I don’t mind having different health values. Just not in extreme cases like Akuma vs Zangief. Zangief is just poorly designed.
Some characters are designed to take hits so I get that (and some are designed evade hits better than normal). I dont think it really makes up for having crappy ways to approach though.
Speaking of grapplers, I wanna see More hybrid/mobile grapplers be like Cerebella or Makoto. I also really like that Cerebella’s command throws are mapped to the throw command (qcf+lp+lk, 360+lp+lk).
I feel that if they want to make it so that these characters are designed to take hits, you should instead of giving them more health, just give super/hyperarmor, autoguards and whatnot
I still don’t get what you guys like about taunt mechanics.
Let’s just take 3S out of the picture where some characters have gameplans revolving around this.
I personally find that it’s pointless to look at as a spectator and I wouldn’t like incorporating something like this into my gameplan.
I wanna punch people, control space etc. and not keep buffs up for no reason because some designer decided that it’s a good idea to put a mmorpg mechanic into the game.
For Street Fighter I can understand it for a couple of characters, I’d love to see a buff for Dan he gets from taunting similar to Hakans oil or something, which compensates for his crappy overall move set.
I like taunts the best if you use them for what they’re there for:
Mocking your opponent without any benefit.
As a core mechanic it’s just retarded from where I stand.
You can’t take 3S out of the picture, because it’s a game that uses the mechanic. It’s not just Q that taunts, and most characters still use their taunt in specific situations.
A rudimentary example: I get a punish opportunity and knock you down. I can say “Yeah this spacing is good” and use extra second for a taunt, or I can say “This isn’t where I want to stand” and can move around without taunting. You’ve already made the wakeup game have another layer. It’s a move, same as any other.
I’m usually a fan of “less is more” game design, for all video games not just fighting games, but this is a rare feature that fits neatly into where it was placed without much resistance and with some benefit. There’s something to be said for simple instances of “Hey you! Make decisions!” in games.
I still wouldn’t put functional taunts in most fighting games.
So you’d prefer a completely useless move over a move with a use?
I don’t understand what you mean by “keep buffs up for no reason.” Obviously there is a reason to keep them, its a fucking buff. And I think you’re in the minority of people who think buff taunts are not spectator friendly. Taunts get big reactions from the crowd at 3s tournies. I get the impression you just have a baseless grievance with buff style taunts, cause you didn’t do a very good job explaining whats wrong with them. It’s not like you can’t still “punch people, control space etc.” with a buff taunt. No half decent player is going to prioritize preserving their buff over winning a match.
what makes taunts different in something like 3rd Strike compared to taunts in other games is that they’re known as “Personal Actions” whereas other games clearly label them as “Taunts” XD XD XD
parries and FRCs are my fav mechanics out of any fighter I’ve played, always feels good pulling these off.
I’d like to see a nice universal evasive mechanic as well. I’m thinking something like in CVS2 one of the grooves, S groove maybe? It’s been awhile…The character would dodge into the background for a second.
Why couldn’t you just use taunts for both purposes? For both buffing and taunting? As spectators, we will know the difference between whether you’re strategically using a taunt for your own personal gain or when you’re fucking with your opponents head and making him your bitch. I know I do when I watch 3S videos and it’s fucking awesome.
I wish BB retained the taunt combos for Taokaka in the later iterations, because taunting your opponents mid combo was the most satisfying thing in the world. 13 times in a row is a bit much, but still…
Extra mode dodge is not a sidestep. It could be comparable to a side step if there were arcing moves that could track it like Crack Shoot or such, but it’s just a dodge. Fully invincible dodge.
Yeah. This. I’d like to see sidestep worked out to work more like 3D fighters. In Fatal Fury it’s gimmicky. In 98, it’s just a roll that doesn’t move and is more difficult to punish (I think; but let’s be honest who the hell plays Extra mode in vanilla 98.).
Sidestepping in Fatal Fury isn’t gimmicky, it works pretty well and is the series own original and legitimate gameplay mechanic. Granted in the earlier games the way it was executed is questionable, it didn’t really become solid until Real Bout Fatal Fury Special and Real Bout Fatal Fury 2, and it works completely different in both games. RBS gives you two fully functional fighting planes, while in RB2 the background plane is more for movement and mindgames instead of letting you fight it out in the background like RBS does.
did anyody like the mechanics that TVC brought to vs fighting. I personaly thought barouqe combs were one of the best combo mechanics, trade red health for cancel was genius, though maybe its just me being a roll main. I also think that mvc1 and skullgirls should be assist standard. And I wish we had doad holds again. Also, I would like to see more of ttt2 tag fighting of 2v1. Also, I want more combos into throws. And games need more healing characters. But what I want most is a return of card buffs from UMVC3 heroes and heralds.