Why does every fighting game need super moves? What are some recent fighting games that forgo them?
Why does every fighting game need super moves? What are some recent fighting games that forgo them?
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they're hype for casuals and they're tied to meter management which add an extra layer of depth to the game
Tekk--
Shit.
Yatagarasu I guess? They're there but they're not like super flashy. Also Yatagarsu is like from 2012 so it shows how far I have to dig to even get close to what you want.
I like supers but fucking hate the cutscenes
If Yatagarasu's don't count as supers, neither does a ton of other fighters which use supers.
it was a lot better in older games where the super would just be a big flash followed by a quick animation
nowadays, if it's not a fireball, all supers need to be SUPER HYPE cutscene attacks
Soul Caliburs,senpai.
Hell, some games even didn't do the flash thing. Darkstalkers, for example.
Soul Calibur 6 is getting supers :(
SC4,V and 6 have and are confirmed to have supers though.
Smash bros with smash ball off
Fucking WHAT
>sm4sh
only if it's ryu vs ryu
Whenever they make a new VF, then VF
Killer Instinct
The closest it has are Ultras/Ultimates, which can only be done at the end of a match to better secure victory. Shadows are the equivalent of EX moves.
ITT no fun alllooowed.
Fighting games are already hard to get into, they can be a spectacle also. Or you guys want two stick figures throwing punches at each other? Visuals are important and a quick cutscene of a super animation gives more character to the fighters
I keep forgetting about that game. I tried it once but didn't like it, and then learned that I had left combo assist on, so I'll have to give it another try sometime
I don't mind the animation, I just don't like having a single execution taking out 25% or more of a fighter's HP.
they added them for casuals to win and not get mad by mashing out supers/comeback mechanics
Then git gud. What the hell are you even talking about? Fighting games in the past evolved with supers in mind to balance out comeback factors and/or reward smart play. It’s literally just another tool . If you weren’t complaining about supers what’d next, ex moves? I really don’t see where you’re going with this . Also scaling is a thing. Doing supers into combos for sure isn’t doing 25% based off of the hits.
Unless you’re just getting raw supered which is ridiculous and shouldn’t happen often. They’re also ridiculously punishable in most cases
t. shitter who loses to wake up supers.
Literally a bunch of crybabies itt. If it wasn’t supers it would be something else. Learn the rules and play the game, or play/make something else. Maybe rising thunder is more yo to your speed
Brawlhalla
Smash Bros 4
>If you weren’t complaining about supers what’d next, ex moves?
yes, I don't know if you know this but ex moves are retarded and dumb down the neutral game by giving you a safe version of the move
all these meters and whatever are for casuals, because if it was straight up sf2 hyper fighting the more skilled player wins 100% of the time. it's why they add supers in ST, then ex moves from darkstalkers (except ES moves in vampire savior/hunter weren't safe at all they were just for more damage)
everything in modern fighting games is designed around casuals, it's why I don't see any purpose in playing them anymore. imagine if quake gave you a lightning gun that does double damage for dying enough times. comeback mechanics are fucking cancer and ruined fighting games.
The worst are fireballs that trigger cutscenes.
>game with random stun
>the more skilled player wins 100% of the time
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Not a fighting game.
Now you’re shitposting. Ex moves are used in various situations besides just damage unlike supers. They give moves different properties and can stun/cause knock back on hit. All sorts of shit the regular version doesn’t do. Meter management is another part of the game and it’s still a tool that takes time to master and be proficient in. Pros and those that actually use moves correctly will STILL have an advantage of the casuals you’re so afraid of with or without meter
Holy fuck you have no idea what your talking about go play that 2 button fighter then.
SCRUB lmao
yeah the dumb resource minigame is so cool and epic, why don't we add meters to tekken and virtua fighter? that would make them better, right? I mean, who cares about footsies. We need a super meter, a comeback meter, a guard meter, just add a ton of meters. that's what makes a good fighting game after all, not footsies and a strong neutral game.
I'm wrong huh? Why don't we play a game to prove you wrong then faggot?
You're obviously just bad dood. Literally the first two beginner complains are super being too strok coz they don't block and instant dps which are easy to manage.
In Japan at the moment sorry bud.
unfortunately, that's exactly what gets casuals hype. it's been a long time since i've hung out with someone who plays fgs at a basic level, but they get excited over the dumbest shit.
i'm too autistic to comprehend how someone enjoys themselves when they're just watching characters punching each other when they're not even playing the game properly.
>You're obviously just bad dood
I would absolutely dump on you in any fighting game worth anything.
>Layers of depth = bad
Yeah man I wish all fighters were exactly the same.
except virtua fighter is the deepest fighting game ever and it has no meters, explain that
meters detract from skill ceiling and make the game less about footsies and more about the meters, I'm sick of fucking meters supers ultras and everything, I just want pure footsies - but all the flashy cinematic comeback mechanics make casuals "hype" so looks like I outgrew this genre
Why are you playing games with meter/supers?
Can someone play this guy already.
But it's not like every game can be virtual fighter why can't other games go in other directions just because you don't like it doesn't mean it's a bad thing.
correct me if im wrong but i dont think doa5 has any supers just the power hits or whatever their called
because that's all they make anymore
there are games that do meter systems well like mvc2 where ground based footsies aren't the primary focus, but putting all these meters and comeback mechanisms into fighting games is just making them dumber and less about the footsies and spacing
To prove "what" wrong? No matter how good you are in your ancient poverty games - in cannot change the fact that meter management adds another layer of complexity and skill.
>streets 2
>random damage
>random stun
>random throw priority
lol no
I still don’t get your argument . The only people getting “hype” over supers IS the casual audience because they mostly spectate and fuck around with their friends. So? Who cares then. In tournaments supers and meter are use either to get optimal damage or extend combos. Guess how you land your supers? Your fucking footsies and combos. Guess how you land combos? Fucking footsies man. Footsies aren’t just gone because you have more opportunity to convert off them
I don't see why you so mad it's not like footies has been taken out the only super I really have a problem with are Rage arts and the CAs that take ages. If you are being caught by this shit it's just showing an error in your play.
any fighting game worth anything
such as?
virtua fighter is a meme. Like all 3D fighters it has no competitive merit
In regards to SF you'll get more damage per bar by doing EX moves to extend your combos.
t. 2dbabby
That's not what I mean either, I just find it's kind of boring to have to rely on it. I feel like most fighting games would be more fun without them in general. If damage scaling makes them worse at the end of a combo then you're using them suboptimally in a combo anyway so why not just forgo supers in a fighting game once in a while and just focus more on actual combos?
They're basically a reward for good meter management.
They also add depth to the game (depends on the game though).
For example in +R, once ABA gets 50 meter and still has a bloodpack she can cancel literally anything into Goku Moroha, so the opponent has to be way more cautious about trying to break her pressure, or Potemkin can do Heavenly Potemkin Buster, so you can't jump carelessly, etc.
>depends on the game though
but they put it in every game now, obnoxious comeback mechanics are in every current gen fighter other than kof14
>I just find it's kind of boring to have to rely on it
said every scrub ever
I mean if they add more depth to the game or not, either they can work as just combo filler/reversals like most SFV ones or they can have more varied uses like the kind I described.
Dead or Alive?
I've not played one for awhile but I recall the old one I had was pretty well on just combat moves and counters.
>16ers now think that scrubs are the ones in favor of no comeback mechanics
lol
This is how far back you would have to go.
Soul Calibur 4 had supers. Hell Soul Blade kind of had em too.
Not really. Scrubs just hate everything they can't deal with and try to mask that by calling shit "boring", "repetitive" or requiring "no skill".
Deepest fighting game ever made, is dead as fuck so there's that.
dead or alive 5 is sick
What's the best virtua fighter to play if I'm new to the series? Even if the online is dead I'd like to try it
The newest one, 5 Evolution or something
Why is every thread about DBFZ reviews getting deleted?
SC4's supers never happened in competetive though, you had to burst through your opponents whole block bar which only a retard would allow happen
The most satisfying thing ever is to hit someone with Cammy's critical art from fullscreen because they threw a fireball
Smash doesn't have supers in its core gameplay. Smash Ball can't really be considered one since it's an item like a hammer or metal box.
FGs have had them for decades, so don't even spout that.
If you're doing bad you come in with a final smash
Try again
super meter isn't a comeback mechanic retard, the attacker always get more meter than the one getting hit
I just got on sfv today with a buddy and holy shit it's like a new game or something. I should have just stuck with this game. My R Mika isn't as good as it use to be ( It won't even let me do the irish whip 50/50 combo anymore) and I completely forgot my Ibuki.
Thinking about maining a new character. How is Sakura is SFV?
i unironically love the supers for naruto games
youtube.com
>soul blade had weapon breaks that had the tradeoff of if you missed your own weapon took a huge durability hit
>no other game in the series kept this mechanic
they should've kept it.
Not if you turn them off
>Every game should be virtua fighter because that's what I like
>having to learn new and different things is really stupid
Imagine being this much of a curmudgeonly faggot.
>virtua fighter
*tips polygonal fedora*
wooooo street fighter 4 for switch!!!1
I unironically like Jive more than 4 at this point
if sf4 comes to switch, we are going to get new costume!
ryu mario, dan luigi, sakura as daisy, cammy as bayonetta, zangief as dk...
the sky is the limit!
I'd pay $200 for Cummy to have a Bayo outfit
...
the future is coming! and nobody can't stop it.
>how the Overwatch community wants to play fighting games
I don't have that much issue with super moves because even ignoring the meter cost, they're still risky to use because they leave you wide fucking open if you miss them. Or sometimes it's like KoF where supers don't trade well, and trying to mash them out as a BTFO move is unreliable.
On the flipside I fucking hate ultimates, because even though they're superficially similar, the only actual risk beyond using a normal move is that you burn a meter. I'm mostly talking Overwatch and especially Battlerite with this. Especially because literally every single thing you can do in those games that isn't equivalent to your jab or sometimes fierce button has a 3-second cooldown minimum, so there's zero counterplay if your character has only one or two buttons to deal with it. Enemy presses Q/F in a 3-8-second window, you lose.
doa5lr, not joking
HAHAHA
It was already in SSF43D
Should be the Akuma pose, DESU
>they're hype for casuals
casuals cant do them usually and pros use them constantly. Most casuals also dont even know meter mgmt is necessary.
How many characters in SF even rely on supers? I remember never doing super as Abel in SFIV and now that the Ultras are gone I could easily see majority of cast never touching the super.
...
UFC games