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JpFgcTLNews : Is Super Cutscenes is too long?

JapanFGCTimeline 2024 1115~1116
 
There was a tweet like this

One of the most stressful things in modern fighting game is 
"Long Super Skills cutscenes"
It actually looks cool, but about 10seconds time unable to do anything is kinda stressing.
Let alone with a finisher of a long combo.
Maybe I feel this since I'm the old schoolfighting gamer. 

https://x.com/yosaku4399/status/1856921676858233119

Might not be the origin of this topic, but like around here, people are making their statements about this.  

Length of each Supers

Broad length of the significant Supers from recent fighting games.
approximately record the time from
when the Super hits to super cutscene ends. 

  • Street Fighter 6 : Super Arts 
    Dee Jay - Weekend Pleasure CA ver. : 8s. 

  • TEKKEN 8 : Rage Arts 
    Devil Jin - Devil Dimension: Tainted Chains : 10s. 

  • Guilty Gear Strive : Overdrive 
    Faust : Bone-crushing Excitement : 7s. 

  • Granblue Fantasy Versus : Rising : SkyBound Arts 
    Percival - Feuerrote Krone : 10s. 

  • UNDER NIGHT IN-BIRTH II Sys:Celes : Infinite Worth EXS 
    Seth - Distant Frontier : 10s. 

  • KOF XV : Super Special Moves 
    Yamazaki - Drill(Level 4) - 12s.

  • Dragonball FighterZ : Meteor Attack 
    Bardock - Revenge Assault : 7s.

  • Ultimate Marvel VS Capcom 3 : Level 3 Hyper Combo 
    Doctor Strange - Astral Magic : 7s. 

  • DNF Duel : Awakening Skill
    Berserker - Blood Riven : 7s.

Approximate length of Supers

Time to check the meters?

Dogura, one of top fighting game player in Japan says,

I agree taking long Super over and over feels "ok thats enough."
But when it comes to SA3 of SF6, I never thought it as stressful.  
I think it's because the Super causes fluctuation of the drive gauge and think  "does it enough to burnout?" or "is it enough to kill?" and using the cutscene time to think about the next strategies.  
It is really a great thing that the game gives the meaning of the cutscenes that likely to be sated and bored to watch.

https://x.com/maneater_dgr/status/1857109222582092214

I pretty much agree with this.  I really love game that length of Super cutscene has some sort of meanings, like UMVC3. 
In UMVC3, after you use the X-facter( system that gives a character an ultimate power for few seconds) in this game, you wants to defeat all characters before the X-factor time runs out.  But the time goes on even in the cutscene, so player sometimes decides to use short super , even it lead to weaker oki. 
Like this, when skills has some meaning other than taking life points, it provides player the opportunity to select optimal move for every different situation.  Which is excitement of the game.

Poll

Finally, the poll of this topic

At least people doesn't think its short.
Most likely people think its fine, or can bear it.  

Personal Opinion

My personal opinion is I really don't care how long it is as long as the game ends with that super.  What annoys me is that I have to watch the long cutscene and have to aware the next okis, setups, or rounds.  
So my wish is make the Super that doesn`t die be short, and the one that will end the game can be any length.

Comments and Opininons helps!

One of the purposes of this note is to learn English phrases and customs, so 
if there's some vocabulary or phrase that you felt wrong or uncomfortable, please tell me with comments!  Anything will help!


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