Features you do NOT want to see in modern fighting games

Really hate the inability to turn the time off in player matches.

MvC3 is still barley explore and people still need explore guard cancel. In game where one opportunity can spell win or defeat it really surprise me how people don’t explore everything.

No lie it it is an investment (gauge wise) to utilize tag guard cancel effectively but its worth the pay off. In fact I basically pick my character assist revolving around them. Only reason I haven’t extensively explore it is due to me not caring for MvC3 so much.

Ehhh. I’d agree, but ToD combos I think restrict the value of such a strat dramatically. Since if you land a combo on the strongest link, you can spend a meter to get the assist out[who will probably escape since there’s so many safe supers] or just use that meter and kill his ass. There’s also the MvC2 thing of even assists with X-Factor are not really that big a thing. Phoenix I would venture to say is the exception barring the very odd occurance. There are the periodic instances where you’ll pull in the last guy instead of killing the 2nd, but I’d say that’s more to clinch a victory than hold onto the fight.

Yeah, I know I’ve SEEN him do it, but shrug. /Offtopic but I’m sad Ken I doesn’t play anymore. He and that whole rockefeller era are the reason I got into FGs and him in particular was who I based on my style on. Which is summed as, very random with a lot of jumping - now sure if I got that one right. So cheers to you guys.

Ken plays from time to time! He moved to Japan recently, but shortly before he left we were able to get some games in. Just hard to pull him from the Tekken machine.

  • SF2 cast
  • Iron Galaxy/Derek Neal
  • Ultras
  • Gems

I can’t agree with this. In ST you don’t get awarded a super meter for getting destroyed. A lot of chars have combos into super. It wasn’t designed for comebacks because you don’t earn it for losing. 3S is in a similar vein.

An ultra in IV is guaranteed if you lose health. Its like being given a tool for fucking up.

Xfactor is like ST super since you don’t earn it but because of its upgrades from character losses it becomes that a comeback mechanic.

The difference between the old and new is that my opponent doesn’t get stronger for losing. That’s how I define a comeback mechanic.

-trolls suck-

Any sort of mechanic that allows a game manufacturer to continuously sell us a product to be competitive or to play the game at all. This is not Magic the Gathering. We will not be conditioned to just accept this. If you want additional revenue, continue producing excellent games.

The entire fucking point is that that definition is wrong. Full stop.

In MvC3 if you get picked up by someone who has setups that work on your team, you probably just die. No x-factor. That’s not any different.

I’ve been at 60% life and been killed in one combo by certain characters. This was much more common in vanilla with the amount of damage dealt, but I’ve still had this done to me when playing a low life character vs. a character who has ridiculous damage combos that involve both their super and their ultra. Something like jab spd, strong spd, lvl 2 focus, U2 from T.Hawk will also kill Evil Ryu without him ever having had a usable ultra meter. I don’t know how many times I’ve seen Yun kill seth with 2 combos but it isn’t an infrequent occurrence.

the ultra comeback mechanic shit is so dumb now. just because you have the ultra doesn’t mean you are going to be able to do anything with it.

vs. bad players your position actually improves when they gain access to their ultra because they start fishing for it at the expense of the rest of their gameplan.

SF4 man :shake:

And the fact that most of the features we dont want that are listed in this thread came from this specific game.

So then everything is a comeback mechanic?

No that’s stupid.

I was behind in health so anything I do to win is a comeback mechanic?

No.

-trolls suck-

Ugly character designs like Street Fighter 4.

Sadly the list of badly designed moves doesn’t even end with that. (Cammy’s DP comes to mind)
You know something’s wrong when in some matchups you can only punish a blocked DP with less damage than what the DP itself does.

Name one. Zangief can punish Cannon Spike with reversal hp green hand for good damage and a knockdown or do dash up ultra.

they fixed her dp in ae.

The fact that she bounces really far away wasn’t the biggest problem.

The active frames on that sucker last for decades, you can literally jump into it while it’s still in the air.

IIRC not really.
Without Ultra 1, Rose can still punish only with a qcf+HK which is shit.
Deejay can do HK sobat if he was charged, or a c.HK but only if he blocked it close enough (or else it will whiff)

Compared to say Ryu’s HP DP recovery of 19 frames, Cammy’s is only 12 frames of landing recovery (plus the huge pushback), so with any punish that demands her to be grounded (Multi hitting moves, Ultras etc.) you have to be on point, or you get nothing and may end up eating HER ultra after you whiff.
It’s all fine and dandy in theory fighting but under tournament pressure the demands are too high just to deal with an invincible move that should be “risky”, and the rewards are still too low. (Which relates to the complaint about how SF4 puts the burden on the attacker rather than the defender. I just blocked your DP, why do I have to time my too small of a punish in a too small of a window while you get to mash again and hope I screw up?)
Oh yeah there’s also the part where you want a normal punish, backdash and make the move whiff and she’s right above you, and the side she lands tends to be ambiguous, causing you to screw up the punishment.
You can shrug it off like you could shrug off any flaw in SF4 but for me the move just screams ‘bad design’.

With Rose, or pretty much any character, you can walk/dash up to Cammy after Spike and sock it to her. If you found it hard in the previous versions, it’s certainly much easier in AE, where they nerfed the pushback.