High, Mid, Low blocking - A different approach

Discussion in 'General' started by El_Twelve, Jun 15, 2011.

  1. El_Twelve

    El_Twelve Well-Known Member

    You're right, it does.

    I was trying to say these kinds of character specific guessing games would become a lot more pronounced, as opposed to a general block > strike > throw > block system.

    You'd have something where your high could beat some characters' mids, but not other characters' mids, or your mid could lose to certain lows, so it would be all very character specific.

    For example, we don't have a character in any game that I know of that has a special stance that auto breaks all throws and yet allows some form of blocking. Stuff like that which completely throws off traditional guessing systems is what I'd like to see more of.

    Hope that makes things more clear.
     
  2. Shadowdean

    Shadowdean Well-Known Member

    You should rarely have a crouch unless your ducking under something (bob and weave) or performing a wrestling shot. Low attacks should be done with animations that make sense. There should be some sort of penalty for staying crouched.
     
  3. Myke

    Myke Administrator Staff Member Content Manager Kage

    PSN:
    Myke623
    XBL:
    Myke623
    I've already said it but I don't like the idea/principle of "crouching" in the heat of a fight, let alone attacks from a crouched position (like the infamous low punch). I understand why crouches exist in the fighting game genre -- it makes it obvious what state the guard is in (low), and the player needs a way to "avoid" high attacks while in place.

    However, I feel this could have been implemented in different ways. For example, I think Brad's Ducking stance ([6][P][+][K][+][G]) is a great alternative to the traditional "crouch". He ducks in a more realistic way, is able to do certain moves from this position, but entering into this position also comes at risk.

    So, I think it makes more sense, not to mention looks less silly, to see fighters ducking rather than fully crouching. It's not impossible to envisage a fighting game character bending at the hips to duck a high attack, as opposed to squatting on the ground.

    I guess I should disclaim that I'm not after a completely realistic fight simulation. Like El_Twelve, I'm just throwing some ideas out there that I wouldn't mind seeing in a new fighting game, elements that are different to what we consider as the standard today. Overall, I'm happy with VF5 and it's balance of reality vs fantasy vs bullshit it puts together to make for a wonderful game.
     
  4. Mlai

    Mlai Well-Known Member

    Sorry for the necro, but this thread is great for musing discussion, and Myke linked me over here. I think many of the current fighting game conventions don't need to be scrapped entirely for a 3-point system. The key word is acceptability (by the gamers). Some of the complaints can be fixed just aesthetically.

    (1) Crouching state: Rather than being represented by the character kneeling down, just how him/her hunched over at the hips. That's a visual cue that the character is "crouched." It doesn't even have to be a very low stance; when the opponent initiates a high attack within connect range, the game automatically starts repeated "ducking" animations on your "crouched" character, so visually the high attacks still whiff. It may actually look quite cool, like how in kung fu movies you see punches by mooks repeatedly whiff against the high-level fighter character who just dodges.

    (2) VF's low punch: Initiated by the character in the above "crouch" state. But it doesn't look like a weak punch to the thigh. Instead, it varies depending on the character. For example, maybe Jeffry would do a quick low shove at your hips to push you away, while Sarah might punch you in the balls (but miss, I guess). Regardless, if should do only tick damage and is only meant to disrupt the string.
     
  5. wingchun_warrior

    wingchun_warrior Well-Known Member Bronze Supporter

    i think after u do 3 crouched punches it should pause for a sec that way it wont be annoying or cheap that will solve the bs low gay punches
     
  6. SDS_Overfiend1

    SDS_Overfiend1 Well-Known Member

    Wow looking back at this bullshit topic in retrospect... it could be worst... It could be like VF3 and go back to the squat animation that looked gay as fuck. If 2p looks stupid then every low punch in the game looks dumb as fuck also. From Blaze,Jacky and Brad [1][P]
     
  7. JacobEvo

    JacobEvo Active Member

    XBL:
    Im Rock Lee
    How about if it's so bad and dumb looking to you, just play another game. This topic is starting to annoy me. The makers of the game want it the way it is, just be happy that you have a f**king new VF game. Some people. (facepalm)
     
  8. El_Twelve

    El_Twelve Well-Known Member

    Wow. Totally wasn't expecting the necro, but don't worry. I like the topic enough to talk about it more. [​IMG]

    I like idea number 1, and it's quite feasible because similar stuff has been done in other games before. If you've ever played Naruto Gekitou Ninja Taisen, one of the characters Shikamaru has an evade as his block animation. So while all other characters block, he responds to attacks with evades only. The character's hunched state could be made more obvious by them taking a distinct low guarding stance.

    As for number 2, I've already stated my idea before. I'd prefer low punch animations to be angled up towards the stomach, like in Street Fighter 1. Quick body blows won't knock someone out easily, but they'll slow them down.

    To the other 2 guys, VF is my favourite game, but it's by no means perfect. I like how Sega have the balls to go back and update animations, even though they don't have to. They even changed the animation for Akira's signature Single Palm and Double Jump Kicks. There's nothing wrong with wanting some better animations for the most uncool looking move in the game.


    And... guys, this topic is in General.

    Nowhere does it say any of us want VF to change it's blocking system. The 2P discussion is a side topic. Stop getting so defensive.
     
  9. Mlai

    Mlai Well-Known Member

    I would have to mention that I mained Lau in VF4evo, so I know his old animations like the back of my hand... and the VF5FS updated animations are fantastic. It feels like a brand new game, even if the graphical textures are all still the same as VF5 vanilla (I have it but didn't play extensively because PS3 version is offline only).

    Lau's old PPPK looks like a mannequin shooting his arms out by some spring-loaded mechanism. I totally got used to it, but the new FS animations made me realize just how un-lifelike the old ones were. Now Lau looks like he's actually a power martial artist. Presentation really is that important.
     
  10. wingchun_warrior

    wingchun_warrior Well-Known Member Bronze Supporter

    ya but they took laus nicest throws away wich were one of the best throws in the game they fucked lau up he deserves them back
     
  11. SDS_Overfiend1

    SDS_Overfiend1 Well-Known Member

    This was the knock on VF that some of the same animations from 3 were still used. They did'nt have any "Conviction" to them.
     
  12. Mlai

    Mlai Well-Known Member

    You mean the down, back, forward P+G? That's the only throw I can remember he's missing, offhand.
    It's nice but it still ends in forward, so gameplay wise it doesn't help mix up your Lau throws.

    @ Overfiend:
    Actually I think the PPPK animations had been the same since VF1. Finally in FS they retired that animation set for everyone.
     

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