Comeback mechanics

Do fighting games need them? Why should a player be rewarded for getting hit?

hype

sadly this

This and sometimes the characters get their clothes/equipment knocked off.

I am amazed that devs haven't figured out that they can make comeback mechanics optional.

GAROU MOW did it well with the top system

Why do casual newfag scrubs act like these are new things? Super meters always filled both when you got hit and when you connected hits. K-groove in CvS2 is entirely fueled by getting hit, as is the super system in Samsho that inspired it. Which by the way goes back to the mid-90s.

>Comeback mechanics
yea
>rewarded for getting hit
nah.
look at DBFighterZ: the comeback mechanic is a one-time use and can be used at any time, even to extend a combo if you're sure you won't need it. granted, it gets more power the less people you have on your team but that's not the focus point here
a proper comeback mechanic would nerf the fuck outta long, uncounterable combos while also adding .

Comeback mechanics arent just regulated to Rage/X-Factor/Revenge/etc, Super meter was something you had to watch out for in SF2T onward because it can change the flow of the match.

One alternative to comeback mechanics are ring outs as in Soul Calibur. They are not comeback mechanics in the sense of an advantage gained at a low health so there's no rewarding the player for getting hit, however it still increases the chance of a player at a low health winning even when his opponent is at a massive life lead.

Nothing is good about the TOP system. It makes it where certain characters have OP mechanics that are always more advantageous to have from the start, while the rest of the cast has completely useless shit.

>base system mechanics
>optional
please don't make this another "Sup Forums tries talking about fighting games" thread, we've been pretty good about it in recent memory

Nobody said anything about them being new, calm the fuck down sperg

>screenshot of a brand new fighting game
>scrub normies have been bitching about it since SF4

Don't talk down to me because I know shit and you don't, faglord.

Adding on to this, the Super meter was necessary to comeback from checkmate situations like O.Sagat Tiger shots in the corner. I still believe the system they have now where you get more for landing hits but still get some while receiving damage is the best.

>"brand new" fighting game
>going on 3 years old

>being this pedantic

Have yourselves a nice scrub shitter thread, Sup Forums.

Was Pandora the only real good comeback mechanic, even though the game sucked ass?

I've never seen them done well, so my conclusion is that comeback mechanics are absolutely detrimental to any fighting game.

thats description is word for word the same as X-Factor in UMvC3

What fighting games have absolutely no comeback mechanics?

no, Pandora was ass

no one ever used it, and it rarely won games ever.

Smash 64 and Melee.

KI Instinct's meter is the best comeback solution

I think it's fine when the mechanic is central to the flow of the game. Blazblue's Overdrive or SFV's V-trigger come to mind. You aren't punished for using them early for offense or defense and can gain them back. Stuff like X-factor and Sparking suck to me since once you use them they're gone creating a scenario where you hold the mechanic generally for either a problem character(which is a far more interesting use than just level 3 clean up) or you dominated the match and are on their last character.

Obviously Overdrive and V-trigger have their own issues were they aren't created equally for each character which X-factor/Sparking eliminates the issue of so there's still a ways to go to fleshing out this kind of shit.

The best and most technical fighting game: Melee

Fatal Fury Special actually had comeback mechanic known as Super Desperation moves. That worked exactly as Rage Arts do in Tekken 7.

Tekkens before 6
Soul Caliburs that aren't 5
Virtua Fighter

BlazBlue before CP

but it was actually fair and could be used, no one knew how to use it

CS gave you an extra burst for losing a round, remember?

Not that user but why?

Think about Rage in Smash U, what stops them from letting you disable a state that simply triggers at a certain damage percentage? Guess that's not a good example of comeback mechanic tho.

people knew how to use it, it just sucked

hundred of autismo fighting fags tried night and day to make use of it, but the mechanic was ass

I didn't count bursts as comeback mechanics but I guess you could.

The reason I say that is because they do no damage and just get you out of pressure and reset to neutral. You don't get any kind of advantage.

>having two opportunities to get out of a combo is not an advantage over having only one

Advantage would be having more opportunities to dish out damage.

What are you even doing in this thread?
Getting out of disadvantage is not the same as getting the advantage. Learn some basic fighting game stuff first.

which you get by have more HP from have taken less combo damage.

Are you serious? This is why threads like this go to shit, retards who don't know jackshit start posting their dumb as fuck opinions.

>being able to immediately stop the opponent from dealing guaranteed damage and go back to neutral isn't an advantage

fuckin Sup Forums man

its like you bitch about about simplified fighting games, but how can you bitch when you are this retarded?

ever heard of the "'Get out of jail for Free' card"?

Not him but you guys are fucking retards
getting out of a 60% combo isn't a comeback mechanic or an advantage? There are no defensive advantages? fuck off

>defensive advantages
I'm out

no but snowball mechanics are even worse
like stun in SF
>player already has the momentum
>gets the rest of the round for free
you know if they didn't fuck that up to begin with maybe there wouldn't have been a perceived need for comebacks

Let's do a hypothetical

Imagine both you and your opponent bursted in the first round, you have an extra burst because you lost that round, you get in a combo that's about to kill you, you burst out of it and then win that round because you turn the tables and your opponent can't burst out of you combo

It is a literal comeback mechanic because you would not have won withou that burst

You have the advantage over your opponent because you have access to a mechanic that he did not

I can't believe I have to spell it out this much

Two players have 30% hp. One player has a burst, other one doesn't. Both can kill with one combo, except one can stop the combo with a burst.
This isn't an advantage to you?

Blazblue has this syndrome really bad....

advantage doesn't have to be about offense you fuckin scrublord

advantage is about being in a superior or favorable position to your opponent. Having 2 bursts is more favorable than just having 1.

im blown away at how stupid you are.

>hype
>comeback mechanics

Choose one and only fucking one.

They are better off without them.

But thats just meter, and you get meter for any sort of action. Whiffing moves, hitting moves, getting your moves blocked and getting hit.

the best thing is how he tries to talk down on others and tells them to learn basic fighting game stuff before posting

I can understand having them in something like MvC, where losing one character is crippling compared to losing a character. One death can destroy your ability to play the neutral, which leads to even more deaths
There's no excuse if it's round based like SF. Just take the fucking loss and do better next round

The only thing that annoys me in Tekken 7 rage system is how you take reduced damage while in rage art startup. Personally I'd remove the reduction but it's not a big deal