can you find an example where she doesn't?At least it looks like she has some weight in this gif.
I don't really know why juggling people in the air became such a fighting game trope. In Tekken it looks especially silly because they do a great job of making the hits have real weight, but at the same time they have people bouncing like a beach ball. There's a inconsistency there I've never liked.
Mechanically, punishing the other player with combos could be done just as a series of ground attacks where the other player staggers back.
The best games are ones where you can KO a player with one single combo.
The best games are ones where you can KO a player with one single combo.
I don't really know why juggling people in the air became such a fighting game trope. In Tekken it looks especially silly because they do a great job of making the hits have real weight, but at the same time they have people bouncing like a beach ball. There's a inconsistency there I've never liked.
Mechanically, punishing the other player with combos could be done just as a series of ground attacks where the other player staggers back.
What, I've even said in this thread I liked juggling.
Personally, I think the realism argument doesnt make sense considering, most fighting games have crazy rosters involving animals, robots, demons, and ninjas,etc. Thats not too mention the fireballs, weapons, etc that these characters use in a match.
In terms of being unfair, it takes a ton of skill to actually know the correct attacks (Light, medium, and Hard) and damage to maintain a long juggle of an opponent. In addition to being able to know each characters bread and butter combos so that you dont get hit with a simple launcher also takes some skill.
So basically this topic comes down to "git gud".
Juggling has always looked kinda whack, but that's how the cookie crumbles. I'd rather have them put the time into other stuff than making the juggle animation look good. Although NRS games are really something else.
Yeah I mean other than juggles fighting games are usually pretty realistic.
Tekken's grounded hits that combo (natural combos or counter hit combos) are designed in such a way that putting juggle style rewards to all of them would completely ruin the balance of the game. It's not just something that you can simply tweak damage changes to either. There's a lot of considerations in juggles like setting up oki follow ups, wall carry, setting up positioning in regards to wall placement, size of opponent changing your combos, and other things that I'm probably forgetting.
The juggles are necessary. If people don't like that, then don't play Tekken. There's lots of other fighting games out there that handle things differently.
Juggles aren't "necessary", they are a design decision. If you took juggles out of Tekken, you'd still have a winner and a loser in every match, and people would probably still have fun.
Let me rephrase:can you find an example where she doesn't?
Let me rephrase:
At least it looks like characters have some weight during juggling animations in this game, judging by this gif.
Not exactly, but look at Soul Calibur, it managed just fine with minimalistic juggles.
I only played one VF game (i think it was 4?) and don't remember many things. But the gif the other guy posted is from VF 2 arcade i think.Virtua Fighter juggles look a lot more awkward than Tekken juggles, because the characters are naturally floaty without even being hit in the air. Based on what you said in your own OP, I would imagine that VF would be your least favorite visually.
https://www.youtube.com/watch?v=2Eyss96iWog
A lot of the problem seems to come from being helpless. As an Vs player, I totally understand that being caught in a 10 second combo is frustrating.
but it's important to understand that if you're being combo'd, you fucked up somewhere and you are now paying the consequence and your opponent is being rewarded.
In my opinion, fighting games could solve this by increasing damage scaling. The longer the combo, the less damage it does. This changes the focus from comboing your opponent to resets. Resets are usually the most exciting part of fighting games anyway, and it would be more fun for both players and more exciting for those watching.
This person has no clue about Soul Calibur, a game where characters can juggle to ringour from the starting position on the stage.
Ha! Now THAT is an anti-infinite mechanic I can get behind. I enjoy the infinities no doubt, but I think it's more of the showcase of skill and dexterity to keep it up. Once a game reaches a certain age, and all the top level players can do the infinities, that's the only time I start not liking them as much.They could take the route one game did I saw, where the long combos scale, and the infinites actually heal the opponent after a while instead of damaging them
I only played one VF game (i think it was 4?) and don't remember many things. But the gif the other guy posted is from VF 2 arcade i think.
Eh...only Hilde could do that in sc4. Juggles in SC have become more prevalent, but most combos are on the ground.
I'll put it this way...
In that gif, Akira does a shoulder on Sarah in a juggled state. It only barely registers on her model.
If someone like say Paul were to do a shoulder, or even better a deathfist on an opponent in a juggle state, it would send them flying away and, in the case of deathfist, they'll hit the floor and be forced into rolling back due to the impact momentum of the move. This is far more visually appealing in my opinion.
Let me tell you about this 25 year old game that is still popular called Super Turbo...
https://www.youtube.com/watch?v=JSi85hai_-I
Why are characters getting stunned after only 4 hits? was Turbo that bad? I was just a child back then, so...
Why are characters getting stunned after only 4 hits? was Turbo that bad? I was just a child back then, so...
Why are characters getting stunned after only 4 hits? was Turbo that bad? I was just a child back then, so...
『Inaba Resident』;235542907 said:It only bothers me in NRS games.
Yep:
It looks way better at 60fps though.
Jesus, never fails to impress me how ugly this party game is.
Its a bad game convention that continues just because.
Combos on general are such bullshit nonsensical game design that has became far too entrenched in fighting games.
Its not going away probably ever(unless I somehow get to design a fighting game)
That gif is from VF2 which came out in 1994
There are many hit-specific animations in VF
There's 9 pages to this thread and I don't have time on my lunch break to read them all. But, has anyone mentioned that part of the awkward animating during juggles is because if the character model ragdolled during a combo it would lead to combo inconsistency?
If a character's mid air hit state remains mostly the same it means the same combo should work on them multiple times. If they are slumping and flipping around mid air your combo string might work once, but then miss a 2nd time for no good reason.
It's hard enough accounting for multiple character's hitbox size, weight, etc. In game without adding extra layers of complication for no good reason.
Just ask about sfvKappa
Same deal, "juggle state" typically lasts only 1 or 2 hits ever since bounds were added in 5R, and even before then "juggle" combos were very short.Yeah, but we're talking about juggle states, not strings with staggers, wall splats, and resplats.
So...the new killer instinct then?
I have not played the new Killer Instinct, but I assumed they stuck with the traditional RPS combo breaker system, and insanely long ultra combos.Killer Instinct still does that, and Dead or Alive has something similar if I'm not mistaken. It completely changes how the game plays though, and in no way should be a standard mechanic for the entire genre.
GAF's resident Virtua Fighter expert.i made this gif
Of course there would be a winner and loser in every match. You're not really saying anything at all with that comment.
My point was that they are necessary for the state of the game's balance. People that want juggles out of Tekken are basically asking for the equivalent of removing one of a dog's legs. It's completely absurd and is missing the point of why they are in the game in the first place. It's not just about the visual. I made that quite clear.
Obviously I meant that Tekken would have to be rebalanced if juggles were taken out, but it would still be a fun, competitive game without them. I'm not necessarily arguing that they should be taken out, but Tekken is already complex enough tactically that it wouldn't be ruined without them.
Pretty much my feeling for any suggestion of removing combos totally.Fun? Sure. Drastically less fun? Yes. So what's the point?
This is something that I feel is being overlooked. The combos, the juggling, all of the "long strings" people are complaining about are usually the results of lots, and lots of practice. You don't want to feel helpless and get juggled all over the place like a set of clubs handled by a clown? Then put in some work. Out playing your opponent is what fighting games are all about.
Obviously I meant that Tekken would have to be rebalanced if juggles were taken out, but it would still be a fun, competitive game without them. I'm not necessarily arguing that they should be taken out, but Tekken is already complex enough tactically that it wouldn't be ruined without them.
Same deal, "juggle state" typically lasts only 1 or 2 hits ever since bounds were added in 5R, and even before then "juggle" combos were very short.
Also don't just look at the wall hits, Brad is reacting to hits in different ways.
Put in some work? Against what, a fast Lee Chaolan launcher? That's all it takes.
Juggles require a launcher and then a memorised input. That's it. They require no branching guesswork because juggles don't allow much in the way for combo breakers from your opponent.
That's the point.
It's not like the 10 hit combo system that they ditched, which could allow for back and forth.