You may have noticed by now that a lot of the new big name fighting games have a feature in their game system that helps the losing player, and gives him an advantage in some area.
Maybe it’s to make the battles more exciting, by making the option for a comeback somewhat easier.
Let’s look at some examples-
SF4- The most obvious and extreme one is SF4’s ultra gauges. Because this one is so extreme, many players seem to dislike it.
Tekken 6- Players complained about the rage at first, but now in its nerfed form I don’t know if people think it makes the game better or worse, or if it changes it at all.
Blazblue- Once you have somewhat low HP (how much HP depends on the character) your super meter begins to slowly fill up by itself. Overall it seems like this one is the least powerful feature compared to all the other games.
KOF XII- The CC gauge seems to recharge a lot faster when you take damage, then when you deal it. CCs can lead to some serious ass kicking so it gets the leading player to start turtling.
Daemon Bride- The more you get hit, the stronger your attacks become, or something like that. (I don’t know the exact details)
What do you guys think about this new trend? Love it? Hate it? Don’t base your answer just on the extremeness of SF4’s feature but consider all the other examples I gave as well.