Fighting Game Mechanics

FYI: "dammit" mentions that "omni" had a post regarding Combat Systems.

- Blocking
- Airblocking
- Hitstop/Blockstop
- Hitstun/Blockstun
- Counter hits
- Ground recovery (bounces/rolls/slides)
- Air techs (air recovery)
- Launchers
- Juggles
- Gravity scaling
- Knockback scaling (hit/block)
- Hitstun/blockstun scaling
- Damage scaling
- Damage proration
- Damage reduction (self-input/mashing to reduce)
- Off the ground hits
- Off the ground limitation
- Wall bounce
- Wall bounce limitation
- Super jump
- Short jump
- Double jump
- Super short jump
- Neutral jump air control
- Run
- Dash/Backdash (sometimes with inv-frames)
- Airdash
- Rolling
- Dodging
- Guard meter (blocking gauge)
- Pushblock (advancing guard)
- Guard reversal
- Guard counter
- EX block (faultless defense/fortress defense)
- Timed block (Just defend/EX Guard)
- Reversals
- Throw invulnerability (after hitstun, blockstun, wakeup, reset/tech).
- Specials
- EX Specials
- Supers
- Revenge (rage/ultra)
- Special cancel
- Super cancel
- EX cancel (roman cancel/rapid cancel/focus attack cancel)
- Normals (stand/crouch/neutral-diagonal-jump)
- Command Normals
- Dashing normals
- Overheads / lows
- Sweeps (knockdown attacks)
- Standing knockdown attacks
- Airborne knockdown attacks
- Throws
- Holds (throws that drain life)
- Command throws/holds
- Comboable throws
- Normal chains
- Normal chain cancel limitation
- Gatling chain (target combos)
- Rekka (normal/special sequence)
- Renda
- Kara cancel
- Negative edge (button up specials)
- Teching throws (breaking/softening)
- Parrying
- Catch-counters (geese/karin)
- Absorbing (focus attack/ultimate guard)
- Bursts/Bombs (hitstun cancel stocks)
- Critical-Life bonus (damage/supers/defense)
- Custom combos (Cancels/speed/shadows/helpers)
- Power up moves (meter stocks/power/armor)
- Meter charging (generally a bad idea)
- Command throws
- Command supers (sequence inputs / sequence breakers)
- Super command throws
- Assists (calling characters with lifebars)
- Helpers (moves that become autonomous of the player, no life bar)
- Partner (tagging/controlling a second character)
- Stances (modes/weapons)
- Teams (pick more than one character
- Life regeneration (heal)
- Life steal (leech)
- Life drain (poison)
- Status effects (dizzy/freeze/locked-moves/slippery/slow/weak/vulnerable)
- Guard point (armor frames)
- Super armor (1-hit absorb, can be thrown)
- Hyper armor (all hit absorb, can't be thrown)
- Suction/Repulsion (wind/magnetism/ropes/grapples/ice/oil)
- Partial invulnerability (high/low/projectile/melee/throw)
- Activation/declaring (stocks/moves)
- Overheads/lows
- Unblockables
- Charge moves
- Button hold moves
- Held and released moves
- Timer-based moves (countdown)
- Timed moves (just frames)
- Move limits (gauge/stocks)
- Projectiles
- Projectile reflection/absorption/neutralization/push
- Character level (warzard/red-earth)
- Items (food/bombs -- samurai shodown)
- Meter items (gems -- Marvel/BBB/pocket fighter)

- Arcade
- Story
- Survival
- Challenge
- Time trial
- Training
- Lesson/tutorial
- Hitbox/Frame display
- Random select (holds character between rounds / randoms between rounds / picks opponents character between rounds)


- Copyright © Xenozip.

5 comments:

dammit said...

I recall a post on some blog that matched up all the features with the first game/series that they appeared in.

I'd like to see it again if anyone know about it.

dammit said...

Ah, it was omni's page:
http://lowfierce.blogspot.com/2009/01/combat-systems.html

Xenozip. said...

@dammit thanks.

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Anonymous said...

Way too many words to remember. This is why I left this scene.
-regulus