Fighting game mechanics, more or less?

Sometimes when watching some videos here and there I keep thinking it would be interesting to add some stuff and take away some stuff.

*All special moves use power meter, it slowly regenerates over time as well as when dealing or taking damage.
*Desperation moves or whatever their equivalent is would need power meter and having low HP, they would also NOT have any special "time stopping" frames, they would only have maybe a particle to distinguish them but learning their timing and relying on simple cancels would be the key to using them correctly.
*Parry/Just Defense would be kept, they can even add some extra power meter.
*Special counters and escape maneuvers would be present, they use power meter too.
*No chain combos (aka magic series), other than any combos available through properly buffering inputs (called links by some.)
*FatalFury2 counter maneuver available (also known as guardstun cancel), this one is pretty old but interesting, when you go into guard "state" if you then push forward + weak attack you perform a counter blow, it is a bit slow but has invincibility frames similar to KOF dodge maneuver.
*No running, only dashing, short jumps would be available, not sure about super long jumps.

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>All special moves use power meter
No thanks

didnt even read the rest

Never played AoF?

I'll just bump with some FG characters.

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>trying to have a fighting game thread on this casual trashbin board

You poor soul

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I have seen some here and there, besides there is always a middle ground.

>Essentially what is basically just cooldown shit but alittle less gay
Nah its not a mechanic its just a limitation on creativity.
>Desperation moves
Most cases are already like this with Ultras/V-trigger/Rage arts and some of which are still cancerous only a few can get that shit without losing life consistently and its gay sometimes and just bland otherwise.
>Parry/just defense
These aren't the same but i like most games with one of each even if its a defense parry like reflect/shield.
>No chain combos
Depends on the kind of game and most games let you chain most characters lights. Again you're just adding a limitation that adds no depths just makes everything links which are just alittle bit of practice.
>Limiting mobility
No

Your entire list even for this one game is nothing but limitations. You aren't adding anything mechanically just making the game worse potentially.

>*No chain combos (aka magic series), other than any combos available through properly buffering inputs (called links by some.)

Just remove links and use chain combos as the combo system for fuck's sake.

The mobility thing only seems to make stuff like small dashes instead of running, like KOF98 extra and advanced.

Links require more precision.

This is completely false a link or a chains difficulty can change depending on character or game. you can have 1 frame chains just as you can have 1 frame links.

fighting chars with no dp is the funnest, invincible moves should only exist with supers.

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Having high execution requirements just makes it more like you're battling the controller instead of the opponent.

What games have more difficult chains?

The original darkstalkers chains were notoriously difficult, far harder than the links found in SF games at the time.

you can literally make a chain as hard or as easy as you want, they are not inherently easier than links.

execution requirements increase the risk of very good moves or combos
like the electric in tekken, if it was easy it should be removed from the game

I'll give you that, what about this? chains with the possibility to link into special moves? Darkstalkers seemed to lack special move cancelling from chains, I still think a super meter would mean players should avoid spamming, also the cost of certain moves should be more or less linked to their power + utility like fireballs costing 1 stock (out of 3) while DP could cost 2 due to usually having i-frames.

a 3-4 frame basic DP input IS easy, you have to be pretty shit at fighting games to think anything in tekken is hard.

You cant chain into special but you can chain into link into special in Darkstalkers.

No such thing as "spamming" everything has its counter if you cant deal with something you practice and learn how to counter it, not just remove it from the game.

the electric itself isn't hard
block punishing -14 moves with an electric is hard

People that have very good execution will have it in their muscle memory that it doesn't matter anyway. Very good moves or combos locked into high execution requirements just makes the game unbalanced and harder to balance.

The game has a 8+ frame buffer and auto guard, what the fuck are you smoking?

You dont play many fighting games do you?

you can't buffer the whole ewgf input, just the forward

I fucking love Order Sol. Charge Cancel lets you go max unga. If only his button has longer range and has a good anti air normal.

Yes you can
youtube.com/watch?v=dVyg09Bu_X4&feature=youtu.be

why do tekken players feel the need to lie so much, are you actively trying to spread misinformation or is it just ignorance?

That was easily the worst part of AoF.

AoF was shit and so was Eternal Champions that used the same mechanic, limiting moves because bad players cant adapt is a no no.

that's not a -14 move and the qcf motion isn't buffered during the block recovery animation

That's because the spirit meter didn't regenerate faster without going into charge mode.

>that's not a -14 move
Irrelevant to the point being made

>the qcf motion isn't buffered during the block recovery animation
It clearly is, you guys literally cannot help lying when evidence to the contrary is right in your face.

why do mix up characters exist if playing defense is already hard

What do you mean?