Well it's not like Skullgirls tries to avoid being too obvious a "ripoff" of Marvel. IPS is what works, it should be standard from now on. Besides, why waste a perfectly good opportunity to give everyone a BLUH animation? :U
Trying too hard to be new and innovative just leads to shitty gimmicks. If a gameplay feature that is already in another game is the best possible solution for the problem that feature attempts to solve then don't think of it as ripping it off, think of it as helping to make that optimal feature an industry standard.![]()
What if you used a Player-Triggered Revenge system?
At the start of every battle, a player is given X amount of "Revenge Points" (I'll use that for now). With the press of a button, they can trigger a "Revenge", where they knock back anyone hitting them and apply hitstun.
That way, it's like Skullgirl's system, but not the exact same because it'd be up to the player when to use the limited number of Revenge Points they have. It could also maybe be utilized offensively to keep somebody from knocking you out of a good chain with a well-placed Trap or Projectile (if timed properly; this is one of those areas I'm not particularly familiar with when it comes to fighting games).
So, it'd kind of be like a limited-use Super Block of sorts? I dunno. It's just an idea.
Well, then you just end up with a burst system like GG or BB. Which isn't really a necessary feature. Also, giving you more bursts as you lose health? Having multiple bursts per life would pretty much ruin combos all day, which would be annoying. That would pretty much be like TvC's system.
Really, if you get hit in a fighting game, you should just have to take your freaking damage. This is why you should just try to not get hit in the first place. There won't be any unavoidable unblockables in this game, so assuming your defense is good you should be alright.
for a revenge-type mechanic that's limited, you could go with the barrier bursts from BB, or the kawarimi-meter from the naruto clash of ninja games (the former you start with a set amount and gain another when you died, the latter filled a meter whenever you took damage--it'd take about 20-something hits to max said meter, so it was fairly balanced in the games, they worked, but weren't spammable unless you were against a combomonster)
Well at any rate, any combo breaker type mechanic would be something that could be added in at any stage in development if no other features directly rely on it. So, that's kind of a "we'll see" sort of thing.
Hmm? A bluh animation?
While I don't pretend to have any idea what you're talking about (the only fighting game I've ever achieved any appreciable level of skill at is Dissidia, and it handles combos in a different way), isn't this system quite similar to Auto-Parries, as seen in this flash?
A bluh animation is pretty funny though.
You could also have two variations. Maybe if you hold down a certain button while you burst, you do the BLUH THIS IS STUPID one. It's like a secret taunt! :V
Then you can go for a serious Ogloparry or a comedic THIS IS STUPID defense.
Dave Auto-Harley-ing with a Jade doll makes me think of the way Bro uses Li'l Cal as a shield. If Dirk (when/if he's made) uses an Auto-Puppet, the Striders would have their little... family resemblance. X3 He does tend to imitate his big Bro's style.
Plus, it would be HILARIOUS if he was fighting Bec Noir. :V
Just popping in to ask what IPS stands for, since it's the one term that seems to be eluding my google-fu.I get that it checks the starting move of each string to see if you've already used it in your combo, and if that comes back true the other player can burst you and end your combo. Which, uh, encourages you not to use the same string starting moves twice, I guess??
I have pretty much zero fighting game experience, so trying to follow all this is kind of a theoretical exercise, heh.