MashYouGood 1 hour ago
The dizzying / dazed mechanic in fighting games is an anachronism and has no place in any modern fighting game worth its salt.
Arguments:
• It panders to scrubs that cannot land combos against active opponents -- if you cannot bash out your rote BnB combos through an opponent's active defence -- git gud(®)
• It encourages the use of boring, rote combos -- to capitalise on dazed opponents; further homogenising already oft lobotomised fighting games
• Almost always, the implementation of the dizzy mechanic is wholly linear, inorgranic and largely non sequitur -- e.g., be on the threshold of being dazed, only to turn the tables in seconds -- 'forgetting' the CTE that the brain just suffered * facepalm.jpg *
• Dizzy meters are an insulting crutch that destroy any excitement the mechanic may engender -- how can one know whether an opponent will become dazed, with pixel level of certainty? >dumb
• It promotes poor sportsmanship -- all gamer's need are more tools that let their rodent hang out
• It's illogical, from an organised combat standpoint -- no combat sport permits people to attack one another when someone's been effectively knocked out (...well, not outside of MMA cage fights / mauls)
• Even the oft maligned Mortal Kombat restricts 'dizzies' to when a character is already 'dead' (for Fatalities) -- MK is MK; and if MK is doing something better than you are, you know you're doin' it wrong
• In SFV, specifically, dizzying has stooped to a new depth of mortification -- dizzying occurs in 'V' at a monotonous regularity that's perhaps unprecedented in the fighting game genre...
Summation:
The dizzy mechanic in fighting games should either be overhauled -- e.g., no more meters; dizzies not based on a gradual 'accumulation of dizziness', rather from attacks that warrant it; some kind of restriction or penalty should be imposed on the those who engage in the dog act of attacking defenceless opponents (like, a 'Scrub' winning icon or loss of meter) -- or done away with outright. Dizzies yield n o t h i n g of a positive nature, yet foster many negative gameplay and, indeed, gamer traits.
Back in halcyon arcade days, if people attacked a dazed opponent, they would be--at lest--mocked or--in some cases--given a face-to-face meeting with a CPS2 / Jamma / MVS circuit board... through the arcade cabinet monitor! It's unarguable that the anonymity of console / online gaming has given a tacit imprimatur to lowly gaming etiquette, and therefore goaded its rise (...in-keeping with the wont of this vile organism's nature). No one can content that this is a good thing. If they do, then they're almost certainly the type who clubs seals, flays puppies and boils live kittens -- opinions of whom that should carry exactly zero weight.
Arguments:
• It panders to scrubs that cannot land combos against active opponents -- if you cannot bash out your rote BnB combos through an opponent's active defence -- git gud(®)
• It encourages the use of boring, rote combos -- to capitalise on dazed opponents; further homogenising already oft lobotomised fighting games
• Almost always, the implementation of the dizzy mechanic is wholly linear, inorgranic and largely non sequitur -- e.g., be on the threshold of being dazed, only to turn the tables in seconds -- 'forgetting' the CTE that the brain just suffered * facepalm.jpg *
• Dizzy meters are an insulting crutch that destroy any excitement the mechanic may engender -- how can one know whether an opponent will become dazed, with pixel level of certainty? >dumb
• It promotes poor sportsmanship -- all gamer's need are more tools that let their rodent hang out
• It's illogical, from an organised combat standpoint -- no combat sport permits people to attack one another when someone's been effectively knocked out (...well, not outside of MMA cage fights / mauls)
• Even the oft maligned Mortal Kombat restricts 'dizzies' to when a character is already 'dead' (for Fatalities) -- MK is MK; and if MK is doing something better than you are, you know you're doin' it wrong
• In SFV, specifically, dizzying has stooped to a new depth of mortification -- dizzying occurs in 'V' at a monotonous regularity that's perhaps unprecedented in the fighting game genre...
Summation:
The dizzy mechanic in fighting games should either be overhauled -- e.g., no more meters; dizzies not based on a gradual 'accumulation of dizziness', rather from attacks that warrant it; some kind of restriction or penalty should be imposed on the those who engage in the dog act of attacking defenceless opponents (like, a 'Scrub' winning icon or loss of meter) -- or done away with outright. Dizzies yield n o t h i n g of a positive nature, yet foster many negative gameplay and, indeed, gamer traits.
Back in halcyon arcade days, if people attacked a dazed opponent, they would be--at lest--mocked or--in some cases--given a face-to-face meeting with a CPS2 / Jamma / MVS circuit board... through the arcade cabinet monitor! It's unarguable that the anonymity of console / online gaming has given a tacit imprimatur to lowly gaming etiquette, and therefore goaded its rise (...in-keeping with the wont of this vile organism's nature). No one can content that this is a good thing. If they do, then they're almost certainly the type who clubs seals, flays puppies and boils live kittens -- opinions of whom that should carry exactly zero weight.
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