SneakyTortoise
Official Master of Salt
Okay, so the point of this thread is to discuss the pros and cons of the different comeback mechanisms that different fighting games have, gauge people’s opinions on comeback mechanisms and see if we can come to come sort of conclusion on what the best system would be or whether there is any need for them at all (hopeful I know).
For those who don’t know what I’m talking about, I’m referring to the way in which a fighting game provides the person with a life deficit a chance to get back into the match so that they don’t get their ass completely handed to them.
NRS always take a fairly straight forward approach to their comeback mechanisms. Let’s consider MK9 first. You get hit, you get meter. You can use this meter to hurt your opponent with EX moves or an X-Ray or you use it to prevent further damage caused to yourself with a breaker.
Injustice they used the same idea of getting hit = meter awarded, but then they developed it further with the controversial wager system (which I actually believe is a good design and am yet to see an argument that suggests otherwise). However, both of these comeback mechanisms punish the attack for doing what they are supposed to do; hurt their opponent. I don’t believe that this should ever be the case in a fighting game.
Street Fighter 4. In my opinion, a better comeback design than that of NRS games, despite being fairly similar. In street fighter, when you get hit, your super bar does not increase. What does increase instead is their ‘Ultra’ bar. Now, you could argue that this still rewards the player getting hit and therefor punishes the player doing the attack, however, all it does is give the player taking the hit one option and the player doing the attack knows exactly what that option is and exactly what to look out for. This feels like a better design than the comeback mechanisms in NRS games to me.
The Soul Calibur series has the “Ring out” system, where either player can win the round, regardless of the health status, by knocking the opponent out of the ring. I personally think that this is actually one of the most elegant systems. If someone wins a round by a ring out then they have worked hard for it. They have manipulated the opponent into an area that they did not want to be in and then capitalized on it. It also does not punish the player for landing attacks on their opponent.
I’m unaware of any fighting game that has no comeback factor. I don’t know why this is. Is it necessary? Should the game make an effort to make it a fair fight in any way other than character balance?
I want to hear from everyone who has an opinion on the matter. If you have experience of many fighters and have a preference for particular comeback mechanisms then please share your thoughts.
TLDR: What is your opinion on comeback factors in fighting games?
I'm going to tag people I think might take an interest/have an opinion on the matter
@Youphemism
@DarthArma
@AVN PTH jonnitti
@GGA 16 Bit
@GGA Max
@GGA Saucy Jack
@Tom Brady
For those who don’t know what I’m talking about, I’m referring to the way in which a fighting game provides the person with a life deficit a chance to get back into the match so that they don’t get their ass completely handed to them.
NRS always take a fairly straight forward approach to their comeback mechanisms. Let’s consider MK9 first. You get hit, you get meter. You can use this meter to hurt your opponent with EX moves or an X-Ray or you use it to prevent further damage caused to yourself with a breaker.
Injustice they used the same idea of getting hit = meter awarded, but then they developed it further with the controversial wager system (which I actually believe is a good design and am yet to see an argument that suggests otherwise). However, both of these comeback mechanisms punish the attack for doing what they are supposed to do; hurt their opponent. I don’t believe that this should ever be the case in a fighting game.
Street Fighter 4. In my opinion, a better comeback design than that of NRS games, despite being fairly similar. In street fighter, when you get hit, your super bar does not increase. What does increase instead is their ‘Ultra’ bar. Now, you could argue that this still rewards the player getting hit and therefor punishes the player doing the attack, however, all it does is give the player taking the hit one option and the player doing the attack knows exactly what that option is and exactly what to look out for. This feels like a better design than the comeback mechanisms in NRS games to me.
The Soul Calibur series has the “Ring out” system, where either player can win the round, regardless of the health status, by knocking the opponent out of the ring. I personally think that this is actually one of the most elegant systems. If someone wins a round by a ring out then they have worked hard for it. They have manipulated the opponent into an area that they did not want to be in and then capitalized on it. It also does not punish the player for landing attacks on their opponent.
I’m unaware of any fighting game that has no comeback factor. I don’t know why this is. Is it necessary? Should the game make an effort to make it a fair fight in any way other than character balance?
I want to hear from everyone who has an opinion on the matter. If you have experience of many fighters and have a preference for particular comeback mechanisms then please share your thoughts.
TLDR: What is your opinion on comeback factors in fighting games?
I'm going to tag people I think might take an interest/have an opinion on the matter
@Youphemism
@DarthArma
@AVN PTH jonnitti
@GGA 16 Bit
@GGA Max
@GGA Saucy Jack
@Tom Brady
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