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Inevitably true on some level. Although I think card games and FGC share a deeper similarity on the number of discrete steps that one player will plan to execute ahead of time as a sequence.

I’ve long imagined a fighting game where rather than combos, the receiving player has an array of defensive options that vary from trying to mitigate the damage, roll out, or seize the initiative back after each hit more like a kind fu cinema fight. Make the whole damn thing a constant mind gamr




You're imagining the Guilty Gear series, which gives you a variety of defensive options in the system - you can jump, double jump, or super jump to avoid something with different take-off timings, jump arcs, and speeds; you can block, instant block, or faultless defend to change the amount of chip damage, block stun, and pushback in an effort to throw off your opponent's timing; you can dead angle while blocking to try and recover initiative; you can backdash or throw out a move that's invulnerable on startup in an attempt to get your opponent to whiff.


Nah. Guilty Gear is cool but I mean fundamentally a fighting game with no hitstun.




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