Short characters in fighting game suck.

tonyh900

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May 16, 2010
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I know you guys think the same thing any playable characters in fighting games that are shorter than an average sized character(think servbot compared to ryu in mvc2) suck if you are up against them and not using someone equally as short as them. If I had to pick 3 characters that I hate because of their short height making me miss every attack other than a sweeping kick or a crouching punch would be servbot in mvc2, today in soul caliber 4 and viewtiful joe in mvc3/umvc3. What do you guys think about tiny PC's in fighting games. PC=playable character
 

scorptatious

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May 14, 2009
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I don't know, I remember Yoda being pretty overpowered in Soul Calibur 4 just because he couldn't be grabbed normally and some attacks go over his head. Although it's been a long time since I've played that game, so I could be wrong.

Peacock is shorter than all the other characters in Skullgirls and she's pretty badass. Although she's a zoning character, so there's that.

And Meta Knight from SSBB was banned from tournaments from what I heard.
 

The Wykydtron

"Emotions are very important!"
Sep 23, 2010
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Well Viewtiful Joe, Amaterasu and Rocket Raccoon are the short ones in UMVC3 and they are HELLA squishy. Sure they drop out of a few combos and a few projectiles go over their heads but I wouldn't list their height as anything remarkable about their playstyle and squishy people DIE in that game. FAST.

I mean I hate playing vs Ammy because of the endless forward heavy spam not because her hitbox is smaller than usual.

Anyway the really annoying hard to hit stuff is Chris' prone stance where nothing can hit him and Jill has a crouch dash thing. However nobody plays Jill so it's never an issue.

I will say Yoda in SC4 was broken. I played a bit online and he was so, so short you could never hit him and he would jump around a whole bunch. It wasn't broken as in good or bad broken, just weird and frustrating kind of broken.

Thinking about it there are no small characters in BlazBlue unless you count Carl. If anything most of them are rather tall. Inb4 Chrono Phantasma introduces a flaming midget as DLC. Then makes him have a great backstory because if Platinum "Walking Anime Cliche" The Trinity has a good story so can a flaming midget because fucking Arksys can write.
 

Fappy

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Jan 4, 2010
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The Wykydtron said:
Thinking about it there are no small characters in BlazBlue unless you count Carl. If anything most of them are rather tall. Inb4 Chrono Phantasma introduces a flaming midget as DLC. Then makes him have a great backstory because if Platinum "Walking Anime Cliche" The Trinity has a good story so can a flaming midget because fucking Arksys can write.
But every BB character is a walking anime cliche! It's part of the game's charm and the most obvious source of the story's masterful parody of modern anime. I'd probably count Trinity as a "short character", though she has some pretty big hit boxes.
 

Uriain

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I have always wondered why there has never been contextual "angle" applied to fighting games when a large fighter is fighting a small fighter. my "standing punch" should hit a "standing small character" so why not just have it angled down slightly.

Even in games like Soul Calibur which have multi directional attacks (horizontal and vertical) it would make sense that your large character (Asteroth) would still swing at the head/body of a smaller character (yoda)
 

The Wykydtron

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Sep 23, 2010
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Fappy said:
The Wykydtron said:
Thinking about it there are no small characters in BlazBlue unless you count Carl. If anything most of them are rather tall. Inb4 Chrono Phantasma introduces a flaming midget as DLC. Then makes him have a great backstory because if Platinum "Walking Anime Cliche" The Trinity has a good story so can a flaming midget because fucking Arksys can write.
But every BB character is a walking anime cliche! It's part of the game's charm and the most obvious source of the story's masterful parody of modern anime. I'd probably count Trinity as a "short character", though she has some pretty big hit boxes.
But Platinum is the most walking anime cliche-est of them all! She could have been effortlessly ripped from any girly comedy anime no problem. Her gag ending is literally her joining a magic club and becoming Magical Girl Luna. Awesome

I dunno about short characters, i've never had a moment where one of my attacks has whiffed completely just because of someone's height. I might just be too busy raging at all the bullshit the rest of the normal sized cast can do to really notice however.

"I can totally hit him now, he is so unsafe!" *presses a button*


[HEADING=1]INFERNO DIVIDDDAAAAAHHHHHHHHH!!!!![/HEADING]

*sigh*

Not again.
 

IllumInaTIma

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Anyone remembers this guy from Tekken 3?
<img src=http://images.bluegartr.com/bucket/gallery/ae3d478648cc4232040fc96f32237149.gif>
 

Maximum Bert

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Uriain said:
I have always wondered why there has never been contextual "angle" applied to fighting games when a large fighter is fighting a small fighter. my "standing punch" should hit a "standing small character" so why not just have it angled down slightly.

Even in games like Soul Calibur which have multi directional attacks (horizontal and vertical) it would make sense that your large character (Asteroth) would still swing at the head/body of a smaller character (yoda)
Its a game its not meant to accurately mimic real life where you would follow someone unless they totally slipped by your attack mainly because you do not have anywhere nearly as much control over your movement as in real life, If all attacks homed in on your opponent it would be a nightmare not to mention the extra animations and changed hitboxes that would be affected if each strike was at a different height and ofc a different distance (unless they distorted the attack).

It may seem weird that you strike above someone which you wouldnt do in real life if they were short (and it is) but thats what happens because each attack has different properties animations and hitboxes they could just extend the hitbox to make it hit smaller characters but that would look really weird as you are hit by an attack that looks like it went above you while changing move properties and animations for almost every character to use against maybe one or two cast members is not really cost effective.

Short characters advantage of being small is taken into account and they are usually balanced accordingly or at least attempted to be while others are just joke characters like servbot or the cat things in SFXTekken yes they may be hard to hit but they have nothing else going for them. V Joe isnt that good in Marvel 3 while Ammy is ok but they arent top characters same with Rocket raccoon thats not to say they cant be played well though its just their height doent give them much advantage. Yoda was just a terrible character in SC4 pretty much like all their guest characters, I love the series but they guest characters have always bugged me.

I cant say I have ever been annoyed at short characters in fighting games it just means you may have to slightly change some of your attacks or adapt your strategy slightly its just adapting to your opponent like always only you make one adaption before the round even begins same if they picked a really big character.

Usually unless they are timy its only high attacks that miss anyway while all mids and lows will still connect and most can still be thrown.. except Yoda because he was a crap character in SC4.
 

mParadox

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IllumInaTIma said:
Anyone remembers this guy from Tekken 3?
The only reason I opened this thread and I'm not disappointed. Good show.

And now, I present to show, the most scarily awesome fighter.



Fighting him, with characters like K' or Kyo, was hell. His specials were devastating AND HE WAS SO DAMN SHORT.
 

Not G. Ivingname

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Nov 18, 2009
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Well, being short does often give a few advantages, namely being a bit harder to hit and can be shorter than some attacks. This is a failure of balance, however. If you have a character who is dodger and has a smaller hit box should have less and can afford to take less hits to compensate, or make sure they are not to short.

Take Peacock, who is just tall enough to take all normal projectile hits if she does not block them. Her smaller hit box is part of her zoning fighting style. She needs to be able to dodge attacks better so she can harm people from range. On the other hand, she is much weaker than anyone else in the game when it comes to close range.
 

Casual Shinji

Should've gone before we left.
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IllumInaTIma said:
Anyone remembers this guy from Tekken 3?
<img src=http://images.bluegartr.com/bucket/gallery/ae3d478648cc4232040fc96f32237149.gif>
The only short fighter worth a damn.

I remember being more flabbergasted than a flabbergast on Flabbergastmass when I first encountered this guy in Tekken 3. A bear and a panda... Sure. But what the fuck was this? It was only later that I found out he was some mascot from Japan.

Also his victory cinematic was the only one that was stuck on loop.