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View Full Version : The Combo Control Meter- a.k.a. "The SORTA death of the combo"


The Lone Dragon
12-13-2007, 05:37 PM
The previous thread (http://forums.shoryuken.com/showthread.php?t=141420) was getting too long, and people kept missing the developments...

Also, the previous thread was mostly theoretical. Here is the updated version of my idea with real specifics. Plus, with the new specs we've recently learned, we have a slightly better idea of what SF4 might be.

Polygons and a third dimension make this idea so much easier...

The Combo Control Meter: a.k.a "the SORTA death of the combo"

It's a meter separate from your life meter and your super meter. The C.C.Meter does not regenerate, and it's only refilled when the round restarts. It allows you different options depending on your situation (i.e. offense or defense).


PURPOSE OF THIS SYSTEM:
-More interactive gaming experience for offense AND defense (a.k.a more decision making for everyone.)
-Game balance...since combos are harder to balance than the moves that comprise them, this will serve a self-checking function. The players can balance the game themselves, on the fly.
-Make combos more meaningful and fulfilling.
-Innovation
-Fun

C.C.METER OPTIONS FOR THE DEFENSE:
The C.C.Meter gives you the Hit-Stun Recovery technique. This technique allows you to escape GROUND hit stun animations, ONLY AFTER THE 3RD HIT OF THE COMBO. Upon performing the Hits Stun Recover, the defense enters one of 4 different states depending of the defense's choice (a shout out to polygons for making this easier to do):

Option 1. side step clockwise into standing guard stun. A side stagger animation, that automatically guards against mid attacks (overheads). Low attacks equal a free hit for the offense. When the stagger animation is finally finished, there is no moment of vulnerability (defense can move, block, attack).

Option 2. side step counter-clockwise into crouching guard stun. A side stagger animation, that automatically guards against low attacks (overheads). Mid attacks (overheads) attacks equal a free hit for the offense. When the stagger animation is finally finished, there is no moment of vulnerability (defense can move, block, attack).

Option 3. back dash into air (or back flip if you dig ninjas). The animation ends with a stylish slide. The slide is more than just stylish...it also makes the defense's recovery time a little longer, even though they've jumped back from danger. During the jumping part, the defense can be juggled freely, if the offense can predict it. During the slide part, defense can choose to guard mid and low, even though they can't move...still, the offense can use mix-ups, and possibly earn a hit if the defense guards incorrectly.

Option 4. roll forward through opponent. This is the fastest of the four options, allowing the defense to recover the most quickly. Like an SNK or CVS roll, the first frames are invincible to hits. However, there is a moment of vulnerability at the end of the animation, leaving the defense open to a free hit if the offense is quick to predict. Also, you can be thrown during the roll.


How is it performed:
During hit stun of the 3rd hit or higher, press F + strong punch (option 1), forward kick (option 2), fierce punch (option 3), roundhouse kick (option 4).
The timing of the attack button pressed must coincide with the expected next hit, like a SF3 parry timing. However, if the defense wants they can begin holding the F direction before pressing the attack button.

This command forces the Hit Stun Recover to be deliberate, not mashed. It also forces the defense to commit and put themselves in additional harm's way if they predict the combo incorrectly. For example, the offense can delay their next blow until just when hit stun ends, and if the defense tries the Hit Stun Recover after the hit stun is over, they'll do a basic standing attack instead...and, they'll get counter hit for bonus damage.


How much meter does it cost:
Options 1 and 2 = about 1/3 meter
These are the riskiest for the defense, since they keep you close and you're possibly vulnerable to a free hit. So, these cost the least.

Option 3 = about 1/2 meter
Gives the defense some distance fairly quickly, making it more valuable than option 1 or 2. However, the first frames are airborne and vulnerable to free juggling (and hit stun recover is not available during juggle).

Option 4 = Entire meter
The quickest and most desirable of the options, because it can cross up the offense, and force them to turn around...that equals valuable time for the defense to get away or even mount a counter offense if you're clever. It's not invincible, of course...but, still it's very desirable. Hence, you can only do it once per round

Notice, how the meter costs are mostly approximate. That's because different characters have different meter lengths, depending on their play styles. Combo heavy, speedy characters have regular sized C.C.Meters. Slower power types, and grapplers have longer C.C.Meters. This is a result of defensive considerations...AND offensive considerations:

C.C.METER OPTIONS FOR THE OFFENSE:
The C.C.Meter is not just for Hit Stun Recover...the offense has an options called the "Attack Cancel".

It's basically a Roman Cancel from GG. It breaks the recovery time after an attack connects, and gives the offense immediate control.
It normally costs about 1/3 of the C.C.Meter.

The offense performs it by pressing PP or KK, at the moment a hit connects with a non-blocking opponent. Note, if the defense is blocking, the Attack Cancel won't work. That means, it's free for the offense to buffer into attack sequences without fear of wasting it on a blocking enemy.

Offensive Meter Bonus:
The Attack Cancel usually costs about 1/2 meter. HOWEVER, if the offense performs the Attack Cancel at the same time that the defense performs a Hit Stun Recover, the Attack Cancel costs the offense 1/4 meter. This rewards the offense for successful anticipation. It also, guarantees that the defense will not spam the Hit Stun Recover, since the defense FEARS a well timed Attack Cancel.

Uses of the Attack Cancel:
1. Allows combo heavy character more freedom by creating a means of combination extension and customization.
2. Allows non-combo characters more control over their positioning and spacing. (connect with a normal > Attack Cancel > dash in during opponent's recovery...etc.)

3. MOST IMPORTANTLY, it helps the offense capitalize on the defense's Hit Stun Recover, which is the main purpose of the Attack Cancel. As described earlier, each of the four Hit Stun Recover options has a weakness. The Attack Cancel helps the offense regain control more quickly, and rush down the defense during their Hit Stun Recovery animation. So, if the defense performed Option 4 unwisely, they might get owned because they're briefly vulnerable at the end of the roll AND they have no C.C.Meter left (Option 4 costs the entire meter).


Miscellaneous Issues:
-Thanks to Alfred for the idea of variable C.C.Meter costs. The longer the defense waits to initiate the Hit Stun Recover, the less meter it costs. Meaning, if you do it during a 4 hit combo the meter cost will be more than if you wait, take a few more hits, and THEN use it.

-Oh, what to do with that left over meter...
Since different characters have different sized C.C.Meters and meter costs vary, there will undoubtedly be some unusable left overs. That's why I propose a conversion option. By taunting (or maybe a separate command) players have the option of converting left over C.C.Meter into super meter.

Note, you can do this whenever...so if you want to convert your entire C.C.Meter into Super Meter at the beginning of the round, go for it. Of course, then you'll be vulnerable to long, deadly combos with no hit stun recovery to save you...AND your opponent will have Attack Cancels allowing them
to bust extended combos.

And, since C.C.Meter is refilled at the beginning of each round, there is no advantage to holding it across rounds...but, super meter IS held over across rounds. So, players would be encouraged to convert at some point during the round. The question is, WHEN? How early? Choose wisely...

-Why are the first 3 hits of a combo free? Because, that preserves the basic SF combo: Jumping attack > standing attack > cancel into special.
Any bonus damage beyond that needs to be earned though careful prediction and execution.

-Why no Hit Stun Recover in the air? Because, air control should be used instead. Like Smash or Soul Calibur, juggles will be countered with directional influence.

-Where 3 meets 4...the space between the third and fourth hit of a combo is where a new battle ground will develop. The offense will do their best to mix up the fourth move in an attempt to confuse the defense, and mess up their Hit-Stun Recover technique. Or maybe, the offense will throw out dummy moves, just to bait the defense into wasting C.C.Meter.

Meanwhile, the defense will be trying their best to read the offense's 3 hit sequence in an attempt to predict the speed of the fourth hit...and make a decision. Hit Stun Recover? Or not? If I do, I might get Attack Cancelled and hurt even more than the original combo would have done. Maybe, the defense should just eat the hit, and bait the offense's Attack Cancel...then the offense will lose a little of their C.C.Meter, and be more susceptible to the defense's future combos. You get the drift...lots of decisions to be made.

-I guess combos are no longer "dead" in my system. Just leashed. So, combo lovers still have situations where their creativity can go unchecked...you just have to be a bit more tactful to UNCOVER those situations.

-None of this is set in stone. I encourage feedback...that's why I posted it here.

Sh0t
12-13-2007, 06:46 PM
just program a a proof of concept

chalonverse
12-13-2007, 07:09 PM
Your idea sounds overly complex. Basically it's an extremely complicated version of an alpha counter that, instead of being used out of block stun, is used to get out of hit stun. I didn't really understand your proposal completely, but I'd really suggest pairing it down to something simpler.

Some things to consider though:
Your proposal hinges on the fact that there will be quite a few combos outside of super and revenge combos that will be more than 3 hits. Since there aren't going to be pure custom combos in this game, I really doubt most regular combos in average gameplay will be more than 3-4 hits. So your system would be mostly unused.
Consider that they are getting rid of parry and alpha counters, and have stated they want to make the game more offensive, I really doubt they would add such a large defense mechanic.
You want to add more meter-based attack cancelling, but there already is that to a degree with the way the revenge meter works (for advanced players).
You're adding a very complex system that even hardcore players would have a hard time understanding, but that goes against what appears to be their design philosophy.
They've stated they do not what any 3D gameplay whatsoever, so I don't see them adding side-stepping.

I'd really suggest reading the EGM article if you haven't...

COUM
12-13-2007, 07:25 PM
I didn't read the OP, but seriously, any single system that requires that many words to explain is far, far, too complicated to put in a fighting game.

samiamx50
12-13-2007, 07:55 PM
One thing I still don't understand about a lot of these ideas that people are having about SF4: With so many people asking for things that Guilty Gear has, how come the Guilty Gear community is still so small? Obviously a lot of you guys have played GG before, else you wouldn't want Roman Cancel/Burst equivalents in SF... So why doesn't it have a bigger following? In my opinion, GG has totally redone the 2D fighter with a lot of really interesting mechanics, and is a ton of fun to play. It is just weird that SF fans want stuff that GG has been doing, but they don't want to play GG...

MAGUS1234
12-13-2007, 08:01 PM
SO can you counter out of a Multi hitting super? I assume no.

Hiruke
12-13-2007, 08:25 PM
One thing I still don't understand about a lot of these ideas that people are having about SF4: With so many people asking for things that Guilty Gear has, how come the Guilty Gear community is still so small? Obviously a lot of you guys have played GG before, else you wouldn't want Roman Cancel/Burst equivalents in SF... So why doesn't it have a bigger following? In my opinion, GG has totally redone the 2D fighter with a lot of really interesting mechanics, and is a ton of fun to play. It is just weird that SF fans want stuff that GG has been doing, but they don't want to play GG...

Even if someone (I won't speak to the supposed quantity of said people) wanted a system or mechanic in SF that was similar to a system or mechanic already in GG, you can rest assured they probably don't want the general style of game play present in GG. I mean, GG has lots of loop combos, encourages fairly aggressive play, has trees and nets and other ridiculous things all over the screen, etc. Just because someone would like, say, the gravity system of GG, doesn't mean they want all that other stuff. I do think GG is a good example of how universal systems/mechanics can put a damper on infinite combos, and how one can go about systematically improving game play and killing bugs... but I don't think other games should necessarily adopt the same style of play. Especially not Street Fighter. SF is SF. GG is GG.

(Also, the idea of SF characters doing GG stuff pretty much died when Sammy vs. Capcom got shelved forever.)

Btw, I'm not sure who would want Roman Cancel- or Burst-type moves in SF, specifically, because I think they're wildly out of place for the series.

I do, however, think it's hilarious when people suggest a system that's already been implemented in another game, and when it's pointed out that this is the case, they continue to debate the topic ineffectually instead of playing said game and understanding how they did it. If you care so much about that kind of stuff, go learn about it instead of trying to figure it out second hand and acting like you have a good handle on it. You don't. Wow. :confused:

FreshOJ
12-14-2007, 11:48 AM
Just in case anyone thinks that I didn't already weigh in on this on CapcomUnity...

Number 1, it's far too complicated for a Street Fighter game. Plain and simple.

Number 2, at high levels of play, games will degenerate into "hit, hit, hit, (insert sound effect for hit stun recovery here)" until someone runs out of meter. The person with the shorter meter is at a serious disadvantage to the person with the longer meter. I know...I know..."SF isn't just for hardcore gamers", but you have to understand that, over time, most people get BETTER at a game, not worse. Therefore, if you want people to CONTINUE PLAYING your game, you always need to consider what happens to your system at high levels of play. Afterall...don't national tournaments tend to make a game more famous? Any promotion of your game that you don't have to pay for is a wonderful thing! National tournaments will also expose your system as very boring at high levels of play. You'd actually be fortunate to get one tournament for this game before people abandon it. It's just not fun.

Number 3, your detailed description of your system didn't detail what happens if that third hit is a part of a multi-hitting move. Many moves that deal three hits or more exist in the SF series. Are you saying that I can hit-stun recover out of these moves? If so, then you've just made this game even more turtle-friendly. You'll need a caffeine I.V. just to stay awake during the match. Properly balanced risk and reward is what makes a game exciting and fun. Your system totally sucks the life out of the game and makes the spontaneous super an absolutely foolish move that has no gain to it (until the person runs out of meter...whenever that actually happens).

Number 4, your "attack cancel" concept, while your heart may be in the right place for trying to compensate for having completely locked down the offense from taking any risk whatsoever, would only help contribute to the powerful combos that you've already seen in games past. Once the opponent's hit-stun recovery meter has been depleted...well...let's take Ryu for a general instance. You know his most powerful combo, right? In or near the corner, jumping roundhouse, close standing fierce XX Shin-Shoryuken, (dash forward, if applicable), close standing forward, short Lunge Kick (hcf+kick). That combo, by itself, with no super-cancelling, does an amazing 70%+ damage! (Super-cancelling from a fierce Shoryuken would actually decrease the overall damage of the combo.) Now...let's put your system in on this. Guess what? With your system, Ryu's combo could look something like jumping roundhouse, standing roundhouse XX Attack Cancel, (dash forward), close standing fierce XX Shin-Shoryuken, (dash forward, if applicable), close standing forward, short Lunge Kick (hcf+kick). That one extra roundhouse would give at least another 10% damage. Dude...it's one thing to be able to cancel normal moves into special moves...but when you add super cancelling from special moves, it's ALREADY crazy enough. Now, you're talking about being able to interrupt a move and have immediate control of your character? I thought you wanted to GET RID of powerful combos! Seriously...did you think this part through?

There's more...but I'll stop here, for now.

I'm sorry, but I really don't think you thought out your suggestion to it's true logical end. You would have a game that starts out turtle-friendly and would be incredibly boring to watch. If the players get bored and decide to hit-stun recover every 3 hit combo, which they will, the game then ends up turning into the thing you abhorred: a combo fest. (In other words: Hello Killer Instinct!) The risk-reward ratio in this system is, as I said from the beginning, horribly skewed toward turtles. Whoever gets bored first, loses. It wouldn't be fun...and it wouldn't be innovative...because it would not work.