Tuesday, December 20, 2011

All round





-Taskmaster basically got everything. Which is reasonable comic wise(his power is that he copies other people), game wise, hes fun to play as he got no weakness.


Gouken, (Most characters in Street fighter is “kinda” all round): Street fighter
Necrid, Yoshimutsu,: Soul Calibur
Sarah,Lei-Fei: Virtua fighter
Anji Mito, Faust,Johnny,: Guilty Gear
Tsubaki, Noel,: Blazblue
Helena, Dead Or Alive
Taskmaster, :Marvel Vs Capcom



These characters are easy to compare to completely arbitrary other genres, for example all round character in Mario Kart, where for example Mario is a all round type(type name given by the game itself), and he got average speed, average acceleration, average weight etc. All around in fighting games should be the same. And they should have a varied mix of mechanics. What this means is that they often can get in close pretty easy, can escape pretty easy, have some projectiles etc. The result is that they cant do any real long combos or do any real complicated control play. Which makes them the ideal starter character for beginners.
They have a very easy learning curve at start, usually as they lack depth.This is something that is hard to fix because if they have to much depth they become too good(read Taskmaster below).

- I think any fighting game a most is to have at least 2 all round characters as they are by far the easiest character for an intermediate player, While explosive is the easiest for beginners(straight forward play), all round don't have the same problems against for example strong/slow, as they usually have some type of projectile. Making all round really good for the player that have learned the basic and wants to improve against all other characters.
- And I will state its OK, to leave them not be the very best character, aka, have no depth. Because give them to much complex high level play and they will be to strong. Instead they should be a good part of the game for non expert players. And if they have enough variety, they will work on expert level because they user can then win by changing gameplay tactic constantly. Which other arch type cant.

Common Mechanic:
The important here is to give the character little of everything. Simple said they should have some mechanics from fast/weak + control + strong/slow. For example Taskmaster have:
Projectile(angled), air projectile (angled), counter = control
2 Different Attack dash, Air Attack Dash, target combo throw(headbutt which only can be used after sword attacks, combo opener) = fast/weak
Then he has the statistic of a strong slow(or arguably a explosive), high attack damage, high recovery , high health etc. He also haves ultra counter(which counters basically anything, which is strong control mechanic primarily), simply said he got mechanics from every other arch type.

Mechanic Not to have:
Taskmaster is a prime example, of how not do a all round characters, he would be a great design if some part where removed. He have to much of everything, for example while he should have projectile he have 3 different angled projectile both ground in air, and 3 different ultra beam projectile. Hes projectile is also charge able creating a special beam projectile, if the user charges. And he have reflect, and counter high and low. This means hes really, really good control, But he got none of the statistic of a control, so he still have a high health game resource etc. One the same time, he got several different ways to start of combos or get in fast, like a fast/weak character. While hes good at everything, like all round should be, hes relatively compared to other characters really good at everything.
Hes consensually agreed to be one of the better characters by every user(writing about the game, and from the field/lab studie to).

Game statistic:
Medium on everything, kinda the thing. Most characters do have 1-2 values that are either a little lower or higher.