Anonymous
10/16/2025, 9:11:48 AM
No.542848782
>>542847825
Well, both of the games you mention have simple inputs available in a different control scheme, but they still force you to charge as those characters are balanced with charge time in mind, so you end up with characters that feel terrible to play with the simple controls that are supposed to make the character feel easier and better to play as a beginner. It makes sense from their developers perspective to shy away from charge.
My personal hot-take is that charge is pretty garbage anyway. I can understand the depth it offers as a gameplay mechanic, but it feels such utter dogshit to use. It's definitely an input that filters far more people than regular motions or even DP motion, many people just don't like it and refuse to play charge characters, so I don't blame devs from avoiding it. For the life of me, I cannot understand why no fighting game has implemented a visual or a sound for when your charge is ready. Sure, it would give your opponent sure confirmation that you have charge but let's face it, when you are playing against charge characters you always assume they have charge anyway so the gameplay implications are rather tiny, whereas the improvement in usability and feedback would be immense. Just imagine a charge character that has a small star twinkle in his eye, or have his eyes flash every time he finishes a charge, how cool would that be? You could even have left eye flash for down charge and right eye flash for back charge, and then you'd get both eyes flashing at the same time when you're downbacking.
Well, both of the games you mention have simple inputs available in a different control scheme, but they still force you to charge as those characters are balanced with charge time in mind, so you end up with characters that feel terrible to play with the simple controls that are supposed to make the character feel easier and better to play as a beginner. It makes sense from their developers perspective to shy away from charge.
My personal hot-take is that charge is pretty garbage anyway. I can understand the depth it offers as a gameplay mechanic, but it feels such utter dogshit to use. It's definitely an input that filters far more people than regular motions or even DP motion, many people just don't like it and refuse to play charge characters, so I don't blame devs from avoiding it. For the life of me, I cannot understand why no fighting game has implemented a visual or a sound for when your charge is ready. Sure, it would give your opponent sure confirmation that you have charge but let's face it, when you are playing against charge characters you always assume they have charge anyway so the gameplay implications are rather tiny, whereas the improvement in usability and feedback would be immense. Just imagine a charge character that has a small star twinkle in his eye, or have his eyes flash every time he finishes a charge, how cool would that be? You could even have left eye flash for down charge and right eye flash for back charge, and then you'd get both eyes flashing at the same time when you're downbacking.