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Author Topic: Broken chars  (Read 531 times)

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Offline James Ivins

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Broken chars
« on: April 08, 2010, 04:24:48 PM »
Alot of people have a lot of different things to say about this so I want to ask everyone who knows whats up to give me some details on what makes a character "broken"?



Offline Silva-silva

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Re: Broken chars
« Reply #1 on: April 08, 2010, 04:28:33 PM »
when a charecter does more damage then they should.

red (Attacking) hit boxes are too large

Blue (hittable) hitboxes are too small or non existant (I.E. invincable)

move is undodgable.

 move is ungaurdable (Unless it have MASSIVE vunerablitiy, or a grab.)

charecter is too fast.

a move that can be comboed into itself, or similer, creating an infinite.


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Offline Acey

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Re: Broken chars
« Reply #2 on: April 08, 2010, 04:39:26 PM »
when a charecter does more damage then they should.

red (Attacking) hit boxes are too large

Blue (hittable) hitboxes are too small or non existant (I.E. invincable)

move is undodgable.

 move is ungaurdable (Unless it have MASSIVE vunerablitiy, or a grab.)

charecter is too fast.

a move that can be comboed into itself, or similer, creating an infinite.

Broken is a very broad term. I think all of these are good examples but they are even better examples for the title of "overpowered" characters. It is very easy for a creator to make their own characters overpowered and it really is very common. The difference between overpowered and broken may simply be that balance and "overpowered" issues are usually intentional where "broken" issues are usually because the creator is unaware of something that is a result of their programming.

Broken to me means they are missing required animations or create any type of error that disterbs normal game play such as characters floating away, getting stuck in a state or causing similar issues in the opponet.

Another aspect of "overpowered" characters is when a character controlled by the computer can perform attacks or combos that a human player would not be able to, such as cancelling one hyper into another or performing "2 second charge attacks" without having to charge for 2 seconds. These are typically unintentional as well and are typically the result of an imcomplete AI being programmed into the character.

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