Saturday, May 2, 2009

5/2/2009 - SF4 Simultaneous Supers/Ultras

Probably what makes fighting games somewhat difficult to develop for balance must be move priority. You have dozens of different fighters and dozens of regular and special moves each fighter, and a one-one-one fighting structure where all those conflicting matchups come into play. And I'm not just talking about a certain character fighting another character. I'm including the possibilities involved when certain fighting moves are matched up against others. That's where move priority takes into account. In

Street Fighter, for example, Guile's flash kick beats Ryu's hurricane kick, but the hurricane kick goes through Guile's sonic boom. And that's just an example of two characters' special moves against each other. There are also the normal moves to consider. Some moves have higher priority than others, and many moves will just trade damage with each other. Then there are the super or ultra moves found in the latest Street Fighter games. The programmers must have debates and all-out fights when it comes to determining move priority!

As for the mirror matches, you'd think that all the moves would just cancel each other. For the most part, they do and that's why most mirror matches are a snore to watch. On the other hand, seeing what happens when the supers and ultra moves play out simultaneously during mirror matches is pretty awesome:

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