Working on a Fighting Game for a personal project at the moment and was working on the game’s system. I wanted to get some input about just one of the things that is being worked on so that I can see the views on it and possibly see problems with it as to keep the feature, improve/fix or scrap it.
Basically implementing the Parry ability to a Guard Bar, so that Parrying isn’t too abused. A problem that a lot of players seem to have with 3S is that the ability to Parry has much stronger reward than risk. Parry Guard system would act as a Guard Break where stuns are absent, but guard breaking has stronger presence. Parrying would eat away the most on your Guard Bar as Parrying does take energy and that energy needs to be taken from somewhere. It shouldn’t be free and it shouldn’t be taking away from your health, so the best place to take that damage is in the form of a passive feature, being the Guard Bar.
In general the Parry Guard would work something like this (actual amounts are going to be worked out during balance testing):
- Bar recovers gradually at about 10% per second.
- Normal Attacks : LP/LK (1%), MP/MK (3%), HP/RH (5%)… actual values pending
- Special Attacks : LP/LK (5%), MP/MK (10%), HP/RH (15%)… actual values pending
- Supers will be determined by the type of super. It will vary depending on the purpose of the Super itself.
- The person parrying will take off 25% or less, actual values pending for balance testing.
- Bar depletion results in a 1 second stun from normal move break, 2 second stun from special move break and 3 second stun from Super move breaks.
- In the case of bar depletion while parrying, you will still be able to parry, but you will risk being guard brokenas guard will stay at 0 until parrying ends.
As a standalone feature (not including other features that will assist players in guard break strings). This feature does make it so that ranged characters have a certain advantage, but that’s on the balance of the character itself which will take work as well. Right now, pretending that striking a balance of characters where ranged character have low priority and slow close combat moves, mid range characters work best at a certain range, mainly outside of throw range and close combat characters who are only good at close combat, but have high mobility to get into range. In the perfect world, characters will have strengths and weaknesses. Also characters cannot be killed by chip damage, but there will be more than just guard breaking to get through a block (throws and another option called block lifting that is something else being worked on as well).
I found that offense is more of a focus when the Guard Bar is present and makes the game much more dynamic offensively. The stun makes it so that characters like Makoto can literally do 1 long combo and kill people given the situation (which isn’t really all that hard to get into in 3S in that case). Guard breaking allows you to punish turtlers and encourages more offensive play. GGX series does this well, but I enjoy more of the traditional format (without the air dashing and double jumping stuff).
The system isn’t very original and it’s just a modification of something existing (like pretty much everything else). Right now since there isn’t a playable product yet, I can’t exactly ask people to test it for me, but theory fighter is good to see if the feature is even worth the time to work on and program or just spend time on something better.
Anyways, any form of comment welcome as long as there is reason to it (I don’t mind “It Sucks”, but include why). Just hoping for some good brain food. What would you rather have and theory fighter with existing games works as well to bring in your point if you are trying to make one.