Tuesday, December 20, 2011

Slow/strong




-The incredible Hulk, play able in Marvel Vs Capcom franchise(and other games), classic character with incredible high damage and high health, Hulk most important mechanic in the mvc3 is the increased defence mechanic.



Zangief,Balrog , Abel, Hakkan, Hugo: Street fighter
Lizardman,Nightmare and Siegfried can be viewed as this to, or they are strong control they are in between the 2 axles: Soul Calibur
Wolf,Jeffry ,Goh : Virtua fighter
Potemkin: Guilty Gear
Iron Tager: Blazblue
Leon, Bass : Dead Or Alive
The Hulk, Juggernaut: Marvel Vs Capcom
King : Tekken


For obvious reason the general design of slow strong is a very muscular, but also this type is almost 100% male. Their is a few subversion of this type, 2 main ones. Either the character is a grappler, using different set of command throws. Or the character have very strong attacks, often having increased defence, so that the user can deal this attacks trough the other users attack.
The character should not have any mobility game mechanics, as they are the strongest game character in close distance. But because of this these characters can be tremendously weak in match up against controller character if they don’t have any avoid mechanic. A common in street fighter is the invisible frame(attack),this is a good design as the user have to time their ability to move trough projectiles to reach the opponent. Which usually will create a good meta game, the problem can be if the character have to good avoid mechanic is that they are to good in close distance. Which means they will often become to strong versus fast/weak,explosive characters and short combo speed.

These characters is often a good, starter character for users. Because of this its good if they have some easier input or simpler combos, which in most games they have as they have the shortest max number of hits per combo. To make them have “deepth” they often have the most “complicated” input for their stronger attacks, the classic full circle input is the most common. This creates that a slow/strong character have a really strong wake up game. As most users cant do their input while standing with them. This usually have a negative effect for the beginner user, as this means that the other user will never want to be close to them.
But on he same time, they are very user friendly for intermediate and expert users. Because for users with more experience at least the grappler characters almost always have the exact same input for their abilities.
This means that giving a strong/slow grappler something else then full and half circle command throws might help the beginner user, but will upset experience players.

Common mechanics:
Command Throw: different version of command throw, These different throws,
should have higher priority then normal throws and pass by most attacks.
Air anti throw, Note , Air Throw is not common for slow strong. But anti air is.
Low Throw, Crouching Trow etc.
Invisible Frame, or Invisible Frame attack,
Increased Defence,

Mechanic Not to have:
Any mobility mechanic, teleport, Dash, etc. They can have a limited usage of mobility mechanic for example if every character have 2 or more Dash, they can have 1, so its more about the relativity between the characters. Strong/slow should have lower mobility.
It shouldn't be to easy to reach the other user with these kind of characters.
Projectiles/long range attacks,give them projectile and they turn into strong control or at least get close towards that. Removing their disadvantage of having no mobility.

Game statistic:
Very High Health, Very High attack damage, Very High Recovery time, Very low movement speed. very low attack speed,