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Which one, /v/?

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Thread replies: 29
Thread images: 5

File: balance.png (20KB, 664x972px) Image search: [Google]
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Which one, /v/?
>>
when i do damage obviously. why the fuck would i want to be rewarded for sucking shit at a video game?
>>
>>388380851


>>388381037
that could be a pretty cool tactic/gameplay though. getting so close death and then becoming super powerful
>>
Both, but you should be given less meter for getting hit than hitting others.
>>
One character for each
>>
Have two different meters, one for getting hit and one for landing attacks. The former is used for defense mechanics, the latter for offensive
>>
>>388381260
So being rewarded for taking damage in a game where you're trying to avoid it? One of the worst mechanics in any genre desu senpai.
>>
>>388381260
Good in theory, doesnt work as well in practice
Most fighting games with this system are just frustrating and de-value an honest comeback
>>
Most meter build for doing damage, least for blocking chip.

Taking damage should build some, but just-blocking or similar should build more than blocking or getting hit so you're encouraged to take that risk if you have confidence in knowing your opponent's blockstring.
>>
>>388381446
Comeback mechanics allow for closer and therefore more exciting matchups. If you're good then you'll still win even if your opponent gets a crutch.
>>
>>388381446
I don't know, the Ultra meter in SF4 was actually pretty well thought.
>>
>>388380851
>super meter fills up when the battle is more tense
This is the objectively superior choice.
>>
>>388382206
It was despised by a lot of people.

I did like that you could fill it up with Focus, and so were a bit encouraged to make reads and had a different option when you knew what kind of poke your opponent was using, but that use ultimately didn't matter.
>>
>>388382328
SF2's faster tracks/accelerated music when at low health was cool and should be applied to more mechanics.
>>
>>388380851
Literally what game doesn't do both?
>>
>>388380851
>super meter
special attacks sucks
>>
File: concept.png (11KB, 651x431px) Image search: [Google]
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>>388380851
Well, what's /v/'s opinion about this? Do you guys like it or not?
>>
>>388380851
>super meter only builds when moving towards opponent.
>>
>>388383367
>half of the match is just guys punching air to fill up their super meter
>>
>>388380851
Both.
>>388383367
No.
>>
>>388382898
it's the same concept in 7 if you just say when you take damage it fills, thus fullfilling the requirements for the rage art.

that and akuma and eliza both have super meters.
>>
>>388381337
This, it gives incentive to play more aggressively.
>>388383367
Yeah but only if the gain is extremely minor.
>>
>>388380851
both
>>
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1487479932852.jpg
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>>388383367
most of the pro TS matches I've watched consist of both players jumping down and mashing c.MP.I think that's part of the strategy
>>
>>388380851
>not tension meter that rewards aggression
>>
>>388380851
Neither
just do GG's Tension
>>
File: 1496558132132.jpg (12KB, 320x320px) Image search: [Google]
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>>388383951
>that comic
>>
>>388380851
super meter should fill most when you attack but your opponent successfully blocks
>>
>>388385643
This is genius actually.
Thread posts: 29
Thread images: 5


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