New Mechanics and Mechanics You'd Like to See More

The problem with this is that it requires the large tech windows we see in modern fighters instead of fixing them so that they’re more about properly predicting the throw in the first place. IMO, we should work back to 3S/SkullGirls timing for throw techs (i.e. larger window before the throw connects).

Either that, or have no teching.

DOA5 ceiling combos.


Not sure if any of the other 3D fighters out on current gen have stuff like this.

Note: even when Hayate is standing up after the ceiling bounce, that’s still considered as him being in Critical Stun until he can fully stand up (all he can try to do is to slow escape out or attempt a hold), meaning the continuing hits combo.

DOA is the only game with that. The stage enviroments are my favorite thing about the game.

I wanna see Multiple Throw Escapes make a comeback.

Meters would be a bad thing in 3D fighters for the simple fact that the games have more variables on top of the games taking place in close quarters, more often. Those split second decision that needs to be made would be hampered with meter, as your options would be seen and you’d have more to keep track of, than you already do.

It’s not like this hasn’t been done before. GNT4 and Rival Schools both had projectiles, meters, greater aerial movement, and other mechanics more typically seen in 2D games, and are made all the more interesting for it.

But isn’t Rival School pretty much just a 2.5D Game?

Aren’t 3S Ryu’s fireballs punishable on hit too if done too close?

Jabs are used to counter short hops aside from using certain Mexican Uppercuts. And jumping is more risky in KOF because there’s no Trip Guard. Depending on the game, zoning is legit in KOF. 13 made zoning GDLK with EX moves and other nonsense.

You can sidestep. But having a greater number of 2D game elements is what I like about it.

not sure about on hit but on block they can be punished sometimes

Aren’t 3S Ryu’s fireballs punishable on hit too if done too close?

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Nope. But Ken (non-EX) and Akuma’s can be punished on hit. Also, Ryu’s SA1 is safe if he’s at about half screen distance unlike Akuma’s SA1.

Nope. I think EWGF is the worst thing about kazuya in xT, it’s required for all his combos and is a needless execution barrier.
People already complain about 1 frame links now add in just framing into a combo with 1 frame links. I rather nail my ballsack to the floor than play that game.

I love her level 3, fun and fair.

all shoto fireballs are punishable on close hit by shippu and many other supers in 3s. hell, if a shoto fireballs you close in the corner, you can probably eat the hit and do a full combo starting with a normal with many (if not most) characters. especially against ken or akuma

OT: increased walk speed in 3d fighters. vf has the best overall game structure, but i think using sidewalking for positioning is more intuitive than dash cancelling evades repeatedly. it doesn’t need to be as fast as doa if OM stays in the game, but it would be more sensible to me if evading for dodging moves and (side)walking for positioning were more discrete from each other, with both being useful in their own right. you can probably guess that i hate tekken as it follows almost the exact opposite principle (using sidewalk to evade and requiring dash cancels for effective positioning).

As others have said, parries are not the reason of why the zoning game is meh on 3s, of course i agree that they were implemented poorly on that game.
Saying that, i think that there are other ways to make zoning strong without making parries useless against them, you can have projectiles that can be feinted or other stuff like hold them or make them freeze at some point of the screen at the will of the player, also by adding a whiff animation to the parries you already make them more weak so there is no need to make them not work in the air

Eretzvaju aka Evil Zone for you gringos, is a 3d game with meter and projectiles, though is not a 3d game in the same vein of Tekken, SC, DOA and VF

AH has them

Silly boy, that is not how you spell GG

YEEEAAAAAHHHH!!

Now put it on one game I care about XDD

Meters are ok in those games, but a lot of the appeal that comes from 3D fighters is the emphasis on movement being more intricate and that you don’t have to micro-manage extra bars which dictate what you can and can’t do. The powerful options are there at any given moment, yet there are multiple options to shut them down as well. Nothings locked away.

It wasn’t as bad as i thought it’d be in SCV, but I like the usage for it in attacks as demonstrated by the Virtual On games, and to a lesser extent the Gundam Vs. games. I think it’s where meter usage is.

I don’t see why projectiles couldn’t work, just depends on the type of 3D fighter you are trying to hit.

Tobal no.2 had projectiles as well, no? That was from the director of VF1 and Tekken 1&2.

I would like to see BBQ revisited in other tag game. I really liked that mechanic.

3S suffered from the fact that the general trend in Capcom for it’s SF games at that time was to nerf projectiles in general. I mean, look at A3 (which predates 3S by a couple of years), a game where you didn’t need to block fireballs at full screen since getting hit by them only dealt as much damage as blocking.

Is it just me who thinks taunt damage buffs are retarded?

Ceiling bounce was in Tekken 4 as well. Lee Chaolan could do it on the parking lot stage.

Or you could play a game based on the fact it has something you are looking for mind asplode

Killer Instinct also had reverse charge moves, not sure if KI2/Gold had them, but the first one definitely did.

Blazblue gets much respect from me for having the Drive button. For those that don’t know, the Drive button does something different for each character, including controlling the wind (Rachel), counter attacks (Hakumen and Bang kinda), movement options (Taokaka and Hazama), mode/stance switching (Litchi and Valkenhayn) and various others. I think more games could be made with a unique button for interesting effect.

Injustice?