I definitely don’t want to see more Justs. If anything is a needless execution barrier, requiring frame perfect input to get the “real” version of a move definitely is.
I would have to say the guard bar. That shit has all but disappeared in modern fighters.Idealy that would be paired with some kind of guard cancel, but I want to see the guard bar come back into style.
I don’t think just frame moves are “real” versions of a move, but more like EX versions. I also think that they would get people into fighting games. For example, when I was playing MvSF, I was mashing buttons and got Ken’s Super. Seeing that Super amazed me and I wanted to know how to do it. Similarly, I believe just frames would have that effect if beginners did it by mistake or saw someone else do it. So, yes, it would be a barrier, but also an incentive.
well then you have a gross misunderstanding of what gets most people into fighting games. just frames are pretty silly when it makes the regular move obsolete. in which case, why is the easier move in the game when no one would ever make the conscious decision to do it? a non-ex special move still has its purpose when you don’t have enough or don’t want to use meter on the ex. there is no reason that i’m aware of that a player would use wgf in place of ewgf intentionally.
also much narrower hitboxes on the projectiles themselves, and the ability to superjump for all characters
Real Bout’s ring outs were a fairly interesting mechanic. I like the idea of staying in the corner being even more dangerous than it already is. I wonder why it didn’t catch on. Was it too broken in high level play ?
I want to see at least one more game that has 3S parries. REAL 3S parries and none of this “Oh, you can still block and parry.” No. Fuck that shit.
I don’t think you could really do new (as in ground breaking and gives way to copycats) mechanics that are either not gimmicky like Interactables or a come back mechanic of some kind. It’s like a car, you can’t really do anything to radically change a car but you can improve how it runs. My two cents.
I’ve had this thought for a while that 3S may have pushed the series towards KOF a bit. but I’ve never had enough knowledge about KOF to make that claim, just a twinkle of a thought in the back of my mind.
The thing where you can play volleyball with the worshippers in Primal Rage.
But seriously, I like the idea of adding more depth to a combo breaker system. Maybe not an actual breaker, but something where you can do a block while being combo’ed if you can mirror your opponents inputs. Or maybe if you block 5 hits in a row, it breaks the combo completely. Wouldn’t really help noobs too much, but smart players who know the game and can predict their opponent could really benefit from such a mechanic. Although people would probably learn to bait and reset pretty quickly. Still, more depth to a combo system, and something to do besides block while being combo’ed might be nice.
Folks did comparisons in Tataki’s [projectile damage thread](Projectile damage in various fighting games and we figured out that it took way more fireballs alone to kill in 3rd Strike than in most other fighting games (SFII, GG, etc.). In fact the only worse fighting game in terms of projectile damage that was measured was Alpha 3, and that was only at full screen. Point blank fireballs could kill faster in A3 (due to how the damage changed based on the distance in that game) than in 3S.
most of what I know about KOF is what I’ve read or from that one good tutorial. have only played it some. but stuff I think is more in the vein of KOF than traditional SF:
multiple jump in angles
stand jab as the safest anti air option (though obviously for different reasons)
being able to establish empty jump -> low or empty jump -> command grab after getting the opponent to commit to stopping jump in options
the game in general being more about offensive momentum than defensive zoning
use of the full screen as well as both the ground and air in spacing
all of these strike me as pretty different from ST and maybe closer to what I’ve seen from games like KOF 98.
I’m not sure how this would work in a 2D game, but I’d like a 2D fighter with throws having the depth that 3D fighters have. When a throw is incoming in a 3D fighter the guy on the receiving end does a quick check in his head what he thinks the opponent is going for in the throw and this decides how he tries to tech. In 2D fighters it mostly devolves down to “do I think this guy is going to throw” without as much thought past that. I dunno, I was trying to think of ways throws could be more interactive given that fighters nowadays give you large tech window. About as far I got with it was “maybe teching while standing and crouching could be different” with stand teching generally being preferable.
I don’t know if anyone remembers, but in Project Justice, there’s one stage inside the classroom that you encounter during story mode. It had a ceiling, so when doing aerial combos, you often hit the ceiling and strange bounce/hits happen.
since in most 3D fighters, there’s already walls, half-walls and other hazards, a ceiling with some similar bounding/juggling properties can be interesting.