Community Are epic comeback factors in fighting games a good thing?

By iorilamia — May 24, 2011
Tags: blog fighting-games kof12 mvc3 opinion ssf4 tekken-6


Some of the top fighting games have gone into a trend of having crazy comeback mechanics. This goes beyond your regular super move. Ultras, Red-Mode,Critical Counter and the controversial X-Factor have been relatively new. Are they good to have?

Fighting games takes lots of skill, dexterity and focus. Always generating lots of hype, fighting games are one of the most competitive genre of gaming. But what creates even more excitement are comebacks. Being almost dead and doing a epic combo or seemingly reading what your opponent will do and block/ counterattack to victory displays lots of skill or possibly luck. Comeback mechanics have been in fighting games forever but in the recent years with SF4, MvC3, Tekken 6 and KOF12 we have been exposed to some very interesting comeback factors that do require skill (some more than others) and have changed the outcome on many tournaments and casual play unexpectedly. Some of these mechanics seem reasonable, but a few may need to be altered a little. Here is what I think of them:


The Ultra in the SF4 series is first on our list. A bar builds up depending on how much damage you take. The more you get beat up, the better chance you have of making a comeback. Now people have lost to "random" ultras before but many of them have creative ways to combo-into, making it a skill to see which ways you can open up your opponent. Now I started the sf series in super, and when I was a scrub Ultras were depressing. Having half health when opponent is basically done, then getting hit by Ultra combo and dying was a bit rough at first. The beauty with SF4 is that once you learn or get a feel for other characters combos and setups, the ultra isn't that scary. You just have to know what to look for, and what you should and shouldn't not be doing to not get caught. In the end the Ultra system seems fine. every character has their own to choose from and advantages/ disadvantages. Not al Ultras are safe and using them wrong can still get you killed. I've grown to respect and like this mechanic a lot, it adds much depth into gameplay.

Tekken 6 brings in a new system called Rage Mode, a.k.a "Red -Mode" When you are near death, (about 10% life or so), a red aura surrounds you (like in Bob's shoryuken above). This aura is continuous until you die. This increases the damage of every move you do and reduces damage scaling as well. I am new to Tekken (as in button mashed when I was 10, trying to play it seriously now) and Red Mode doesn't seem too bad. Tekken has lots of 40-60% combos, and after that ground hits and so on. That being said, when someone has about 30-40% life left, they may not even get to use Rage Mode because that combo will kill them. I haven't experienced or seen many comebacks with this but it surely is possible. As I mentioned, the combos are extremely damaging, meaning the person in Red Mode can make a comeback in one or two solid combos. Red-Mode doesn't change combos or what you can do or cannot do like comeback factors in other games, but it does bring fear into the opponent if they guess wrong. I don't think this needs any changing, it seems to fit Tekken 6 well.

The Critical Counter in KOF12 is something  I had many mixed feelings about. As you fight in KOF12 a green meter near your health bear is built from attacking and receiving attacks (like the super bar, but doesn't build as easily). Once the bar is maxed you are able to perform a Critical Counter. Basically if you ever counter someone with a strong punch/ kick while the bar is full, a huge circle appears and the game crazily zooms in ; like the picture above. For those of you familiar with CVS, you basically go into A-groove until the green bar runs out. You get to string together many moves and combos that were not possible before and insane corner juggles. Now these big combos for the most part do require skill, but that isn't my problem. The problem is that this is activated merely by countering someone's punch with yours. Of course there are tactics behind it, but for the most part this Critical Counter mode happens on accident way too easily. Changing the tides of battle with insane custom- combos is cool and the system provides much flashy-ness, but the accidental part is a bit lame. Also if you do a super during Critical Counter, there are crazy flashy effects and it does bonus damage. Using them together in a combo kind of reminds me of characters who can Super into Ultra in the SF4 series. Unfortunately due to this game sucking it didn't get much attention from the professional fighting game community, but even in casual these Critical Counters brought much excitement.

The X-Factor in MvC3 has sparked lots of controversy. Many people hate it and want it removed, some just want it tuned down and others want it to stay. X-Factor boosts your damage and for most characters , your speed and allows you to not take block damage. At first it doesn't sound too bad, sounds like a basic comeback factor. Well in MvC3 without X-factor you can already easily do 50-100% combos a  long with infinites. The x-factor boost makes damage completely overkill, and fast characters insane. Because of the speed boosts, many characters who don't have an infinite, have one in X-factor (like X-23 and Deadpool). X-factor does have layers to it. The less characters you have left alive, the stronger it gets. This of has created some of the largest upsets and insane comebacks. Personally I like X-factor. It makes the already intense and fast paced game even more so. I don't think X-factor itself needs to be tuned down, but certain characters in it. Because not every ones damage and speed are effected the same and some characters damage output goes way beyond others. In the end that doesn't matter so much because regardless, you should be able to kill anyone with X-Factor. what I do wish is that they had a function to turn off X-Factor, that would be a bit fun from time to time. Also What I don't fully agree with in X-factor is the chip damage. So many occasions where even I have won, or an opponent because one had X-factor, and a beam super could take out quarter health people with a few super bars (even with Advancing Guard). At times that feels a bit cheap, certain HIGH damage supers in x-factor should be tuned down a tiny bit upon block. Especially when a a low health character comes in, and someone supers before they hit the ground, not letting them activate x-factor and forcing chip damage ;)

 

Well that is my personal opinion on some of these comeback tools in recent big fighting games. At first many of them feel a bit sketchy but overtime it is understandable why the developers made it the way it is while others...are not so good. I would love to hear what you guys think about some of these. Agree or disagree? What would you alter or completely take out? Leave a comment with your opinions.

 

FightStick

Fight Stick Gouki Box Art

Jimmy seal of approval Jimmy Gem Winner

71,404 Views
27 Stories
Jimmy seal of approval Editor's Choice
Release Date: 2008

Buy it! 95% - Rent it! 0% - Flush it! 3%
Comments
blazemanx

DAMN X-FACTOR TO HELL!!!!!!!!!!!!!

blazemanx rated FightStick Buy it
May 24, 2011 by blazemanx

Cinderkin

Your also looking at it from a different view than a casual player would. I for one love the ultra system in SF4, I absolutely hate the rage system in Tekken 6. LOL at KOF12... and I think the x-factor in Marvel 3 is lame as well. The reason behind this is that in MvC3 and Tekken 6 x-factor and rage make the characters overall stronger, they do more damage with every single attack and overall take no real skill to use. In SF4 the ultra is a one time attack, sometimes you get 2 a round, but you don't get it and then become powerful. You have one shot to turn the match around. This is fair to me, because I can play the game with my little brother and he can feel like he has a chance to come back with that one ultra. With things like rage and x-factor you can almost just mash and win, this isn't skillful or even fun on a casual level.

When you look at it from a pro level, you can still say the same things. A pro can read a person and watch out for an ultra. in Tekken they have to pull of a combo that kills the person before rage even comes out. and in marvel have to block and avoid x-factor. To me these aren't fun things, SF4 added a comeback factor that isn't that bad any way you slice it. I feel that the other 2 are bad attempts at copying that SF4 formula.

Again LOL at KOF12

Cinderkin rated FightStick Buy it
May 24, 2011 by Cinderkin

iorilamia

Yea in the end, the SF4 Ultra feels the most...right. On casual level with friends and even on a pro level, rage and x-factor both seem to be ridiculous. Agree on the Tekken combos and when someone x-factors most of the time, it's time to run away, haha.

and KOF12 is the best fighting game OF ALL TIME...
if this was 1994.

iorilamia rated FightStick Buy it
May 24, 2011 by iorilamia

BatRastered

The x-factor really turned me off of MVC3. It almost doesn't matter what else you do in that game once the x-factor gets turned on.

BatRastered rated FightStick Buy it
May 24, 2011 by BatRastered

Cinderkin

@ Bat

That is exactly what I mean, If you have a level 3 x-factor you can almost guarantee a win. Tekken 6 is almost the same way. When my group of friends get together to play that game we all wish you could turn off rage mode.

Cinderkin rated FightStick Buy it
May 24, 2011 by Cinderkin

choke

I dont really get the hate for x-factor. Yes I scream out bullshit and complain left and right when someone wipes out all three of my team members with one guy on X-Factor, but the bottom line is I'm still the one getting hit, and where is my X-Factor? I could see the argument if it required something happening in the match to unlock it, but the bottom line is if one player beats the other using X-Factor then they simply outplayed the other since the other person either wasted theirs or never turned it on to begin with. Except when Fn Jimmy uses it to win, because that means he cheated.

choke has not rated FightStick yet.
May 24, 2011 by choke

DragonKiss83

I think that the Ultras are a nice addition as they do take skill. A power boost as you are about to die might work if it was limited, but letting it run until you win or lose is lame. With Tekken I keep losing interest each time they put out a new game. I prefer the counter system in DOA 3 for turning around a match, but it is second to the SF4 Ultras.

Great story Iori.

DragonKiss83 rated FightStick Buy it
May 24, 2011 by DragonKiss83

goukijones

The X-Factor has saved FnJimmys ass countless times. Nnnnnnnnnnnnuab!

goukijones rated FightStick Buy it
May 25, 2011 by goukijones

kof2012

i know

kof2012 rated FightStick Buy it
May 25, 2011 by kof2012

kof2012

stop making fun of me jimmys i cant handle the heckleling

kof2012 rated FightStick Buy it
May 27, 2011 by kof2012

iorilamia

But we love you kof2012!

iorilamia rated FightStick Buy it
May 30, 2011 by iorilamia

Please log on to comment.

7c14d511-1911-4571-91c4-b6953cfa1ce3

Trending Video Games

 
Socialize
Final Fantasy XIV

FFXIV MasterDotL

FFXIV Macro