Features you'd like to see added to/removed from a fighting game

Arcade mode. MvC3 mode doesn’t even have an arcade version, so why go out of your way to put that liability on the menu. write a shitty story mode with lots of cutscenes and double your sales.

There was one feature in VF5 that I’d love to see make it into more games: an in game bracket system. For tourneys, this would be such a huge boone, especially with options to see a whole bracket at once, set prizes, and so on. VF proved it can be done, so why not copy that?

I’d like to see a “long set” mode where the game not only keeps track of win-loss records for long sets, but also declares a winner after x number of sets/win. This way you could set a FT5 or FT10 and the game would keep track of it and declare a winner at the end. This could also enforce rules like loser only character and stage selection.

Well, most tournaments are run on multiple consoles, so it’s usually just better to run brackets on TIO or Challonge. Face it, with stuff like that, making your own brackets these days isn’t exactly hard anymore.

combos… remove

A 100% free color editor.
More hotblooded tokusatsu type characters.

Terry Bogard Guard Break Strings FTW!

If there is another Garou, please give Tizoc an anti-air and fix the block stun in that game along with some move properties, B. Jenet shouldn’t be able to do a full screen divekick and have it be plus on block for no reason.

That is true. I’m still thinking back to the days before Challonge and TioPro were prevalent throughout the gaming community. With the addition of direct uploads to Youtube in Ultra, though, I wonder if they’ll add basic video editing functions to fighting games next, like they have in the Skate series. That would be highly interesting to see in action

Uhmm, you’ve got the idea, except I think that compartmentalizing the functionality of the full “toolbox” introduces some arbitrary/artificial limitations into what could otherwise be much more versatile if left freeform/open-ended. Having “normal” training mode be a separate mode does sound like a good thing, though.

Also, requiring players to “earn” (unlock) the components of the toolbox seems unnecessarily counter-purpose.

From my experience, front loading everything a player can do at once tends to overwhelm them into inaction, and easing them into what they can do leads to them better understanding of the nuts and bolts, and giving them to tools to take on more complicated concepts. I certainly respect where you’re coming from, though. Perhaps it would be better to make it an option you can access and tweak in the free training pause menu. If more games had the kind of options you see in BlazBlue and Soul Calibur V’s training modes, there would be a lot more players out there able to practice the high stuff in the metagame, and tailor their sessions accordingly

Online training mode should be more a thing. There have been many times I’m trying to teach a friend a new game, but its really annoying to do things that you need resources for to show the other person (“Hey here’s a good bnb when you have 2 meters, let me stand here and whiff meter or let me jab you to build if there is no meter on whiff”). Trying to show someone what they can do off a counter hit can be annoying too since you have to coordinate the attack. Just have something simple like the host or 1p the one who can pause and do the settings.

more fighting games should have an optional frame counter attached to its input display like vf5fs. so not only are you shown the inputs themselves but also the exact timing with which you entered them. the inputs alone are only half the story.

Except this toolbox isn’t for new players, but for experienced players to be able to create stuff for new players use use to get better. Locking stuff in it behind arbitrary barriers does nothing good except force players to waste their time.

I can respect that. Makes me wonder what else is locked behind arbitrary barriers in fighting games, especially in terms of skill building tools in fighting games

More simultaneous interaction. I understand that a player on the receiving end has to take whatever punish coming to them, but that doesn’t mean they have to put down the controller. I was actually planing on putting something in my game like a Just frame damage mechanic, where tapping a button on the first active frame will reduce the damage or hitstun.

Another idea I had was similar to Gill or Phoenix. If you have a max super bar on your second lost round, you can get a second wind. You’d wakeup like if it were a hard knockdown with 10% of your health at the cost of a maxed super bar. Nothing more cringe-worthy then losing a match with a full bar.

Less meters. Super bars used to be cool back when a super move could take off 60% of your lifebar. Now you need to spend a ton of meter just to reach 50%. Many games are rock solid without super.

Agreed on that last part. When I see someone do a super in todays games and barely see the damage reach 40%, I can’t help but shake my head.

That’s basically how melty blood’s damage reduction mechanic works. I’ve never really been a fan.

I feel that Melty’s damage reduction system pretty much adds nothing to the game depth-wise. Basically the only thing one could hope to claim it would add is the “mindgame” of catching someone mashing for damage reduction via a reset, but that’s pretty much totally pointless.

That was just one solution I had. The real undermining problem with modern games is, like someone else mentioned, combos take too long. There’s too much time between scoring the hit and racking up damage.

I’d like to see another 2D fighting game like the Real Bout Fatal Fury games in terms of the combo system in that there are multiple combo strings that allow for different stuff, pretty much just like a 3D fighting game almost.

MK9 and Injustice.