Wow… is it just me, or was the discussion on Spralwers post on page 5 of this thread on collision boxes fallen on deaf ears? My apologies for an 8 month late response, but since I only occasionally browse these forums, I’ve never really had to create an account and post here. ^^; That and finishing up my degree in comp. sci has kept me quite busy.
Well, I guess I shouldn’t be surprised. Unless someone has programming experience or scripting experience with engines like m.u.g.e.n, all that babble would probably mean gibberish for the average person. :rolleyes:
In any case, I too used to play around a bit with fighter creation using m.u.g.e.n. though I hardly consider myself a “serious” fighter-gamer ever since the old Street Fighter 2 days. But at the time, I was merely emulating an existing character (spiderman from MvsC) rather than creating original characters. I learned a lot about collision boxes though. Placement of attack and “defense” boxes (for lack of better word) was extremely important to balance, and gameplay issues. In the days of the original Mortal Kombat, all the collision boxes were for the most part identical from character to character. This kept a lot things in check, namely balance issues. It seems like fighter-games have progressed tremendously since then, and I’m actually quite astonished that games nowadays throw in different stances and varying collision box sizes to mix it up a little.
Having said all this, I must say that the budokai games are like pandora’s box. It’s presentation is so sugar-coated to be a kids game, yet there is indeed such a greater level of mechanics below it that is quite impressive.
Not that I’m saying it’s the best fighting game out there… no way, I wouldn’t even be qualified to make that kind of statement. But I do know that it’s definately something that numerous gamers overlook way too easily… and merely at the presentation stage. I myself don’t play nearly as much budokai as the high-level gamers do, and probably less than some of the average budokai gamers do. But with a little initiative, effort and research, it didn’t take me very long to see the potential vastness of this game in mechanics.
The problem comes from multiple places. First there is the A.I. In Budokai 3, let’s face it. It’s DUMB… and highly predictable. When players who want to “see what the hype is about”, they play the game and get dissappointed since they don’t see beyond things like “you can TC out of everything”. Well of course you can… almost. But the question is should you TC out of everything? Plain answer… no. If one can’t see beyond this, then obviously something is missing. Another key factor… combo cancel’s. Without these, the combo’s in this game really is just limited PPPP, or PPPPE… shallow as hell. Again, this relates back to statements like “what’s the point of doing long combo strings when the opponent can TC out of it?” That’s a legitimate question. And when one understands that TC should be used out of necessity rather than desperation, things will fall into place. When facing the computer… take advantage at the fact they’ll abuse TC and inevitably waste their Ki energy. This is one reason why training against the computer is a bad thing. It is extremely predictable in this sense, and a human player can exploit this so much, it’s not even competition anymore. When the opponent is down to zero Ki energy, this is the time to shine with your mad hit combo’s. When they don’t have enough Ki to TC, they are essentially sitting ducks since they won’t have ANY retaliation. However, can you as a player pull off these long strings of button pressing quickly and at the heat of the moment when the opportunity arises? The only way is to practice. Sadly even when beginners play against other humans “all night for over 150 rounds”, it is STILL possible to miss the finer details if you don’t have the insight nor the proper research and mentality. Then there’s also the long standing problem of “lack of high level players”. When facing the computer, all you can really improve upon is your reaction/response time (computers are really good for this area… damn annoying-instant-reflexes), your own combo proficiency and mechanics insight/recognition.
I’m also sure that just one video preview of 2 high level players going at it would provide a lot of inspiration for newer budokai players to invest that little more time and effort to learn the advanced mechanics, but unfortunately, I also notice a lack of these at the moment. One combo tutorial vid made available by Goryus last year was incredibly well done, and only scratches the surface of this game. It was enough to inspire the likes of me, but I guess nothing beats a hard-action-fast-pace duel between some big names like… like…Nnamz :devil:
Actually, this whole “fighting depth” thing was a complete surprise to me. I only bought Budokai 3 just for a little euphoria since I was exposed to DBZ way back in '92 as a kid and thought this is the first game I’ve seen that actually does some justice to the franchise instead of the numerous cash-cow games that were made since back in the SNES days. With cel-shaded graphics to emulate the drawing style combined with sound effects ripped straight from the original anime sounds… what more could I ask for? But this… this ‘advanced’ battle mechanics… definately was a nice surprise bonus for me.