I am too scared to take a fighting game seriously unless it has a comeback mechanic.
Because without one, you might put in all these hours into learning and practicing a game, but then, if the game dies, how can it ever come back? Durhuhrhurh
Uhhhhh no. You are doing an easy to bait move that leaves you open to huge punishment and sacrificing your ability to do regular bursts later in order to get full meter instantly. Itâs a huge risk/reward move. Saying it requires no effort is very ignorant; whiffing one carries a much heavier penalty than whiffing a DP in SF. Also, unlike Ultras and the like, Bursts are just another mechanic among many that add to the gameâs depth, not something the game is heavily based on.
THAT is the problem with most Capcom universal mechanics: they are homogenizing gimmicks that heavily shape how the game plays, while GG mechanics are usually either safeguards, supporting mechanics or stuff that actually adds variety while the characters themselves are designed to be as unique as possible.
Okay cool. Parrying is a comeback mechanic because it facilitated the most famous comeback in 3S history, supers are a comeback because the high damage and good positioning can greatly increase your chances of coming back as seen in EVO 2007 with Justin Wong in Marvel 2 with Cyclops, hell, normal attacks are a comeback mechanic because without some form of attacking you couldnât come back.
Youâre oversimplifying the term to make it into something it isnât Comeback mechanics are mechanics that are designed to help you come back. KoFâs meter system (it isnât specific to XIII) is indeed a comeback mechanic even if you still have to earn your meter. SFxTâs Pandora is a comeback mechanic even though itâs not very strong at all. Gold Burst, even if it can cause comebacks, in no way shape or form was designed for comebacks specifically and can be used to shut someone out rather than come back, it does not get better the less life you have, itâs available from the start of the match to both players, it doesnât do anything other than give you meter. If you want to say the METER is the comeback mechanic, youâd have more of an argument since THAT is what is facilitating the comeback, not the gold burst, but I doubt anyone would agree with you.
Iâd argue for the contrary, that youâre over-specifying the definition so that only a specific recent mold of particularly poorly-designed mechanics qualify.
The point Iâm trying to make is that having a gameplay element that can facilitate players recovering from a deficit is not a bad thing, and many, many games have benefited from having such elements because they handled them correctly. Several recent examples of poor execution of this practice has led to players having a backlash when anyone mentions a âcomeback mechanic,â because now theyâve become equated to those bad examples. I donât think that should be the case.
Anything else should be taken to PMs, so we can actually talk about Guilty Gear in this thread.
I donât think anyone said it was, the point I was making is that just because something can facilitate a comeback doesnât mean itâs a comeback mechanic, and Gold Burst isnât a comeback mechanic. I actually like when comeback mechanics are very tame or carry some form of risk or require skill like KoF meters, TvC Baroque, etc.
no effort = refers to execution. a burst is done by just pressing a few buttons at once. nowhere did I say that it doesnât carry huge risks/is easy to bait.
also, I said nothing about reducing the gameâs depth. I like bursts just fine.
SRK people need to read posts more than once instead of assuming whatever the hell position they think someone else is saying.
you have a risky high damage move option when your life is at 25%, it shares the same basic concept as SFIVâs revenge gauge. Apparently that doesnât qualify as a comeback mechanic.
That game series that SNK made during the time of SF2 many revisions in the early 90âsâŚiâm not sure if your being sarcastic or just ignorantâŚhonestly I donât give a damn either.
Hereâs something we both overlooked about Gold Bursts, the fact that the Burst gauge itself builds faster as you have lower health. So while the actual effects of the mechanic are constant at every state of health, the rate at which you have access to it increases as you take damage.
EDIT: Even more, you directly earn small amounts of Burst every time you get hit by an attack.