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Tuesday, December 20, 2011
Slow Control
-Dormammu, I think is the best definition of a strong control. He got incredible strong distance attack, but if the user predicts wrong, not only does he have high recovery, but also he channels many of his attacks(spells). Meaning he stands still for huge amount of time(fighting game time), resulting in that 1 mistake is very high punishment. He also have a lot of game resource but all of them takes time to charge up.
Strong control. its high risk, high gain type of characters. As they have often have incredible high recovery doing a mistake with them, is not good. Also they have high attack time, meaning they often channel their attacks, or generally very long animation of their attacks. This 2 factors stack together, which means that if a user does a mistake they are screwed.
Gameplay wise the strong control are usually the most power full characters, because they are either the strongest character damage wise, or are slightly weaker then strong/slow but have really good distance attacks. They can also do ranged combos, which results in very high damage but still not being close to the other user. They can have mechanics such as, capture, ranged throw or game resources in their advantage to create combos on distance.
The result of this is that strong control is the most proactive character. While control is proactive/reactive, speed control is reactive. This means for the user, this is not the beginner character they should pick. These characters are very often the hardest character to play. It takes a lot of prediction skill for a user to be able to win, in close combat they normally have to use counter or the right kind of overpowering attack to get freed, mistake means being almost punished 100% of the time, and the user have to be plan ahead all trap, have to be placed earlier at good places etc.
Generally all 3 control types requires that the user have extended knowledge of what the other characters can do. To be able to determine what the user can do.
Strong Control characters, are often one of the lowest represented characters. Often the lowest. Which is a good thing as its no beginner user that can start with this kind of character, and even on higher skill levels they are still the hardest. They actually scale proportionally with how good the opponent is, if the user also is a beginner at least they cant use all their characters mobility etc. So actually on higher levels(expert/pro users) it will then of course be even harder to predict the next move, and a good user will always do a perfect combo against a strong control user that made the wrong decision.
But on the same time, strong control, can often be “overpowered”(imballanced), as when a user play them perfectly the will do a lot of damage and keep out of the distance of the other users. They should be hard to play, as the end result is a very good character
The type in itself, is usually some kind of strange “creature”, or mystic person. This is to make sense on how the character can summon stuff out of the ground or how they can use humongous weapons. But their is no need for that, a character can very well be a strong control, and be normal human, just that it seems hard to have reasonable explanation for their abilities. Still, experienced fighting game users, will by far, when they see a strange big character believe that is probably a strong control. There is a easy gained user friendliness to follow this pattern.
-Before Marvel Vs Capcom 3 was released, images of Dormammu was released but no gameplay footage, people directly started assuming that he was gonna be the new Blackhearth, be very slow with strange projectiles, and being able to summon stuff.
Astaroth, Rock, Darth Vader,Soeng Mina: Soul Calibur
Kage-Maru: Virtua fighter
Testament: Guilty Gear
Haku-men: Blazblue
Tengu(boss character): Dead Or Alive
Thanos, Sentinel, Blackhearth, Dormammu: Marvel Vs Capcom
Common mechanics.
Different strong projectiles, such as Back Traveling Projectile.
Being able to combo projectiles,
Counter.
Long range melee attacks.
Capture.
Ranged Throw
Mechanic Not to have:
Mobility mechanic, similar to strong/slow rare to find extra dash, and teleport! This is important as teleport is a common mechanic for control. Note that strong control usually have to escape bad position with counters. Or simply overpowering the other user(strong attacks). One reason is to increase the difficulty playing as strong control, but also that they have a lot of pre planned mechanic, which shouldn't be to easy to combo. If the user have too much mobility, then they can simply teleport or dash etc to the opponent that just got caught in a trap.
Usually they have limited Air abilities(compared to control and speed/control), but can be used. This should probably be designed more after what other characters can do, can everyone air throw, give them air throw, can some characters do air throw, they probably shouldn't have air throw, as the game style is often(90% of the time) to stand still on the ground and predict the opponent moves.
Game resource:
Strong Control, often have traps or can summon something to help them.
Both extra control able partners and single minded animals/monsters etc.
Game statistic:
High health, High damage per attack, Extremely high recovery, Low Mobility, Low attack speed