Honesty, the soft feints, unparriables and GB feints especially, are killing the game. Does anyone know this stuff is actually intended? Should I be abusing it too? Every 3-5 games, I encounter someone playing this way. I'm basically forced to play out the set with this person, since "we're cracking down on rage quitters!" There are some people getting so "good" at the "tech" that they are consistently pulling this "high level" stuff off.
I learned how to do it and set it away thinking there's no way Ubisoft meant to put these in the game and it will be addressed at some point. Does anyone have a statement with Ubisoft's stance on this? If it's intended I'm pretty sure that's the death of the game, at least for me it will be. This has become my favorite multiplayer game, but if this stuff remains, I think I'm gonna have to find a new time sink.
If these are bugs like I suspect they are, Ubisoft please fix them before making any drastic balance changes. These bugs existing changes the game on a fundamental level and not in a good way. Either way I got my money's worth, thanks for a genuinely fun experience!
Combos were originally a glitch in SFII. Never forget that.Originally Posted by Desperaato Go to original post
BXR in Halo is a glitch used in tournaments. Roll Canceling is used in SNKvCapcom. HaHa step is a real cancel today in Tekken but originally started as a glitch in Tekken 3 IIRC. MvC series all have glitches that are viable in tournaments.
This game is about reactions and gb feints and soft feints are taking reactions away from the game. Let me explain:
What do you do when you see the gb icon? You press it so you can counter it -> gb feint to attack just take that away it makes the game not about reactions but guesses, because you cant react to it just gues that if he is going to gb you or cancel it to attack. This happens to the soft feints too, you try to parry it but you cant cause he feinted it. PK lights and Warden top light is all ready fast enough so people cant always parry it. Soft feints just make it impossible to win against them.
Oh and you forgot the raider unlock exploit where you cant parry his unblockable attack.
In any fighting game, there are 50/50 mixups. That's all this is. If you see a top guard you can react to, there's a guessing game that it can turn into your opponent's zip one attack. The game even has build in 50/50 mixups. Warden's Vortex mixup, various Valkyrie mixups and even feints are basically all mixups. You either commit to defending the attack you see coming or defend against the attack you believe they'll cancel into. So I don't think this is a big deal since offense isn't great anyway and this is just more of a basic Tool found in all fighting games.
Raider, even with unlocks needs buffs IMO.
You are distorting the fact:Originally Posted by MisterGuyMan Go to original post
Combos were a design accident; lead producer Noritaka Funamizu noticed that extra strikes were possible during a bug check on the car-smashing bonus stage. He thought that the timing required was too difficult to make it a useful game feature, but left it in as a hidden one. Combos have since become a design priority in almost all fighting games, and range from the simplistic to the highly intricate. The first game to count the hits of each combo, and reward the player for performing them, was Super Street Fighter II.
It was not a glitch that somebody discovered, that was an unintended design which devs know and left for players discover and use if they were able to.
For Honor bugs are just it: bugs. We are not saying "oh look, that Orochi can chain this move with this move if executed in time". We are saying "you can abuse of something to deceive the opponent using this specific glitch that is obviously not to happen".
Crossover, like you said somewhere, can be defended and is pretty obvious sometimes and not hard to do at all. Besides, those are moves which don't require you to overpass the game code doing some weird trick.
Combos are undeniably exploits and these exploits were undeniably not intended to exist. These unintended exploits were then 'abused' by players for wins. Only one designer knew combos existed and he didn't believe that anyone would be able to consistently execute combos. So, by any definition you want to use, the prevalence of combos in actual play is completely unintended. The original intention was to not have combos. Then once they were found by one guy, that one guy intended for these combos to not be used.Originally Posted by Vingrask Go to original post
Crossups in some games are ridiculous. In MvC3 some Crossups are so fast that not even the AI on autoblock can block them. In SFII basic Ryu fireball corner trap is a mixup. You have to guess if it's a fireball or SRK and you can't do this on reaction. There are also worse mixups than 50/50. With some you have to guess one of three options and a single wrong guess can reset the loop. Heck some unintended exploits flat out lead to unlockables. Those games were good enough to still be competitive even with those exploits because gamers still found ways to counter them.
As I mentioned before, the flicker glitch amounts to a basic 50/50 mixup. That's it. It's not a gamebreaker since all good fighting games have them and the best have things that makes flicker look downright tame. Saying "this is an unintended glitch and people abuse it to win" is circular logic. So what? Why is different from combos? It doesn't break the game. Your only argument is "this wasn't intended" which doesn't matter since lots of unintended mechanics have added depth and there's no reason not to use unintended mechanics just because they're unintended.