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.
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.
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
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
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