i think that if the NBA 2K series can have sliders to affect and effect not only overall gameplay, but how individual players act on the court, would it be too much to include the same type of toggle system for a fighting game?
keeping with NBA 2K as an example, i can modify the way electronic steve nash plays in order more closely resemble his real life counterpart. i can make it so he hits a higher percentage of his shots, while taking far less of them. at the same time, i can increase his clutch factor so that just like in real life, if his team needs him, he’ll make the plays when he has to. i can tone down his rebounding and slow down or speed up the pace he plays at. i guess what i’m saying is that the possibilites are endless, and they are adjustable depending on who’s playing, their level of expertise in the game and their personal preferences.
i’m wondering why this hasn’t been implemented in fighting games. i mean, we all complain that the CPU is too predictable (any time ryu has ultra, he’ll pop it off anytime you’re within sweep range…ALL THE TIME), but who says it can’t be an element that we can actually benefit from? i mean, maybe a slider would dictate how many times out of 100 the CPU would try and combo into ultra/super, how many times it would go for a cross-up, how many times it would attempt, hit and miss on one-frame links, how many times it would fadc into a super/ultra/special move or how many times it would do a wake-up shoryu (i’d put that down to 0). hell, with enough sliders, we may even get the CPU to replicate playstyles of famous players.
this would probably add to the replay value, given enough thought and research, would probably end up helping a lot of players improve on their bad habits and play styles. thoughts?
(btw, i know that the record function kind-of/sort-of does this, but 10 seconds is hardly enough time to do anything but practice one in-game situation out of the literal hundreds that occur in a match)