Your least favorite fighting game gimmicks?

Started by MR. IBZS II, June 18, 2013, 10:49:07 AM

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MR. IBZS II

What are your least favorite things about fighting games? Mine are the barriers from BlazBlue, people who can grab in midair, people who can hit you hard enough to bounce off walls, limited guards, and the flawed MVC system, to give you examples.

Jango

Quote from: Doraemariby on June 18, 2013, 10:49:07 AMbarriers from BlazBlue
You mean the barrier that Hazama has AS A BOSS?

Quote from: Doraemariby on June 18, 2013, 10:49:07 AMpeople who can grab in midair
You must hate SFA3 then since EVERYONE can air throw.

Quote from: Doraemariby on June 18, 2013, 10:49:07 AMpeople who can hit you hard enough to bounce off walls
Ummmm, those moves are meant to put distance between the two players. I don't see why that's a big problem.

Quote from: Doraemariby on June 18, 2013, 10:49:07 AMlimited guards
It discourages people from blocking too much, that's not really a gimmick either.

Quote from: Doraemariby on June 18, 2013, 10:49:07 AMthe flawed MVC system
Define "flawed."



Now if you REALLY want to talk gimmicks:
- The wall feature in Million Knights Vermillion where you added semi-transparent walls that reduced the space your opponent could move and upped your combos. It looked like shit and pretty much had no practical uses.
- The concept of boosting (as featured in the Hokuto no Ken game and Big Bang Beat First Impression) is stupid because it serves to extend combos by cancelling out of whatever you were doing and dashing forward. Most of the time, this doesn't open up more combo opportunities, it just lets you start whatever combo you were doing over again.
- Stage interaction that directly affects the effectiveness of your moves (ie: the random weather changes in Touhou: Scarlet Weather Rhapsody)

MR. IBZS II

Quote from: Jango Hakamichi on June 18, 2013, 11:37:35 AM
Quote from: Doraemariby on June 18, 2013, 10:49:07 AMbarriers from BlazBlue
You mean the barrier that Hazama has AS A BOSS?

Quote from: Doraemariby on June 18, 2013, 10:49:07 AMpeople who can grab in midair
You must hate SFA3 then since EVERYONE can air throw.

Quote from: Doraemariby on June 18, 2013, 10:49:07 AMpeople who can hit you hard enough to bounce off walls
Ummmm, those moves are meant to put distance between the two players. I don't see why that's a big problem.

Quote from: Doraemariby on June 18, 2013, 10:49:07 AMlimited guards
It discourages people from blocking too much, that's not really a gimmick either.

Quote from: Doraemariby on June 18, 2013, 10:49:07 AMthe flawed MVC system
Define "flawed."



Now if you REALLY want to talk gimmicks:
- The wall feature in Million Knights Vermillion where you added semi-transparent walls that reduced the space your opponent could move and upped your combos. It looked like shit and pretty much had no practical uses.
- The concept of boosting (as featured in the Hokuto no Ken game and Big Bang Beat First Impression) is stupid because it serves to extend combos by cancelling out of whatever you were doing and dashing forward. Most of the time, this doesn't open up more combo opportunities, it just lets you start whatever combo you were doing over again.
- Stage interaction that directly affects the effectiveness of your moves (ie: the weather in Touhou: Scarlet Weather Rhapsody)

1) I mean the barriers that if they get hit, you get severely effected.

2) Never played SF3.

3) Not close range wise

4) In most games, you can block for quite a while.

5) Stupid air combos, they mostly made it look flashy over effective, like something out of DBZ.

In your case:

1) Never played but creating walls? That even sounds stupid on paper.

2) You mean like SFXT boost gems? They really serve no point there either.

3) Since I hate lolies, I can't relate very well. What about levels like Summit in SSBB?

Jango

The whole point-by-point quote thing takes up too much space so I'm going to answer in bold
Quote from: Doraemariby on June 18, 2013, 11:45:18 AM
1) I mean the barriers that if they get hit, you get severely effected.
And?

2) Never played SF3.
I was talking about Street Fighter Alpha 3, not Street Fighter 3. Big difference.

3) Not close range wise
So? What's wrong with making someone hit the wall in that case? I haven't seen it abused too much in commercial games (MUGEN is another story)

4) In most games, you can block for quite a while.
Yeah, but what I'm saying is that in games that have guard crush, they're penalizing players that are too defensive. Other ways this can be done are like in Guilty Gear, where a player that blocks too much will take more damage from attacks.

5) Stupid air combos, they mostly made it look flashy over effective, like something out of DBZ.
Nothing wrong with air-combos, that's how the system's built. Now if you were gonna focus on other aspects, I'd agree with you, but that's more a problem of design and not an actual "gimmick."

In your case:

1) Never played but creating walls? That even sounds stupid on paper.
NRF has a history of making shitty 2D fighters, as shown in Big Bang Beat and (under their old handle, Rapidfire) Fate Sword Dance

2) You mean like SFXT boost gems? They really serve no point there either.
No, I mean you push a button and you interrupt your attack to dash forward and cancel into another attack. It costs a bar of a super meter, sure, but nothing really good comes out of it.

3) Since I hate lolies, I can't relate very well. What about levels like Summit in SSBB?
Those... have nothing to do with each other. And I REFUSE to treat SSBB as a fighting game proper.


MR. IBZS II

Quote from: Jango Hakamichi on June 18, 2013, 12:33:13 PM
The whole point-by-point quote thing takes up too much space so I'm going to answer in bold
Quote from: Doraemariby on June 18, 2013, 11:45:18 AM
1) I mean the barriers that if they get hit, you get severely effected.
And?

2) Never played SF3.
I was talking about Street Fighter Alpha 3, not Street Fighter 3. Big difference.

3) Not close range wise
So? What's wrong with making someone hit the wall in that case? I haven't seen it abused too much in commercial games (MUGEN is another story)

4) In most games, you can block for quite a while.
Yeah, but what I'm saying is that in games that have guard crush, they're penalizing players that are too defensive. Other ways this can be done are like in Guilty Gear, where a player that blocks too much will take more damage from attacks.

5) Stupid air combos, they mostly made it look flashy over effective, like something out of DBZ.
Nothing wrong with air-combos, that's how the system's built. Now if you were gonna focus on other aspects, I'd agree with you, but that's more a problem of design and not an actual "gimmick."

In your case:

1) Never played but creating walls? That even sounds stupid on paper.
NRF has a history of making shitty 2D fighters, as shown in Big Bang Beat and (under their old handle, Rapidfire) Fate Sword Dance

2) You mean like SFXT boost gems? They really serve no point there either.
No, I mean you push a button and you interrupt your attack to dash forward and cancel into another attack. It costs a bar of a super meter, sure, but nothing really good comes out of it.

3) Since I hate lolies, I can't relate very well. What about levels like Summit in SSBB?
Those... have nothing to do with each other. And I REFUSE to treat SSBB as a fighting game proper.



How dare you, the Smash Bros series is just like Street Fighter, Mortal Kombat, Guilty Gear, etc....

Jango

I like how you ignore all of my points to take offense to my comment on Smash Bros. How you can even compare Smash Bros to those games is ridiculous.

Oh just kidding, remember when Sub Zero grabbed the Starman and was able to avoid Johnny Cage hitting him with a hammer he found on the stage?

MR. IBZS II

Quote from: Jango Hakamichi on June 18, 2013, 12:57:23 PM
I like how you ignore all of my points to take offense to my comment on Smash Bros. How you can even compare Smash Bros to those games is ridiculous.

Oh just kidding, remember when Sub Zero grabbed the Starman and was able to avoid Johnny Cage hitting him with a hammer he found on the stage?

I meant that like in Street Fighter, Mortal Kombat, and Guilty Gear, in Smash Bros, your goal is to defeat the enemy by any means possible. Of course you can be more technical, but the premise is the same, the delivery is different. The only reason I avoided your other points is because I didn't understand them.

Mechy

Quote from: Doraemariby on June 18, 2013, 01:10:31 PM
I meant that like in Street Fighter, Mortal Kombat, and Guilty Gear, in Smash Bros, your goal is to defeat the enemy by any means possible. Of course you can be more technical, but the premise is the same, the delivery is different.
By that definition every game where you fight enemies in any way is the same as street fighter, mortal kombat, guilty gear, etc.
"Multiple exclamation marks are a sure sign of a diseased mind."

"Okay, okay. So you put a Nazi on the Moon. Fuck you, Moon."

Pal

Oh man, and here I was thinking this topic would go somewhere.

Quote from: Jango Hakamichi on June 18, 2013, 11:37:35 AM
- Stage interaction that directly affects the effectiveness of your moves (ie: the random weather changes in Touhou: Scarlet Weather Rhapsody)

This. SO MUCH.

I don't play Soku for that exact reason.

MR. IBZS II

I also hate Bursts (Guilty Gear) and when you get dizzy from being hit too much. Evades are bad ideas, and luck based attacks are awful.

Duos.act

-Items in Smash Bros
-Unblockable stage interactives in Injustice
-Clash in Injustice
-Two button, completely invincible DPs that super cancel on wiff in Persona 4 Arena
-Auto combo in Persona 4 Arena and E's Laf
-Two high block and two low block per blockstring in Persona 4 Arena
-Automatic instant crossup guard in Persona 4 Arena
-X Factor in vanilla MVC3, not so much in Ultimate
-Pandora mode useless piece of shit in SFxT
-RAGE in Tekken 6, not so much in Tag 2
-Breakers in the 3D Mortal Kombat games
-RRRRRRRRRRRAAAAAAAAAAAAAAAGE in Mortal Kombat vs DC Universe
-That QTE crap in MK vs DCU

MR. IBZS II

Quote from: MC2 on June 18, 2013, 03:06:53 PM
-Items in Smash Bros
-That QTE crap in MK vs DCU
Deceptive items in Smash Bros.

What's QTE?

Cybaster

Quote from: Doraemariby on June 18, 2013, 01:10:31 PM
I meant that like in Street Fighter, Mortal Kombat, and Guilty Gear, in Smash Bros, your goal is to defeat the enemy by any means possible. Of course you can be more technical, but the premise is the same, the delivery is different. The only reason I avoided your other points is because I didn't understand them.
Castlevania is such a great 2D fighting game. You can even pick up items like in Smash Bros to kill your enemies. Good times.
Megaman and Metroid are great fighting games too BTW.

I can't think of anything in particular concerning gimmicks. What I'd hate is things that make the game random and based on luck (i.e. this stage thing in Touhou Scarlet Weather, but I've never played it, so I can't tell).

Quote from: Doraemariby on June 18, 2013, 03:17:27 PM
What's QTE?
Probably Quick Time Event, as in Shenmue or MGS (?).

Duos.act

That is correct.  MK vs DCU had mid match mini games and stage hazards that would que up a QTE for both players and they had to mash buttons and directions.  It was awful.

walt

Quote from: Cybaster on June 18, 2013, 03:23:51 PM
Quote from: Doraemariby on June 18, 2013, 03:17:27 PM
What's QTE?
Probably Quick Time Event, as in Shenmue or MGS (?).
MGS doesn't have QTEs (except in the cutscenes of PW).

RE4 had some QTEs, and Naruto Ultimate Ninja Storm 2 has plenty


Mechy

"Multiple exclamation marks are a sure sign of a diseased mind."

"Okay, okay. So you put a Nazi on the Moon. Fuck you, Moon."

MellyInChains

- x-factor in (u)mvc3
- (super) street fighter 4's ultra mechanic
- theatric supers in general
- switching out your partner in exchange for a super stock in the sakigake!! otokojuku ps2 fighter / the killing blade. it is especially pointless in the latter
- rage mode in later tekkens. as much as i love them to death, i always disliked this mechanic

MR. IBZS II

Quote from: MelvanaInChains on June 18, 2013, 04:04:33 PM
- x-factor in (u)mvc3
- (super) street fighter 4's ultra mechanic
- theatric supers in general

I've always hated you almost have to lose to do a ultra, i've only done one once, failed, got countered from it and KO'd

Bastard Mami

omk's  tag while blocking feature, it's seriously unbalanced so you pretty much have to agree to not use it so you don't ruin the game.

Synck

well maan I can say that I like:
-in SFxTK I saw special move with blocking on character then second char from my tag is atacking next
-Tag mode in SFxTK like super arts first char finish move then second char make a hard atack in ending.
-thumbake - a pain on your thumbs like I got thumbake manytimes in mortal kombat and in KOF ; facts:
mortal kombat - so many diferent moves
KOF - dificult 2QCF or 2QCB (I can do better or keybord but on joystick I have always a thumbake)