Oh yeah, totally forgot about that. I don’t really like the game, but I think the trait button is one of the cool things about it. As a kid fan of MK cuz “OMGZ da bludz and gorez!!” and then a hater cuz “it’s a shit game”, I gotta say MK9 was a step in the right direction, and Injustice was another step in the right direction. Before KI3 was announced I had hoped NRS would get to make it because I think they are becoming good at making fighting games.
On topic: I don’t know what mechanic, anti-gravity I guess, but I’d like to see something in the vein of (or a sequel to) Psychic Force. Really enjoyed Psychic Force 2012 (da future!) on Dreamcast. I love the flying in Arcana, but there is still gravity.
I think more games need to have Taunts that lower your opponents power gauge, Art Of Fighting style.
I think if there was a AOF game where the power gauge rapidly refilled on it’s own, on top of having the manual power charge to fill it even faster, it could be interesting, especially if they introduced other ways to spend meter besides just on specials/supers. It just needed an actual set of working normals with cancelable/comboable properties.
Actually, scratch that, I think the Budokai games actually do a decent job at that lol.
While they’re stuff is decent, on a technical level, NRS still need to work stuff out and fix their base engine. Stuff like the lack of proper hit confirms or the fact that the game’s don’t recognize links as combos, to more pressing things like why certain moves have variable blockstun under certain situations.
Heck, it’s this reason some folks aren’t sad that Hector Sanchez left NRS. The dude didn’t even know what fuzzy guard was when Aris asked him about it at EVO.
I wouldn’t really call it suffering. the game works fine how it is. people talk about “3s has bad zoning” like it’s some kind of tragedy that needs to be rectified.
The blockstun isn’t variable, go through the thread, it’s behavign like a divekick in that it’s hitting later so MMH is recovering earlier. It’s like if you hit a divekick at the ankles instead of at the chest.
Some of y’all might think I’m crazy but that n64 game Fighter Destiny 2 had a point system that was a lot off fun. You could make a match victory based on any number of points from 1-7 and you’d get a certain number of points for different types of ways to win a round. For example, you’d get 2 points for a knockdown, 1 point for a ring out, 3 points for a special finish, etc.
My brother and I would customize it so that it gave 1 point for everything and make it a 7 point max to win which was pretty fun. I’m sure some other fighters have done this sort of thing but I’ve never played any that did.
Super grabs that have shit start up, like balrogs or alex’s, who thought that was a good fucking idea?
X factor, probably the worst idea for a fighting game since alpha 3 chip damage on hit firefalls, who sanctions this tomfoolery? what a shitty and artificial way to create tension
While i’m on the mvc3 bash, one thing that fucks me off, is variable health, now dont get me wrong i dont think it’s bad to have health differences but not when 15 or so characters have low health, it’s stupid.
Especially when those characters are not even good anyway.
Before somebody say’s " yeah but it’s obvious hulk should have more life than chun li" i give you sentinal, i rest my case.
It’s a fucking lazy attempt balance or keep characters in check and seems to be the go to choice of capcom, i dread to think what other shit they will think of next
Oh shit i misread title!
I want to see more damage, maybe more evasion techniques like from ss5sp, return of custom combos, and 3d fighters with uneven terrain
The closest you’ll likely get of uneven terrain is DOA, since it didn’t go over well in T4 or VF3 and neither developer of those series is particularly adventurous.
I’d like to see a general shift of meter being used more for utility and less for straight up damage (Without being too stupid ofc). I’d also settle with just 98 style where you temporarily do more damage and have access to stronger supers.
To take your sentiment one step further, virtualeon, I don’t care for health as a balancing factor at all. Generally that means lower health characters have superior tools, and high stamina characters have inferior tools or are slow statues. It excuses characters that are strong at everything, or making a character that is sub par at everything.