Summary
Fighting gamescan be among the hardest to master due to their complicated design. There are a lot of rules to manage during matches against other humans, especially for newcomers. It’s demotivating when facing an opponent that completely overwhelms the battle in their favor. It happens frequently in older titles that were more standard and simplistic, likeStreet Fighter 2andTekken 2.
Comebacks are almost impossible in older fighting games due totheir overwhelming advantage, especially when dealing with chip damage KOs. As fighting games evolve, the developers respond by including more last-resort options to raise motivation to fight at a disadvantage. The comeback mechanics are better used during critical conditions, granting stat buffs, more combo routes, or damaging ultimate. They’re designed to shorten the advantage gap between players, diminishing the overwhelming stress.
Fatal Blows isMortal Kombat 1’scomeback mechanic, and it plays similarly to X-Ray attacks, an ultimate attack that requires a full super meter. AfterMortal Kombat 10, the option changed to become more of a last resort forMortal Kombat 11and onward.
The utility is pretty standard since Fatal Blow becomes accessible whenever a user reaches below the 30% health threshold. It’s an ultimate attack dealing painful damage to an opponent, but the drawback is that it’s disabled for the remaining round(s). Its use will be locked for the rest of the match set when hitting an opponent, so whiffing or getting blocked will only disable it temporarily. Unlike X-ray attacks with multiple usages, Fatal Blows are limited, making players hold them crucially as a last resort.
Dungeon Fighter Onlinehad several mechanics creatively implemented in its fighting game counterpart,DNF Duel. The most effective mechanic is Awakening, a status that grants passive buffs and access to ultimate skills. Awakening buffs and skills are unique to each character, such as Hitman’s cancelable MP skill or Ghostblade’s enhanced Ghost skills.
Clear and Gold Cubes are two types of Awakenings in its cube system, similar to theGarou: Mark of the Wolves’POW meter:
This system allows players to craft the perfect class fighter with the ideal play style.
Naruto x Boruto Ultimate Ninja Storm Connectionshas the largest roster of ninjas to fight with their whole kit, including their Awakening abilities. When a fighter loses more than half their health, they can charge to an awakened powered-up state that buffs their damage and ninja dash. Some awakenings can even change the user’s form, giving them new jutsu and combos. They can even become giants likethe Tailed Beastsand Susanoo.
There are consequences when using awakening. An awakened ninja can’t use ultimate jutsu during the form. If the Awakening ends before the round, the user is forced into an exhaustive state, lowering their stats. Some powered-down states are more hindering for some ninjas, immobilizing them completely like Naruto after using Baryon mode. It can be used again after going into a huge cooldown, so it’s better to end the match quickly before its drawbacks occur, similar to some anime fights.
Unlocking One’s True Self
Persona 4 Arena Ultimax
The stakes are Ultimate, the tension is Maximum, the fight is… the ULTIMAX!Experience the latest entry into the beloved Persona 4 series with a thrilling fighting twist.Join the heroes as they combat an army of Shadows in the P-1 CLIMAX!Ultimax Version - Includes all previously released Persona 4 Arena Ultimax content, including the original Persona 4 Arena storyA Deep Roster of Playable Characters – Persona 3 fan-favorites and “Shadow” versions offer a range of fighting styles to choose fromDual audio - Choose between Japanese and English VOSteam Achievements and Trading Cards
Awakening is the full potential for normal humans to unlock inPersona 4 Arena Ultimax. It only activates when the fighter reaches below 35% health and stands actionable, givingthe awakened user:
Awakening won’t auto-activate unless both requirements are fulfilled, which proves fatal when caught in a big damaging combo. Awakenings can be forced out by using self-damage actions like Furious Action and Super Cancel. Only normal users can awake, whereas shadow counterparts can’t. It gives the player one more chance to take down the opponent.
Street Fighter 5was a unique entry that introduced V-Trigger as a universal mechanic to increase character utility. The V-Trigger system gave fighters access to extra beneficial moves and/or stat buffs. Each fighter can choose one of two V-triggers, improving the playstyle variety. It’s activated when filling up a meter, which can be as high as three bars to the minimum of Dan’s one bar.
How a V-Trigger works is character-dependent,such as Ryuusing his V-Trigger I multiple times in one activation or his V-Trigger II once in one activation. After activation for most of the cast, the meter depletes gradually before use, while a few like Luke and Necalli will do the opposite. WhileSF 4gave a more standard comeback with Ultras, the V-Trigger system gave more depth to characters’ kits.
BlazBlue Crosstag Battleis a miraculous crossover withmultiple ArcSys seriesjoining in a 2v2 tag battle, along withRWBY. Any character can party up in a duo, though some teams have special interactions to showcase different bonds, including some loathing tensions. No matter the relationship, a downed teammate encourages the lone fighter to access Resonance Blaze, a powered-up state with several perks:
The mode only lasts 15 seconds, though the match timer is frozen for the user to strategize a favorable advantage. How the user utilizes their teammate will improve the resonance levels, enhancing its effectiveness between level 1 to level 4. Maxing out the resonance level unlocks Astral Heat, the ultimate instant KO move that requires a full 9-skill meter. This feature showcases how an ideal team is to work together and how they can use that power to the fullest.
Rage is an essential mechanic inSamurai Shodownthat can change the slow, patient match instantly. After taking enough damage orusing Just Defend, Max Rage activates to apply enhanced stats and unlock the weapon-flipping technique. The powered-up state is safer for the user’s benefits while gaining a chance to hinder the opponent’s attacks, exposing them. Using the rage skill will deplete the bar, ending its benefits until Rage gets full again.
Rage Explosion is another form of Rage at a riskier cost. This can be used anytime in the match with the Max Rage benefits and an additional move, the Lightning Blade Technique. This art is a quick move that can slice through the opponent for massive damage, though it’s very punishable on whiff and block. Using any rage techniques will end the ultimate powered state, disabling the Rage resource for the match set. It’s a very high-risk, high-reward option that can greatly change the match pace but backfires when used poorly. It’s only used as a precaution when finding an opponent’s opening to take the round.
Rage isTekken’s staple feature that returns inTekken 8as its comeback feature. When a fighter loses over 70% health, they automatically gain a 10% attack buff and access to their ultimate move, Rage Art. It’s been effective as an aggressive option sinceTekken 6; however, it’s implemented along withTekken 8’s new Heat System.
Heat is a universal mode that activates anytime once during the match round. Once active, the chains are broken for the fighter to utilize their enhanced properties, such as Paul’s improved Phoenix Smasher or Kazuya’s unlocked devil abilities. Heat rewards aggressive playstyles, such as recovering chip health during attacks. It generally lasts 10 seconds unless the player applies more pressure on the opponent, lengthening the duration. This gives more time to use heat techniques like heat smash for damage or heat dash for safer advantage.
Tekkenhas always been about aggression, though heat is meant to fix the defensive, slower playstyles inTekken 7. The match’s results are unpredictable when properly utilizing the heat and rage resources, becoming the most aggressive comeback mechanic in a fighting game.
Super Smash Bros Ultimateis one of the most rage-inducing Nintendo games since it enrages not just the players, but the character roster as well. Rage is a built-in mechanic that buffs a move’s knockback, making opponents launch further rather than take more damage. It also influences hit stun, linking certain moves better as a true combo.
Rage ,a passive universal system, was introduced inSuper Smash Bros Wii U/3DS, and it was brought back for themost recentSmash Brosentry, albeit with improved balance. It can be seen on a fighter as smoke after taking over 100% damage, though its effect applies as early as 35%. The effect builds until 150%, making the user very vulnerable to knockback, but giving the best knockback as well. It’s a subtle benefit with an astounding effect to change the match favor entirely.
During its time, the developers ofDragon Ball Fighterzbalanced the main system with more offensive and defensive options. One mechanic that fulfilled both options was Sparking Blast, a powered-up status granting several benefits. When activated, any nearby opponents get launched away from the user that’s buffed with several perks:
The duration can vary depending on the team’s status, giving less time to more active teammates. It’s best used as a last resort to utilize its full duration of about 20 seconds for the lone teammate.
Another comeback mechanic included later inDragon Ball Fighterz’s support was the limit break. This built-in feature only activates when two teammates are down, giving the lone fighter an extra ki bar, access to link level 1 super to level 3 super, and a 20% damage buff when active. Since this is a 3v3 team game, this greatly helps motivate the losing side to turn the tables during 1v3 scenarios.