Category Archives: Strategy

The Role of Damage Scaling

Every time i release a new combo video, especially for SF4 or SSF4, someone comes along to declare that “damage scaling makes it worthless.” I have a number of objections to that claim. First, damage scaling makes sense. Second, damage scaling only matters in combo videos when the author says it matters. Third, combo videos and combos in general are a relatively small piece of the complete fighting game puzzle.

Balancing a dynamic combo system is extremely difficult, partly because players demand substantial character variety. I’d be surprised if even 1% of the damage scaling complainers have ever tried drawing up their own hypothetical combo framework as a thought experiment.

We can all agree that practical touch-of-death combos are generally detrimental to game balance. There need to be fair limits on how badly a single minor mistake can punished. The price of whiffing c.MK should not equal the penalty for whiffing an ultra. Furthermore, characters possessing the best mobility and the most offensive mixups probably shouldn’t have the highest damage potential.

How are such considerations governed without confining players to pre-programmed combos? SF4’s solution is a sharp reduction scale which magnifies the first four or five hits, then blurs out the remainder. This affords designers and testers the luxury of managing a reasonable subset of possible sequences while holding the rest to a combined average of less damage than one hard attack. Thus it becomes much easier to identify which characters can get ahead of the curve, then adjust their damage values and frame data accordingly.

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Tenebrous Tournament Tales

As i must have mentioned before, i’ve never won a tournament. However, i have finished second place on at least three occasions, which means i’ve reached the grand finals of three (rather modest) local tournaments. I should probably write these stories down before i forget them completely. With any luck, some of you might join in sharing your tournament experiences and lessons learned as well.

My first trip to grand finals happened during the last CvS2 tournament held at SHGL arcade. It was a strange, gloomy, nostalgic atmosphere. I believe twenty-something people entered, but all were dedicated CvS2 players. The only opponent i remember beating was some new guy playing an unorthodox K-Groove team who had managed to get second place in the previous CvS2 tournament by beating the regular who had eliminated me.

He was obviously good, but it annoyed me that a stranger had placed so high in “our” arcade. Luckily, i got my chance to play him and made sure it didn’t happen again. I don’t remember much other than the matches being close and getting intense towards the end. My reward was facing CaliPower in the finals, and i knew i had no chance so i picked N-Groove Shotos or something. Actually, Valle offered to let me have the win but MrWizard (aka Captain Hater) overheard him and threatened to disqualify us both. Nevertheless, that was a good day.

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Why Travel to Tournaments?

For anyone who might have missed them, longtime SRK community veteran Koop has begun writing an excellent series of tournament survival guides. He explains in great detail how to travel for major tournaments. To complement his efforts, this article will explain why traveling to major tournaments is worthwhile.

First of all, Evo is simply an awesome event for people who care about fighting games. It’s hard to describe the unique atmosphere inside that hall. There’s a constant buzz in the air, like sitting in the stands at a pivotal playoff game, surrounded by other equally passionate fans. There’s always something going on – whether it’s a marquee matchup played on the big screen, or news about a recent upset, or floating rumors about certain underrated characters wrecking shop. There’s always someone to talk to and always something to look forward to.

Setting aside the sheer experience of attending Evo, let’s look at the value of participating in a major tournament on that scale. Being surrounded by competitive players for an entire weekend will improve your game, guaranteed.

There’s no question about it – you’ll walk away a better player. Even focusing solely on preliminary matches within your own entry pool, you’ll see things you’ve never seen before and face opponents you’ve never fought before. Every single victory will build your confidence and every loss will teach you something the hard way.

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The Social Aspect

Say what you will about video games being a massive time sink, but the one cool thing about offline fighting game competition is that it’s an inherently social activity. You can’t go to an arcade, or a local game night, or a tournament without meeting new people, making friends, forming rivalries, dealing with pressure, and learning things about yourself.

Personally i’ve never been the extroverted type. I could count my high school friends on one hand – possibly because i wore headphones through the majority of my senior year.

Yet somehow my phonebook filled up to a hundred names just for being an SHGL arcade regular. I’m not talking about fake facespace “friends” either. I’m talking about real people that i actually hung out with, who i considered friends, who tried to help each other when one of us needed something. I still expect to run into at least fifty of these people every year i can make it out to Evo or any other major community event.

If you’ve been playing Street Fighter online or on your own this entire time, you simply owe it to yourself to broaden your horizons. Check out SRK’s Regional Matchmaking forum and find out where the players in your city get together to practice. When you go, don’t be shy. Introduce yourself to everyone there, ask questions when you need to, and most importantly, step up and play your best regardless of your skill level.

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What Does Unbalanced Mean?

Derisive words like “unbalanced,” “overpowered,” and “broken” get thrown around so much these days, you’d think every fighting game was expected to have a 90% competitive roster ratio. It’s true that modern game developers can benefit from studying a long history of tournament-tested titles, but the fundamental problem remains the same: character diversity naturally fosters imbalance. There’s no escaping it.

How are designers supposed to tackle this issue? Every experienced player will tell you that concrete strategy is all about matchups. If you start with two characters, you’ll want to give them a complex array of options with the ultimate goal of staging dynamic battles while ensuring that the most skillful player wins consistently. Whenever you upgrade one move, you’ll have to match it with the appropriate adjustment on the opposite side.

When you introduce a third character, the number of matchups triples. Now when you institute an upgrade, you have to cautiously strengthen two potential rivals to that exact same degree, then compare them with each other to make sure their matchup doesn’t suffer. Every minor tweak can snowball into a series of adjustments echoing back and forth. We’re still talking about three characters here. Well, if you have a cast of 56 diverse characters to balance, you’re basically screwed. Nobody’s that smart.

Clearly, demanding 20+ evenly matched characters is an unrealistic expectation. What would be considered a reasonable number? Looking through the Classics, i’d say any “good” fighting game with a legitimate top tier of four or more characters is perfectly acceptable.

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