Tuesday, December 20, 2011

Speed control






-Axl Low, this character is the speed control definition. Hes fast, but got very long range. He can keep the opponent away very easily, but still have low recovery. So if a user does a mistake, he/she might be able to still avoid afterwards or being able to do another attack. He got a super fast Dash attack, a Range throw, Counter, but can still easily do 10+ combos. Because of this his statistic is terrible low, when it comes to attack and health. He also have extremely low priority even when he have an classic anti air attack(usually very high priority) its very low priority resulting in that hes extremely bad in close combat. Which is the paradox of speed control as they still do more damage in close combat then at distance. Meaning there is the option of going in close, if the chance is given




Ibuki,Guile : Street fighter
Zazamel,Cervantes,Killik,: Soul Calibur
Axl Low,Bridget: Guilty Gear
Arakune(cs),Bang,Hazama,: Blazblue
Kasumi, Ayane:Dead Or Alive
Jill(2,complete new character in 3),Amaseteru,Deadpool:Marvel Vs Capcom


Speed control, is a very reactive gameplay. The character have varied distance attacks, and are very fast. Meaning the user should be able to punish most movement of the other user. While the user still has to predict the other users attacks, some characters are still so fast, that they can miss once and then have another chance. (still missing twice will result in the speed control user to lose). Speed control is a pretty decent starter character, and is a good character to have in a game. As they are kinda the bridge to the harder control characters. This don't mean that they are easy at higher levels! General speaking, these character are not the easiest start character as the user needs to learn some of the other characters abilities. But they are a very good intermediate user character. When a user is at intermediate level, these characters are easy to use, as the user have learned most of the fundamentals of all characters and have learned the basic of their own character. Making them be a strong pick for a user, playing against a user at his/her own level or lower.
But they are actually hard too, at top level, because as they are so weak in distance. the user have to take the decision of when to go in close. This is a key feature of speed control gameplay. They do fairly high damage, in close combat given by long combos. The user should have too consider constantly, when to go in close and when to keep max distance.


Their is no given character look for speed control, but they usually have long range weapons or long range attacks rather then projectile. Less monster kind of characters and more human.




Common game mechanics:
Long range attacks, or projectiles.
Ranged Throw,
Mobility mechanics: Extra Dash, but often they have more of an offensive mobility mechanics. So instead of extra dash, its often then, Dash Attack, Teleport Attack, and several have “extreme dash”(very fast dash, read Hazama ((hook dash))

Mechanic Not to have:
High Priority, they shouldn't be to good in close combat.
Take down, on short range attacks.



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