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are dizzy systems counter productive / bad ? (Read 3081 times)

Started by Bastard Mami, January 30, 2012, 08:36:42 pm
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somewhat related to dizzy
#21  February 10, 2012, 02:09:00 pm
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I always thought fighting games should have a system where combos break after a certain point (either a repeating move doesn't hit, or you cannot hit after XX hits) and the losing player gets a chance to recover. This prevents infinites and frustrating long-ass combos which start off from simple basics and then go on to do 10+ hits with the opposing player has no chance to fight back.

whoa i'm getting soft
Re: are dizzy systems counter productive / bad ?
#22  February 10, 2012, 02:29:41 pm
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Like MvC3
you can't mixup a blind man, and you can't out think a brick ~skisonic
Street fighting is all about analysis, prediction, and reaction. That's it.

Re: somewhat related to dizzy
#23  February 10, 2012, 04:02:57 pm
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I always thought fighting games should have a system where combos break after a certain point (either a repeating move doesn't hit, or you cannot hit after XX hits) and the losing player gets a chance to recover. This prevents infinites and frustrating long-ass combos which start off from simple basics and then go on to do 10+ hits with the opposing player has no chance to fight back.

whoa i'm getting soft

you don't play enough doujin games.
Re: are dizzy systems counter productive / bad ?
#24  February 10, 2012, 04:22:33 pm
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I can't link a combo higher than 5 :(
Re: are dizzy systems counter productive / bad ?
#25  February 10, 2012, 09:57:11 pm
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I don't like infinites as a test of skill anyway. It stops becoming you vs the other person at that point and it's more like DDR. Hit this, hit that timing is all important tap tap tap now dance.

Not saying people that do them aren't good. It takes some effort to achieve an infinite a lot of the time (with a few exceptions) but once you have it running, you're no longer playing against a human which defeats the purpose, you may as well play the AI. MvC3 probably has that bit right. Or really heavy dampening to the point where it's going to take you the whole clock to kill them, and even then you probably won't do it.


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Re: are dizzy systems counter productive / bad ?
#26  February 11, 2012, 02:09:31 am
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I don't like infinites as a test of skill anyway. It stops becoming you vs the other person at that point and it's more like DDR. Hit this, hit that timing is all important tap tap tap now dance.

Not saying people that do them aren't good. It takes some effort to achieve an infinite a lot of the time (with a few exceptions) but once you have it running, you're no longer playing against a human which defeats the purpose, you may as well play the AI. MvC3 probably has that bit right. Or really heavy dampening to the point where it's going to take you the whole clock to kill them, and even then you probably won't do it.
Nobody likes infinites. They are not supposed to be in any games anyway. It's just that some games are so amazing anyway that one tolerates them.

That being said, one benefit to playing a game with infinites is that it will teach you the much needed skill of not mashing while getting hit. It teaches you to just hold back, and patiently wait for them to drop the combo (which, unless your at a very high level, will probably happen) or attempt a reset, at which point you react accordingly in an attempt to take the match back.
Re: are dizzy systems counter productive / bad ?
#27  February 11, 2012, 02:36:11 am
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who's so stupid to not to learn that by playing a normal FG without infinites?  o_O
Re: are dizzy systems counter productive / bad ?
#28  February 11, 2012, 02:37:22 am
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who's so stupid to not to learn that by playing a normal FG without infinites?  o_O
I know it's common sense but some people get into bad habits of just repeatedly jamming 2a or tech roll or dp'ing or whatever any time it looks like they might get free and end up getting hit again.
Last Edit: February 11, 2012, 02:42:24 am by Squire Grooktook
Re: are dizzy systems counter productive / bad ?
#29  February 11, 2012, 06:35:10 am
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