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Your Only Move Is HUSTLE (Open Beta Version)

An online, turn-based fighting game and superpowered fight scene simulator. · By ivysly

DI Alternative

A topic by Renkage created Dec 14, 2022 Views: 858 Replies: 8
Viewing posts 1 to 5
(1 edit) (+4)

This has been something I've been thinking about for awhile, but first let me preface this with me saying that something like DI is important; which is to say a mechanic that gives the defender something to think about while being combo'd and keeps them more engaged. I've seen some people say that you're supposed to sit there and take the punishment like most other fighting games... But that's the issue, this isn't like most other fighting games, combos can take a loooooong time to finish depending on who you're fighting against, and having NOTHING to do during that long period of time sucks. So yes, something like DI is important. But what else could replace DI while still allowing combos to be fun and engaging?


Simple, Killer Instincts' combo breaker system. It doesn't make what would normally be a sick combo fail to work, nor does it feel like the defender has nothing to think about during being combo'd. It would work like this: Attacker hits defender, defender gets a Combo Breaker button, while attacker gains a Counter Breaker button (possibly located where the DI wheel would normally be). The defender can look at all of the attacker's moves and decide which one to break by looking at the move and hitting the combo breaker button. If right, the combo is broken by both players getting hit with equal amounts of hitstun, thus returning to neutral (maybe add I-frames to avoid wizard shenanigans). If wrong, they are locked out from combo breaking for a short time, thus allowing for more freedom in the attacker's combo. Or, if the attacker thinks the defender will try to break, they can do a counter breaker, stunning the defender with a lengthy amount of hitstun alongside possibly some other effects (reset air options, reset knock back, reset damage scaling, etc).


The end result is the same effect that DI serves, which is a defensive option besides the nuclear option that is the burst; but without making combos feel strange. I would mod it in, but I know absolutely nothing about modding games, and I don't even know if something like that is possible, but hey, someone modded in wall bounce, so who knows.

Developer(+1)

Something like this may eventually be added

I like this idea! 

Idea: Perhaps this can be a thing you can do while being comboed for half a burst meter. High risk, high reward. 

Wouldn't this be kind of redundant with burst? Both are combo breakers and they both require the attacker and defender to guess what the other might do.

(3 edits) (+1)

I thought about that as well, and no. As I said, burst is the nuclear option, it would be able to be used during lockout or even when counter broken, there's also much less guess work for burst (will he attack or will they block versus will they do 1 of X moves or will they counter break), so there is always a reason to burst, at the cost of meter of course. Besides, DI arguably works as a combo breaker as well (combos can just fail because of DI) so there is already 2 combo breakers in game as is. That being said, if this were to be added burst meter gain MIGHT need to get nerfed.


The purpose of this is something to replace DI, if that means 2 direct combo breakers rather than one combo breaker and a pseudo combo breaker that makes combos feel weird (unless your on the ground), I personally would prefer the former.


EDIT: Or, yeah, remove burst. Would be a big change, but that too is an option.

No yeah, this is true. I had this same convo with a friend. Once I explained to them how this sort of KI esque combo breaker works, he understood. 

(1 edit)

Could have Super DI. Trade half a bar of super to be invulnerable to the next attack for a few frames once while you're in hitstun. The trade off would be that if your opponent throws out a quick move and you super DI it, they could still follow-up with another attack on whiff before you're out of hitstun. They could also just use an attack with a lingering hitbox to outlast the i-frames like 1000 cuts or flame wave. Got the idea from cross-counters.

Ehhhhhhhhhhhhhhhhhhhhhh. This just sounds like MK11's breakout mechanic. Which, isn't very good. It'd either be effectively useless or it'd be so good it'd irrelivantize burst and stuff.