I think the dream feature for hardcore players would be giving them the ability to create and share “modules” for training mode. This sounds like the kind of thing that would probably only ever happen on PC, but then you could even have simple scripting for the dummy.
It could be as simple as sharing combo challenges with actual practical BnBs and setups. More advanced stuff could teach setups and mixups. For example, a tutorial/challenge that has you do Cammy’s cr.lp, cr.lp, cr.mp xx drill on a blocked opponent, requiring you to FADC out of the drill and then throw the opponent instead.
Nah, you can simply set the AI dummy to one of many preset states already in training mode (standing (no block), block all, block high, block low, jump) and then have a button to start recording your challenge.
I don’t know Skullgirls’ smart config but I would add something like “press LK MK HK LP MP HK in sequence” and that’s it, control is configured.
Also, the ability ro freeze replays and run frame by frame.
Yeah, that’s the idea. A “module” would be one file (which you can load) that contains something/everything you’ve set up in training mode.
In a most basic possible form, it could simply be a savestate (characters, positions, meters, whatever) in training mode plus a dummy recording. You could create and save one of these, give a little description of what it’s for.
I think that alone would be absolutely fantastic. (Those are actually all things that can be achieved without any feedback from the game itself.)
Of course, there’s always more that could be added: features, functions, documentation, etc.
For example…
You could have the game check for certain conditions to be met and then load a particular savestate. This would allow you to break up a module into sections.
You could add in-game prompts and text boxes and stuff. Heck, even voice recordings.
Dummy scripting could enable you to have the dummy…
wait X ticks before it performs its next action
wait for certain conditions to be met before it performs its next action
randomly pick from a set list of actions (optionally with weighted probabilities)
having it play back a recording as an “action”
You could limit a module to automatically picking one character for the player, you could make the player pick from a limited set of characters, or allow the player to pick any character.
You temporarily take control from the player and have his character play a dummy recording.
You could have the game temporarily run at slower or higher speeds, whatever.
You could optionally re-enable things like KO’s or set the round timer.
I could go on and on.
Like I said, dream features. This is exciting! Wishlists in FGD!
But seriously seriously,
You could use these tools to do any number of things.
make convenient time-savers to help with experimenting (for the R&D monsters)
create a repetition drill for quickly practicing a specific thing over and over again
re-create scenarios that are likely to arise in an actual match
demonstrate a new discovery: an option, a tactic, a technique, whatever
create guided lessons to teach certain concepts or skills or strategies hands-on
teach a complex/bizarre action that is difficult or confusing to show/articulate/explain/convey
It would be an immensely rich community resource for training competitively, sharing knowledge, and exploring the game.
You could make modules for yourself, for friends, for experts, for beginners, for experts, for anyone, for everyone. Yeah.
…oh my, that’s quite extensive. Practically a whole 'nother game onto itself. I’m not even sure how something on that scale would even to be implemented. That said, I’ve been a solutions-oriented person, so let me see how I can best work this into a fighting game setting.
To start, adding all this would demand giving training mode its own set of submenus.
The base mode, for me, would be free training, which is the bread and butter training mode everyone’s used, complete with the ability to record one set of opponent’s actions, and play them back, ala SCV’s training mode. There would also the movelist run through you see in games like Virtua Fighter and Dead or Alive, and the combo challenge, as in those seen in SFIV and BB.
After going movelist run through once with a character, it should unlock Free Training+, which adds the ability to see the frame data and hit boxes for a character as they move about (along with a short tutorial to explain what’s going on), and an “If This, Then That” recording mode, which records one set of actions, then record another one to add to that; for example, if it plays out the dummy blocking crouch MK into fireball, then the dummy sweeps, tacking on however many recordings they feel necessary before saving the sequence for posterity, and possibly sharing.
After they get through over half the combos in Combo Challenge, there should be two more training modes unlocked: Match That and Combo Video Maker. In Match That, the recordings you have from Free Training can be set as a combo challenge either for yourself, or to send to friends, with full notations and frame and hitbox data only openable if they either beat the challenge or choose the “White Flag” option, a notification of either which will show up right in your inbox
In Combo Video Maker, you can use the save data from Free Training and match sessions to make both combo videos and the tutorials seen in the game, complete with graphics to point things out, a text editor, text box styles, and more.
They’ve already stated that the ninjas as already at least 19 as of 5U, which makes sense considering how long the characters have been around and how many games they’ve had (9, not counting the volleyball spin offs).
As for Marie Rose, 18 (her official age) actually works when you consider that they’re probably basing it on the fact you can find adult women who look underage easily in Japan. Heck Gothic Lolita fashion in general tends to make girls look younger.
Um that can get out of hand real quick. That’ll be exploited in number of ways. Unless the game has massive push block to create distance, or player have the defender have the oppurtunity to gaurd cancel, Have move s that negative on block let pressure/ poke being to dominating or worst a possible infinite or loop.
Only game that almost holds this idea ok is MBAACC with normals usually being positive and the fact one can reverse beat to make attacks string safe. Heck I hear one particular character actually has block strings that very closely does an infinite. But MB makes it tolerable due to sever pushblock, ex block, shield bunker, and circuit burst.
but we’ve already seen what happen to fighters that aren’t blessed with such stuff. NRs game have few blocked infinites till they were changed, ASW BBCP had one with kokonoe. Garou Mark of the wolves is infamous for this with its feint cancel.
Actually speaking of feint that’s something I’ll like to see more of. universal feint system similar to Garou series. heck how about break moves or return of T.O.P system too? damn just give me another garou already.
The idea behind “negative on hit” is that you either need to cancel them or that you should never use them at a certain range unless they will kill. Think instant overheads; you can get punished on hit for using them, but they’re a great way to close out a round. It’s not a particularly good way of doing it, but it works.
I play Blanka in IV and wholeheartedly agree that moves that are unsafe on hit are bung.Nothing like getting punished for getting ball to hit. Thank the helix HP version is a hard knockdown at any range again in Ultra.
For me it depends on the move. Instant overheads being unsafe on hit makes sense. But normal overheads being minus on hit, like Cody or Poison’s overhead, that’s just stupid.
Hmmm…most of the training mode/tutorial suggestions that I’d normally throw out there have already been posited by other people. So I’m going to go with just generally improved UI and better online matchmaking.
Memo to people who make fighting games: your UI shouldn’t make Microsoft Access look smooth and intuitive in comparison. Additionally it would help if you spelled out what your definition of ‘Same’ is with regards to region and skill level with online matchmaking. Especially with regions if your definition of ‘Same’ spans an entire continent (I’m looking at you, Capcom) then kindly knock that shit off. Perhaps you should consider simply letting me search for opponent by connection quality (and make sure that said search is actually accurate).
One option I would like to see more often is the lobby system that was included in MK9 and injustice: Joining a lobby and being able to freely challenge anyone who is not currently in a match. King of the hill lobbies (traditional SFIV lobby) as a separate option.