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Which one do you think is more fair for a fighting game?

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Thread replies: 101
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Which one do you think is more fair for a fighting game?
>>
>>386699059
Top
>>
>>386699059
both
>>
Both. Now leave.
>>
>>386699059
both, but in differing quantities

+2 gain for doing damage
+1 for getting damage
>>
Top because
>comeback mechanics
>>
Neither
>>
What if like you had separate meters where scoring hits gave you resource to offensive abilities, but getting hit gave you more defensive options?
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UNI[st] does it pretty well
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>>386699965
I wish an extremely popular 2D fighting series did something like that, it sounds like a brilliant idea
>>
>>386699965
>>
>>386699059
Top is a "win more" snowballing effect that doesn't allow for comebacks.
Bottom is artificial comeback mechanics for scrubs.

neither
>>
>>386700317
So, how would you build meter?
>>
>>386700167
Are you havin a giggle? I can't tell, what with this being /v/ and all.
>>
>>386700384
You don't, just balance all features around not needing it
>>
meter should only build if you taunt
you can hold the taunt input to charge continuously or you can hit it once for a quick taunt and a bit of charge
it's extremely unsafe the whole time
>>
>>386700438
Ya I'm havin a giggle
It's totally understandable knowing what fighting game discussion is like here
>>
>>386700384
I wouldn't, I dislike damage-to-meter in my fightan games. If I had to have one it would simply refill over time.
>>
>>386699965
Skullgirls does this but only when you don't have no full bar of meter yet
>>
>>386700627
This is a horrible idea. It rewards turtling and players would just sit around and wait to build meter before going in.
>>
>>386700627
Wouldn't that just encourage really lame play?
>>
>>386699059
Both? But when you take damage you get more super than by hitting so it gives the losing do a comeback.
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>>386700317
>tfw to good at fighting games too not need comeback mechanics
>>
>>386699965
SF3 did this, but a much lower amount than hitting or getting hit.
>>
>>386700787
True. Super meter is shit no matter what. It only exists for 'flashy' fights and doesn't need to exist, good fightans like Tekken don't use it.
>>
>>386699965
https://www.youtube.com/watch?v=q1r82kmXSPo
>Both of them back up at the beginning and start mashing normals to get meter.
Even the "hypest" moment in fighting games EVAR, Evo Moment 37, still has Justin Wong backing up and mashing normals to get meter to do the super that Daigo has to parry. Womp.
>>
Both bars increase gradually over time, but hitting your opponent halts the meter gain whether they block it or not. Certain attacks decrease meter.
>>
>>386699059
In Skullgirls, they do both.
The longer an attacker's combo is, the less meter it builds for the attacker and the opposite effect for the punching bag
>>
>>386699965
and somehow third strike is still the second best sf game
>>
>>386699059
Don't most fighting games have a combination of the two?
Super only filling up for the aggressor gives him yet another advantage.

I think the most fair is the aggressor building approx. 2x as much meter as the defender.
That way, there's a large incentive to attack, but you're not completely boned for life if you're getting your shit slapped.
>>
>>386699059
>snowball vs. unearned retribution
Nah. How about something you have to do (independently of dealing or taking damage) to charge up, and you can deny / harass your enemy to stall it. I don't even know what it would be. Crouching?
>crouching slowly builds the meter
>you are more vulnerable to certain attacks and move slower while crouching
>taking damage or making any action besides neutral crouch will cause the meter to stall
Some shit like that.
>>
SF4 had Ultra from damage and Super from dealing damage. It worked out because it gave people Super meter which is more flexible and can be consumed for EX moves but the Ultra had the comeback mechanic that kept you on your toes, even if you were winning.
>>
>>386701045
This isn't representative of how 3s games actually went though, you can even hear the crowd laughing because of how ridiculous it is.
>>
There are only three REAL options:

>Special meter is charged by collectibles that randomly spawn on the fighting stage

>Special is obtained by a single collectible that spawns on the fighting stage somewhere

>Special meter fills up automatically based on the character's special stat, and can't be charged otherwise
>>
>>386700167
>>386701015
>>386701045
>Not recognising the colour schemes
It was obviously a 3S reference, not an actual suggestion.
>>
>>386701365
I know buddy, my post >>386700167 was also a 3S reference
>>
>>386701045
They probably should remove this mechanic if ever they were to release a 4th edition. Whiffing attacks to gain meter adds literally nothing to the game but time and arguably makes characters with stronger supers even stronger since they get to build free meter after knocking an opponent down.
>>
>>386699764
Rumble Fish does that. Seperate meters for offense and defense techniques.
>>
>>386701179
The naruto ultimate ninja storm games do this, it's pretty good actually
>>
>>386701061
This makes sense since it's such a combo centric game. It's also why I can't stand Skullgirls.
>>
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>>386699059
>>
>>386700507
then how do you do Supers and Bursts?
>>
>>386701354
What about like DBFZ?

You can manually charge your special meter but are vulnerable while doing so.
>>
>>386699965
jewpuncher does this, and i love it
>>
>>386703180
You don't, it isn't necessary to the game
There are 3D fighters don't really have super moves or meter and are very complex
>>
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>>386699965
>>
>>386704480
Really bad idea. Kills footsies.
>>
>>386704558
nigger
>>
>>386704674
Good argument.
>>
>>386699059
Super meter fills up based on combo count and successful blocks and parries.
>>
>>386699965
Divekick
>>
>>386699965
MVC2 does this.
>>
I think specials should just be time based.

Or you only get x amount of bars and they don't regenerate. Rewarding the winner for winning or rewarding the loser for losing are both unfair.
>>
No bars, building meter is for fags. On the fly combos only.
>>
>>386701179
So DBZ power ups.
>>
>>386704992
>Rewarding the winner for winning is unfair
>>
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>>386699059
>game has such shitty balance and is so unfun it needs shitter-appeasing comeback/snowball cutscene attacks for people to like it
>>
>Super meter fills up randomly for either player when someone gets hit
>>
>>386699059

Both

Or alternatively, a meter that fills up every time an attack misses
>>
>>386705282
The winner is already being rewarded with damage for winning and the loser is already recieving it for losing
>>
what about you only get meter when you block?
>>
>>386701015

SFV does this too, special attacks build meter even if they miss
>>
>>386705467

Sony All Stars
>>
>>386704125
But what if you want a game with supers and bursts?
>>
>>386704837
I like this.
>>
>>386699059

>not holding punch and kick to manually charge your meter
>>
>>386705637
Terrible. Encourages camping and overly defensive play. Like, you know how Smash 4 is already too defensive to to OP shields, and grabbing from shield? This would be much worse.
>>
>>386705808
Why are they so important you though? You can still have flashy visuals or give important properties of the supers to other things that don't need a meter bulding mechanic
>>
>>386704837

This one actually might work

Rewards you for being smart, not just aggressive
>>
>>386701354
Spoken by the man who made the worst decisions of all time
>>
>>386699059
no super meter at all, super meters suck ass and ruined pure fighting games
>>
>>386706115
Because Super moves are cool. And combo bursts are a necessary mechanic to allow for crazy movesets. See Guilty Gear.
>>
>>386706194
What are some good fighters with no super meter?
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>>386705648
There isn't as many cases where it's practical tactic and you won't be punished for it though
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>>386706194
Says you.
>>
What about

>fight goes on too long

>both players gain access to their supers in last 10 seconds of the fight
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Here you go. Everything is now fixed
>>
>>386706440

In Evo I'm pretty sure Tokido did this.

https://youtu.be/HT51m19_ZrI

He did like two quick shoryus just to build meter
>>
No super meter. Instead EX moves give you grey HP and supers become special finishers when your opponent reaches a certain amount of health.
>>
>>386700627
>>386700787
>>386700843

bloody roar does itw ell

you can use animation / time to build it up basically cahrging it by spamming taunts in the corner :)
>>
>>386706728
I know, that's why I said there isn't as many cases, it wouldn't be as lame or rampant
>>
>>386706604
This is a really good system but UNI also has a super bar, no one cares about it though because you get meter out the ass.
>>
I do like the idea of making your meter a limited resource. Like from the getgo, you have max meter, and no way to build it. And your supers, instakill, bursts, and cancels all rely on it.

Rounds are stock-based like Vampire Saviour. So everything carries over and the fight doesn't pause.

Insta-kill is risky, and uses up 100% meter. Leaving you with nothing for the rest of the match, and even if you land it, it only takes one stock.

Supers take 50% Meaning you only have 2, 1 if you wanna use cancels and bursts.

Cancels and bursts take 25%, meaning you have 4.

This makes it so players are conservative about meter from the start, and have to strategize accordingly.
>>
>super meter fills up when opponent taunts lewdly
>>
>>386706402
Tekkens before 6
Virtua fighter
>>
>>386706948
What happened to bloody roar anyways?
>>
>>386699059
Your opponent decides which mechanic charges you before the match starts
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>>
>>386709129
EXP
It's Experience shortened to 3 letters

XP is for faggots
>>
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>>386704480
>>386699059
may I suggest
>>
>>386709363
experience what though
>>
Throwing out random moves to build meter and doing damage will always be the best way.

Getting meter from getting hurt is a trash mechanic made to make faggots feel better when they get destroyed.
>>
>>386707073

This method means there is no leniency when it comes to matchups and it will force an even more centralized meta in the process. And it will make for more boring fights in the process as well.

That way means there will be less surprises and it will be really boring and formulaic.
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>>386710518
What happens when both are at the maximum?
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>>386711173
You get to pick if you want to do a revenge or super.
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>>386711173
"That" happens.
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>>386709363
>xp is for faggots
hey fuck you buddy
>>
>>386699289
this
>>
>Super Meter fills up, but only if you use the same attack 3 times in a row and for any consequent spamming of the same ability
>>
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Thread posts: 101
Thread images: 15


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