ITT we post our favorite game mechanics. Any mechanic in any genre is fine.
I'll start.
>counter-hits
ITT we post our favorite game mechanics. Any mechanic in any genre is fine.
I'll start.
>counter-hits
>parry
when you attack a enemy and the game stops for a bit
Hitstop.
Not sure if it's really a "mechanic", but when a game has more "weight" to stronger attacks, I really like it. Maybe a bit more rumble on hit, a bit louder of a hit sound, or just any way that makes it really satisfying to hit.
Bunnyhopping.
stacking movement increases
i like to go fast
Rocket jumps
Evade
please explain what a counter hit is and how it is different from a normal hit. Does it just get a screen prompt or is there more to it
If you hit an enemy during an attack, generally. Many games have specific windows during attacks that count towards counter-hits. It typically awards more hitstun / damage / etc. and is basically a giant fuck you against people who throw out attacks blindly.
In most of times is just more a bit more of hitstun, opening new combo options. Some games, like anime ones, have more drastic effects like launching, full seconds of hitstun or sending your opponent flying all the way to the corner
Projectile weapons, as opposed to hitscan, with muzzle drop.
...
thank you for the explanation
How come your fight ends on 19 and his webm ends on 18?
Accent Core's parry effect was so nice but they were rare.
Cancelling attacks with dodges, that shit is great.
Slow-mo
Skiing
I have a hard time deciding between triggered slow-mo (Bayonetta, Transformers) or active slow-mo (Viewtiful Joe, Vanquish). Either way having nearly full reign to go ham on something is always great.
Lmao anerifats to fat to ski irl its fine tho il keep banging ma blond bombshels up in the snowy mountains, it's ok tho winter games are totally no a cucklery machina no cucking going on here user lmao
Time reversal
Just-timing.
Burst in GG.
Air Dash
it's probably just a recreation, in the ps3 version it let's you replicate the moment in the challengee
Cone of vision (Shadow Tactics, etc.)
Turn based strategy
>Your units reset and can move and attack again
RTS
>Ability to change if your units move as a group according to the unit with slowest speed or if they move in free formation
FPS
>Enemies run in fear when you kill their captain
Fightin game
>Super flashes have a huge portrait of the characters face
Collision stun upon characters entering the same space that lasts for several seconds along with invulnerability to attacks during pain animations.
>Super flashes have a huge portrait of the characters face
i need more games with this
Infinite jump and animation cancelling.
fuck yes. this is why i love you user.
Counter hits make me wet. Especially when it's premeditated.
Momentum conservation and spamming movement options cus gotta go fast.
I really wish I could see high level BR3 gameplay.
whatever tekken 7 does.
>Playing skirym
>Reach wizard tower
>Become god wizard
>Oh this room sure looks like a great place to store all the shit I have been collecting through the game
>Carefully decorate the room, use a vase for all the staffs, drop some gems and skulls on the tables, find some good spots for the swords, stuff the dragon shit on the showcas
>Leave room
>Come back and it's all gone
So being able to decorate my hideouts I guess
I like how Gundam Extreme does it for bursts, where it's a face protrait + focus on the character with a slight camera pan. Shit always goes off when you have multiple people popping burst at the same time.
What said more or less.
However additionally counterhits in most fighters tend to generally change certain properties to an attack that may allow a combo or another move to hit when the attack normally wouldn't, usually this is done by putting the person who was counterhit in a juggle state. This may allow you to actually combo off a particular normal attack into a special which would not be possible or even connect a super move that would not normally combo from said attack.
The properties vary depending on the fighting game in question.
>Being able to steal
>Being able to steal from anyone, including a boss
>Bonus points if you can steal his weapon
yeah counter hits usually grant additional rewards like more damage and increased stun time or juggle potential..
the best part about the a3 counter hits has to be the sound effects too. the frame perfect chs have this loud PSSSHHHTTT echoing sound that makes me cum just a little bit.
>tfw you can steal to get ahead instead of buying or fighting.
Man, I just want more games where you punish enemies for making poor decisions. Any kind of action game can do this too, not just fightan. It's a simple thing to do that makes enemies more engaging to fight and closer to a human player in a fighting game.
>being able to instakill weak enemies in an rpg so you don't have to fight them again
>enemies running away from you instead of toward you when you beat the boss of that area
>Different dialogue depending on what you do/wear/who you bring/what you say/etc.
I swear, the games are totally fucking different...
But oh man, does mario ever put Hayabusa's movement to shame.
throw-escape
>counter hit
This triggers the smash player
Why would Smash players care?
You act like smash is a fighting game.
Yoshi has parries in Melee though
And same in english, please.
>Brick posting 101
i dont know if i should feel happy or depressed about being the only person in the thread who got this joke
Parries are not counter-hit. Counter-hit is when you interrupt an opponent's attack with your own, dealing slightly more damage. It's a very minimal mechanic, but it's neat.
I've never played a brawler/action game with movement that was even GOOD.
DMC sucked, Bayonetta sucked, NG sucked, it just always sucks to move around in those games.
Meanwhile Mario has probably the best 3D movement mechanics of all time (or would, if he could double-jump)
Depends on game to game, counter hits can be game changing
True, but it's one of those things that aren't immediately noticeable.