Tuesday, December 20, 2011

Control




-Akuma, is the classic control character if anyone(maybe is more Dhalsim), he got everything Ryu got, but more, such as 3 different angled air projectile, charge able projectile, Teleport etc. But balanced by having really low health, having, low attack damage. Simply said, he got a lot more options but one of the worst statistic in street fighter.


Akuma,Dhalsim,: Street fighter
Ivy,Voldo,: Soul Calibur
Aoi, Shun di: Virtua fighter
Eddie,Dizzy: Guilty Gear
Arakune(ct),V-13, Rachel: Blazblue
Haybusa:Dead Or Alive
Arthur,Cable, Iron man,Iceman,Modok :Marvel Vs Capcom


Similar to strong slow, these characters are generally harder to play. But they should have more options, resulting in that on a intermediate level, they probably are the hardest character to play. Because then the user will have to try and learn all the different mechanics, because of this, when the user have transition to expert they will have more options and have it easier then control strong(more reactive play). But these character type is still the second hardest for a user to play or sometimes the hardest.
Control character can be hard to pin point on their share number of abilities, as they usually just have a lot of mechanics. They are often a combination of a speed controlled and strong control, and they have all the bad statistic from those 2 character types.
In 3D fighting games, a control character can have a lot counters, the important is that they can counter everything. Or let them have a lot of avoidance mechanic, but not mobility, the point is that they often can’t just run away from attacks. But they can “stand still” and avoid them

These kind of characters comes in a lot of varied forms, female/male monster/strange creature. So there is not general prejudgement the user will have of how a control character looks like. They can also have both technology, weapon, magic, martial art etc that makes them be control. Simple said, they are placed in this category, by having a lot of options and having really bad statistic( Reverse of all round which have decent statistic in everything)

Common mechanics:
Different projectiles, angled projectiles, air projectiles, Back traveling projectile, homing projectile,
Counters, usually a difference form strong control is that, they have a more varied usage of different counters,
Avoidance mechanics, Such as teleport, Teleport Dash, or attack and/or movement self imposed displacement. For example Shun di(VF), laying on the ground, self imposed fall after kicks etc.

Mechanic Not to have:
Control characters can actually have most mechanics, because they are balanced by having really low statistic.
But primarily, its no point to let them have invisible frame as they extremely rarely would have to Dodge other projectiles. And by standing still avoidance they can, simply just stand more still, which seems to be a little overpowering.
-Dhalsim actually have this in street fighter, which I personally think make no sense, he got good projectile and best range on attacks and can be immune to damage without moving. But it has no point in close combat, making it effectively only be good against other control mechanics. Well as a result he cant lose in a range battle against all round characters which is reasonable, but he wouldn't lose regardless, so it feels kinda over the top.

Rarely they have a lot of mobility mechanics, because then the other user will never catch them, but still as mentioned Teleport is very common. The key, seems to be to have some mobility, so it won’t be to easy to catch a control character, but not to much.
- I would say they can have 1 extra mobility maybe 2, for example having teleport to right and to left. Having more then that, will be to much, but its similar to as in strong control, if every character have at least 2 dash, then control probably needs 2 dash + dash/teleport/etc.

Game Resource:

Game statistic:
Low Health, Low attack damage, Medium,Recovery time, Low movement speed. Low attack speed,