems are good though, when they’re limited enough to do more than try to keep someone paying attention, it’s the games where the system is so strong that comboing becomes unsafe as a mechanic that piss me off.

And any of the subsystems above implemented really badly ( magic series games where 1-2-3-4 ends up being your only real combo, mashable parry/just block, one dimensional meter systems )

Implementation I guess, some developers botch the mechanic and they can make certain playstyles either really weak or nonviable. Airdashing is awesome in games where the developers implementing without marginalizing other things. Also you should play more vampire.

i would like to play more vampire, but i dont have people to play with :confused:

Offense? Are we talking about the same KOF 12.
Even though I personally hate attack start-up frames being throw-invincible in VF, for that game it’s still fair because you still have so many offensive and defensive options available to you, that it’s still okay. Plus throw in the fact (pun intended) that in VF you have characters like Wolf, Taka, and Kage who can easily win a round with just one grab, then you can actually see why that feature is necessary for the sake of balance.

In KOF 12, there is no reason throw immunity for start-up frames is necessary. The game has almost no offensive options, most throws are not instant–command throws even have as much start-up as jabs, throw whiffs have bad recovery, terrible range, you can get COUNTER-HIT status by being hit during a throw (the only KOF I think where this is possible), and they do mediocre damage in a game full of moves with mediocre damage.

Chains. Cuz links are sooo horde!!!

I like old-school one-button throws with no whiff animations. Throw breaks are nice too, but I can take 'em or leave 'em.

Favorite

  • Kara Cancels
  • Chain Combo’s
  • Just Defense
  • Guard Cancels
  • Evasion Attacks
  • Super Cancels
  • Recovery Rolls, Quick Get Up, etc
  • Air Recovery
  • Throw Escapes
  • EX Moves
  • Air Blocking
  • Negative Edge
  • Rage
  • Multi Plane Fighting (Fatal Fury)
  • Running/Dashing

Hate

  • Two Button Throws
  • Parrying
  • Focus Attacks
  • Ultra’s
  • Link Combo’s
  • Custom Combo’s
  • Multiple Grooves
  • Power Charging
  • Instant Kill Moves
  • Breakering/Combo Breakers

Yeah, but they also differ, even though they are basically the same move.

given that i am a well-adjusted individual i cannot seem to decipher the meaning of these words. it almost seems to me that youve made a vague statement about nothing of particular interest, a modest contribution to the field of metaphysics if ive ever seen one. cheers

Other thing I like are multi tier stages. It’s great making your opponent fall from a level of the stage and have them plummet to their doom

get this everybody – two things, that are different, are also basically the same

I love: Resets, EX Moves, (limited) Juggling, Overheads, Command Throws, Two-Way Ground Dashing, Tick Throws, Focus Attacks, Air Throws, SF4’s Throw System, Short Hops, Vortexes, Invincibility Frames, Ultra Combos, Chip-Damage, Super Combos, Damage Scaling (SSF4 might over-do it though,) Fake Versions of Moves (Ryu HDR Fake Fireball / Yun & Yang LP Palm)

I hate: Unlimited Assists, Beams, Infinites, SF2’s Throw System, Combo Breakers, Air Dashes, Ring Outs, Feint Cancels, Rapid-Tap Special Moves, Super Jumps, Option Selects, Unblockables (Outside of Command Grabs,) FADC Combos, Whiffed Moves Gaining Special, Safe Instant Dive Kick-type moves, 1-Frame Links, 1-Frame Reversals (HDRemix)

favorites:
air block
alpha counter
custom combo

i hate:
parrying
burst
negative penalty

  1. Infinity Gems ( Should be in every vs game at least as an option. And psylockes time gem infinite is very ladylike.)
  2. Everything in CvS2
  3. Ex Moves

these are not mechanics

lol

other:rolleyes:

on games like sf or kof, well yeah, that would be something to hate
but on games that have them, there is a reason, of course if the tool is poorly implemente, well yeay, i can understand it (TVC)

do you know that you can still turtle and run away without receiving the negative penalty?
the difference is that you need to think now and not only run away/turtle without nothing to worry about

You hate all of this yet you want a new Darkstalkers you’re more of tool then you think.

he wants a new DS in the vein of SF4…

You shouldn’t joke about that. Capcom might hear you.

What do you mean? They are still part of the game and in some games very important features.

resets and tick throws are tactics that the player use in conjuction of the mechanics present on the game
vortex (i hate this term i prefer oki), is only a stron oki game based on the tools of the char
kara cancels are a concecuences of how certain things work with the mechanics, like the throws for example

so what are you trying to say? it takes no thought to turtle/runaway in games without negative penalty?

rushdown is overrated. god forbid you not pushing a button every 3 second or spazz on a block string every 2 second. :rolleyes:

stop trying to hold ggxx and blazblue in higher regards.