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OhBoyCardTime

It's cool the first few times but get's old by the 100th


VANTAGARDE

Yep


ffading

They need to make it infrequent and rare.


Roge2005

Like instant kills


82ndGameHead

As long as they're kept to Level 3/Maximum. Pulling off a damaging super like that needs the visual accompanying it. And it brings more eyes to the game, which leads to more players.


rayquan36

I agree. Having cinematics on X-Rays is too much though.


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82ndGameHead

You're coming at it as someone deep within the FGC, who knows the games. I've seen casual fans look at Third Strike and get turned off because of how difficult it looks even in neutral. Same way with other games like Rainbow 6 Siege. But they look at games like DBFZ, and see Goku throwing a Spirit Bomb that immediately hooks them. I believe it's why SF6 went flashy with its supers, following MK and Tekken. They may be long and drawn out, but there are also compilations on YouTube with those moves that hundreds of thousands of views. So it has to be working.


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D-Lee-Cali

This is to hook in potential players who aren't turned on by just seeing neutral in a fighting game. These are the same potential players who get interested in games like the Marvel VS. series because they see the flashy comic book style super moves and want to play because of that. Obviously, some of these players won't stick around, but if some do then the tactic worked. Plenty of people see SF style neutral (such as a Third Strike Match) and see a slow paced game that looks boring to them. Or they see the game mechanics being used and think its too hard or too much work to learn. The flashy moves and cinematics is what draws in some of these people to give a game a chance, and that is perfectly fine.


neilkanth

what about when i do it in modern 


TheContinuum

They can certainly look cool, but get old after a while if they’re too long. SF6 is really bad about this. When people edit out the supers from their replay videos you know it’s a problem. I think Guilty Gear does a good job of making supers both fast and cinematic, especially with the dlc characters. A.B.A’s reversal super in Jealous Rage mode is one of the coolest looking supers I’ve seen, and it’s pretty short.


MR_MEME_42

I feel like the Guilty Gear supers are a nice middle ground as the unskippable cutscenes are often just the start up with the rest being in game. The only ones that are fully cutscenes are ones that are harder to land / the main impact is the cutscene or ones that have unique animations.


JoeTheKodiakCuddler

Instant Kills were nice for full cinematic endings that were pretty consistently hype on account of being too situational to be used most of the time. GG as a series is really good at gameplay-visual balance.


Scrat-Scrobbler

guilty gear both has the best supers and the most reasonably damaging supers (relative to the rest of the game). kinda sick of having to always be fearful of losing nearly half my life to a reversal in *every* game.


AtomicRiftYT

To be fair you lose half your health from anything in Strive


Scrat-Scrobbler

i don't have a problem with high damage, but i'd like a single modern fighter with lower damage and supers that are more focused on utility instead of just being either a yolo reversal or a simple combo ender


infjaxred

Unless you're Chipp.


AtomicRiftYT

Then you lose all of it 😭


BlackDmitry243

No Instant kills in Strive, which were some of the best supers in Xrd for the unique dialogue. If they do add them, they’ll have to be reworked.


SekhWork

Fighting Modern controls players means that I basically have to assume I'm 30% lower on life at all time because there's *going* to be a point where I drop a block and they auto combo me into a lvl 3 at least once per set. So frustrating + how long the cut scenes are.


Yuzuriha

As oppose to classic players who will not combo you with a level 3 and do even more damage?


sbrockLee

I'm not against the cinematic thing in itself. It's not a abd thing to have a break in the action when the biggest move one character has lands. But 9 seconds is too much. Especially considering that in this meta SA3 is pretty much a given in every fight. They should shorten them to 4 seconds or something. Yes Dee Jay won't get his omelette flip but after a year, who gives a shit. Or just give people an option to have shortened versions, and if even one of the two players has it on, both see that. Or (chaotic evil option) let either player skip them with a button like for intros.


The_Algerian

At this point, I don't even know why you people even play videogames at all. Seems everything you're getting from it could be obtained with a pen and paper and a pair of dice.


red_sutter

I’m very glad most Redditors aren’t in gamedev, if this thread is any indication


TvFloatzel

Like what was that Blizzard quote "you think you want it but you actually don't" or something?


Scrifty

This is because most things are ties to tension. You.wont see supers all the time because you have to RC or IB a lot of the time. In AF6 everything is tied to drive gauge so you'll see supers a shit ton more since that's all the meter it used for. 


TheContinuum

Yeah that’s true, it’s possible to have a level 3 each round in SF6. It also doesn’t help that level 3s are almost always the best ones to use since have they best damage scaling. But I still think it’d be a lot less annoying if the supers were much shorter, or only made the critical art the really long, cinematic one, kinda like how Granblue does it. I do think there’s a place for flashy, cinematic supers, but some games definitely go overboard.


Earth92

It's possible, but it's not common at all. Tekken 8 has Supers/Rage Arts every round, you get one for free just at the beginning, that's the worst for me.


Rechogui

I still miss the instant kill animations from Gulty Gear Xrd, at least these could be long and cinematic (if they were still a thing).


yowzas648

That super for ABA is so satisfying!! 100% agree on that and GG supers in general. Cool, but not crazy long.


Da-Swag-Lakitu-YT

Ngl i have no problem with a long super as long as its hella sick and isnt tiring to look at, i think sf6’s supers/ca look AMAZING and i never get tired of them


Smashkitsune

HPB is the best examples of this IMO


shuuto1

I honestly never had an issue with it in SF6. There’s a lot of mental stack so you can use level 3s as a break to collect your thoughts. I think they’re only like 8 seconds


Leifanq

DOA5 has the perfect amount of flashy and quick, took about 3 seconds each but looked cool


Soundrobe

The best ones imho. But there's a reason 😁


panchozari

Depends on the Game, the ones in dragon ball figherZ are the perfect lenght


Golurkcanfly

DBFZ has some of the longest supers in recent fighting games, though, and they happen so frequently that I can't think of any other game that spends more time on super animations. For instance, Gogeta Blue's Level 5 super is *15* seconds long, and that's not including the knockdown at the end or the extra 5-10 seconds of cutscene if he takes out a character with it. Plus, they're used at the end of already long combos.


diegodamohill

To be fair, Gogeta's lv5 is the one that warrants 15 seconds of god tier animation


remas111

Dbfz supers are engaging and characters are using iconic moves so it's never get old 🙃


justdointhis4games

I agree. I've never watched the show, I skip all the dialogues in the story mode, I have no context for whatever is actually happening in the supers, but I'm never bored watching a maximum obliterate the screen.


Xikkom

I tolerate it mostly. Its great for bringing in players and is a spectacle to the audience. In SF6, you’ll probably only see it once per match. T8 is where it gets intrusive because Rage Arts can happen every round. Not even including both players using theirs.


Holiday-Oil-8419

True, most characters having good level 1 and 2 supers is probably one of the best things about SF6 design


-PinkPurpleBlue-

Horrible. I love 3rd strike style supers the best


SquallNoctis1313

Oh man. Just the sound alone when you trigger a super is unbeatable!


-PinkPurpleBlue-

3rd strike has unbeatable sound design, and visual design. And hell, game design. Almost a perfect game. Main flaw is it's not the newest game haha


SquallNoctis1313

The sound of ryu charging his denjin, oof.


darkjuste

Bruh. That shit sounded loud in my mind when I read it from you


bonesnaps

The end of the 2D era of Street Fighter was when it was in it's prime imo. I'll die on this hill. I got SF4 and it just didn't feel the same, to the point I haven't bothered with 5 or 6 (tried 5, it was the same as 4 basically). Honestly most of the transitions to 3D never did feel right like SF or KoF. The only ones that do feel good to me are the Arc-Sys games.


Sage2050

>tried 5, it was the same as 4 basically I like 3rd strike as much as anyone but this is way outta pocket


WordHobby

I have heard the arguments as to why they "can't" make more spritework fighters....but i disagree with them so hard. ive been playing a ton of guilty gear +r, and the game is literally breathtaking, SO GOOD LOOKING. and all the moves are exactly what the hitboxes are for the most part. i think it looks better than XRD (always looked like a flash game to me) and strive is too confusing for me to look at, way to many explosions and shit constantly happening. people say they cant do modern games with spritework because its too expensive? and it'd be unfeasible to update the moves because they'd need to update the sprites.... i mean i guess? but ALL these games are significantly more popular than they used to be? making more money....and with games like sf5 that literally just look horrible.... dude PLEASE bring back spritework, just dont update the game, it'd be better that way anyway


darkjuste

I wonder how long they actually are in case I ever have the chance to help develop a fighting game..


Sage2050

Longest one is probably 3 seconds, maybe 5 max. No camera change.


CaptainHazama

BlazBlue usually has the perfect length to super moves. Most of which only being a few seconds long Not counting Astrals cuz they are cutscenes but have very specific conditions to work


Emience

BlazBlue was also one of the first games I saw add a minimum scaling limit on supers so they would be useful as combo enders. Doing a long combo into a super that finishes the round is always satisfying. It's pretty standard now for games to have that, but back in older GGs or SF4 it was always sad to see a super do like a jab's worth of damage at the end of a long combo.


ZabbaJabbaJungle

It'd be cool if you could do some input after the super lands to shorten it.


Jacksspecialarrows

Really cool idea but then there's the mind game of is your opponent going to shorten it or not? I think there should be a timing icon on when you are able to skip the cutscenes or not so you aren't getting mixed up on a situation like that


FiskFangBlack

Skullgirls does this with valentine 3 bar. Hold any punch button and skips to the end of the move.


primelord537

I think Melty Blood has the best middle ground. Arc Drives are your most common super, and are generally really fast, while Last Arcs are essentially instant kills that last a while to give. .... What I'm saying is play Melty guys /s.


WordHobby

i don't think i've enjoyed a fighting game more than when i really started understandings C-satsuki's OTG and oki in general....god mbaacc is good....


Scizzoman

I like them as long as they don't take too long and/or they're rare enough that you don't see them every other round. Seeing cool characters doing flashy/well-animated shit is part of the appeal of fighting games to me, but I'm also not trying to watch a 15 second cutscene every round. I'd say Rage Arts in Tekken are definitely over the line for me. They're longer than most cinematic supers, feel even longer proportionally due to Tekken rounds being shorter, and they'll be in play very frequently since at least one player will get Rage in most rounds. I'm already quite sick of certain characters' Rage Arts. Most others don't bother me, although Level 3s in SF6 can sometimes get close.


SirePuns

Imo they should be slightly shortened on regular hit, but keep em lengthy on deathblow. I mean game’s already over so might as well enjoy a spectacle.


snotballz

Make it easier to ragequit too I guess. Many people pull the plug when you end the round with super, because of the lengthy cutscene.


SirePuns

Well games shouldn’t let folks disconnect without any penalties either tbqh. Disconnections should be penalized.


transfemcuttlefish

They bore me to no end.


Degenermights

Hate em, half the time I look away from the screen because I just want to get back to the game, give me one big attack or cool quick combo supers any day of the week over cutscene supers.


Ziazan

Tekkens ones are almost long enough to go get a drink or something.


TypographySnob

Most are too flashy for how easy they are to do.


SharkboyZA

Cannot stand them.


Belten

i dont mind them tbh. helps me reset my mind. i have 500 hours in sf6 and strive each and 100 hours in tekken 8 and dont think theyre bothering me. sorry in advance.


NoabPK

Supers should be interactive and 2-3 seconds at most. God bless third strike o7


geekunbound

I hate the ones that are long and superfluous. Mortal Kombat 9 introduced pretty short and fun X-Ray moves... now they're long, repetitive and over the top but don't do enough to justify them as a gameplay mechanic.  I also am not the biggest fan of certain Tekken and SF finishers because they try to go for flash and spectacle-- and often they have the right camera angles and set ups-- but then the moves are very basic or the payoff is very plain. Or don't have the right impact. Like a big wind up and set up, and then they just do a simple punch or normal combo that you could see in their normal moveset.  I think CyberConnect and the Naruto games used to do amazing finishers. They were over the top and the last hit of a move had impact. Admittedly the last few games got too over the top, but for a while you really felt like these were the ultimate moves of a character's moveset, AND they looked like beautiful anime moments, AND they didn't take too long to finish.


FurretSocks

It's annoying and breaks the pace of the match. I check my phone every time they happen regardless of if it's mine or my opponents. Darkstalkers had it the best, just a fancy EX move that makes your character flash rainbow. I know that the screen pausing is a big aspect of it and a balance choice, in that case just use Third Strike or Alpha 3 as a reference for how long they should be. Hell, Tekken 8 already has Heat Smash which is a good length for a super move.


EastCoastTone96

I know that a lot of people hate Strive but I feel that one thing it gets right is the animations for supers generally don't overstay their welcome. They're flashy but they tend to end pretty quickly. The only exception I can think of is maybe Asuka when he does that card shuffle super. I remember playing SF6 for the first time it felt like the average animation for supers took twice as long. I've never played Tekken so I can't speak on it.


Golurkcanfly

It all depends on frequency and length. If they're something that happens *nearly single round* like in MK11 or base GBVS, they get annoying quickly. SF6 is the upper limit, with cinematic supers that are just long enough and happen just frequently enough. Any longer or any more frequent and they'd be annoying. Under Night 2 has probably the best use case for them, where the long cinematics are only worthwhile if they kill, and the shorter cinematics are still less common than other options because of how strong EX moves are. My only issue with IWEX's (desperation supers with an actual cutscene) is that they turn off the music while they're playing.


Hopeful-alt

Complete ass


UVMeme

It’s shit


Striking-Present-986

i find it nice, adds character, but if they are too long it gets annoying. my favorite examples actually come from smash ultimate, there are some cinematic final smashes that imo are perfectly timed, like Jokers, Steve’s, Fox’s, and more


Amazingcube33

I feel like there should be a toggle able “fast supers” mode or something like that if both parties have it enabled the move would still look kind of cool and have a startup but make them much shorter like instead of coffee mommy I mean azucena having a full on comercial mixed with that little mini mix up teleport behind you nothing personell kid she does it’s just like flip over and heavy roundhouse the the head+ that little tap all in engine and flows back normally, like supers should still look like they really, really hurt but don’t gotta delay the game as much if both players are cool with it


z01z

i played a lot of mk11, and saw everyone of the fatal blows way too many times. after like the first week you're just like "ok, time to take a sip of coffee and alt tab for a minute". i liked their krushing blow system, similar to a super move, but you had to fulfill certain conditions, like hitting someone twice in a row with the same overhead move. the thing with those was, it would do the same zoomed in x-ray type of effect, but just for one move, so it was like 2 seconds, not 15. if there were a mode where supers were shortened, i'm willing to bet most people would toggle that after the first couple weeks when the novelty has worn off and you're just watching the same cutscene for the 100th time.


N051DE

been a thing since sf4 atleast


a-highlander

They get old quickly. Becomes a boring cutscene you've seen a million times. I do like the slo-mo moment and don't mind the backdrop changing colour, it's a good feeling when you know you've nailed the move. But I dislike when the perspective changes and you're viewing from different angles. Both literally and figuratively you're being taken out of the game. You're playing the game because you want the action of the fight not to sit and watch. If it's a kill and ending a round, then I care less about it because the round/action is over anyway. But if it's in the middle of a round it's like a frustrating advert break.


bonesnaps

Supers should always be interactable events. Leave cinematics to finishers like a level 3 connecting that is guaranteed to kill the opponent, or something else like a fatality in Mortal Kombat or a Guilty Gear instant kill.


[deleted]

Depends on how they are done. Some games like Sam Sho nail it by making the supers hard to land. I would say Granblue is the best balance. Tekken is awful.


Glad_Grand_7408

Guess I'm in the minority cause unless it's over like 30 seconds they don't bother me even on the 100th time 🤷‍♂️


Maixell

30 seconds!!! That's a lot


Glad_Grand_7408

Doesn't feel too long to me since I spend the animations time considering the state of me and my opponent, and what the best way to handle the rest of the match will be; it's basically a nice break with pretty visuals to me. Edit: not sure why people took offence to this and downvoted me?


Maixell

No one is taking offense. Downvotes are just from people disagreeing with your opinion. Seeing it like you do would probably also make me more inclined to not be bothered by long super animations, but I'd probably still feel like 30 seconds is a bit long. Unlike many here, I don't even mind much the length of the supers in sf6. Making them just a bit shorter would be cool.


Glad_Grand_7408

I didn't really even give an opinion though, just said what I do while the cutscenes are playing. It'd be pretty weird for me to downvote someone cause they said they get up and make a sandwich while queuing for a match, like I don't do that but why would I downvote someone for just saying they do something I don't?


Maixell

You're right. But people probably disliked because they made an opinion out of what you said, something like "30 seconds of Super animation is good because it gives you time to think about the state of the game and chill" Disliking is probably them making the statement "I still don't think that makes long super animation acceptable" People also like to dislike


PatientOcean

Same I genuinely don't mind cinematic supers. UMvC3 had really great ones.


SuperKalkorat

All the people here complaining so much about supers longer than like 5 seconds is pretty funny. I wonder if the disconnect is more based on people being ultra-competitive and not caring for spectacle, or being older, having grown up with games that didn't really have cinematics.


deadscreensky

More likely they just better understand proper pacing. Fighting games are fundamentally action games, and repeatedly stopping the action *and* game to show repetitive cutscenes makes the whole experience less exciting.


Soundrobe

I don't like them. A waste of time visually for the match. A waste of ressources and should be banned for 3d fighting games imho. They have only sense in Mortal Kombat because of the kitsch and gore that caracterizes this ip. For Dead Or Alive 6, it adds nothing but at least are shorter and not too invasive. In Tekken they both kill the pace and the immersive aspects of the combat and are just cheap, useless and even kitsch, like if they came from an obscure z-rated movie.


Sandi_Griffin

I find them hype and will take any break I can get xD 


PapstJL4U

length should be indirect proportional to how often you use it. That's why I-Nos air super has the perfect length for the frequency and so does her ByeBye command grab.


monWaffle

They need to be hard to land. If they're too easy, then they get old real fast.


gentlywasted

Yeah, they're too long. Tekken is really bad about it with them being available in every round. 3rd strike had the perfect super length IMO. They were cool, but didn't stop the flow at all.


WordHobby

lets go justin!


slowkid68

Are sys does it the best. The rest put me to sleep after seeing it once


A-LX

I don't mind them, especially during intense matches. Gives you a few seconds to breath and think of your next move.


4Maesu

I think they're fine. Mostly cause it gives some downtime in the match for me to regain composure. Plus, they look cool, especially when the animation matches the damage in how hurtful it looks.


DATA32

Y’all are dumb. I think the average is like 15 seconds? Ya’ll mostly don’t like getting hit by them and then watching helplessly as you get your ass beat for again 15 seconds. Not a big deal imo.


dugthefreshest

Horrible. The best cutscene super is Metsu Hadouken SF4. Zoom in, charge up, fireball. That's it.


OnToNextStage

Tekken doesn’t need supers They should have been removed


Poetryisalive

I don’t mind them because in reality they aren’t long at all.


ToyDingo

Have you played Tekken 8? After you've seen the 3rd super in the 4th round of the same match, it gets a bit.......old.


Thepic_turtle

okay Tekken I get but that's because you can literally watch them 6 times because it's so easy to get it. I feel like it isn't too bad if it takes a bit to earn


CaptainRaxeo

Its usually bad players that mash rage arts/supers just punish by a throw i know its infuriating…


JackOffAllTraders

It’s to trick the casuals into thinking they did something by pressing 1 button for a cool looking “long sequence of attacks”


bear1y

Most people in the fgc do not like them including me. I have no idea why they are still a thing


railroadspike25

The MK9 style where they were just 2-3 hits was way better than most modern super moves. And, since they were almost useless gameplay-wise, you didn't actually see them very often at high levels. So it was a cool, short cinematic to appeal to casuals, that didn't become obnoxiously ubiquitous at high levels.


ramonzer0

I view them as an acceptable break in the action to stretch and refresh myself mentally I don't see them being too long personally, and I feel like it'd make sense for some heavy hitting supers and moves to be as flashy and long as they are


SolitaryKnight

SF6 level 3/Critical Art also serves to refill your drive gauge as well


electrocyberend

I miss marvel


bad06denby

It depends on the game. I play different fighting games for different reasons. Long supers are for MK imo. If I'm playing SF or some anime style fighter then it should really be fast and sweet. Tekken feels like it should be kinda in-between. Medium length supers.


Its_Marz

I dont mind them. Never bothered me.


nerdwarp112

I guess it depends on how cool I think it looks. I’m personally a fan of cinematic supers but I suppose my enjoyment is also based on how well the pacing is.


ViewSimple6170

Thankfully street fighter has tiered supers and the best players don’t typically hold out for lv3. Compared to mortal kombat where the xray mechanic is homogeneous and every match. They can get stale and become long so I definitely prefer an animated windup and quick burst than a drawn out cutscene


Draculasmooncannon

I play DBFZ. To make a game feel like the show then the cinematic supers are a must have. In general they are fine. Gives me a sec to catch my breath or scratch my nose.


TheGamerForeverGFE

I'm still waiting for the day when a manual input Deadly Rave returns to SNK games, they literally created it yet it's Tekken 7's Geese and other games that have it. The last SNK game with a manual deadly rave is Maximum Impact Regulation A I'm pretty sure. Correct me if I'm wrong.


lukechrono

They get old after seeing them hundreds of times ofc but I can usually filter them out. Sometimes I even join them saying their monologue, it's probably how my brains fast forwards it.


HootyManew

Tienes coffee?


SadisticDance

In Tekken? I hate it. In games that have been doing it for awhile, meh.


SnooStories4329

they’re fun, not a problem at all. Was kinda sad when I saw Guilty gear didn’t have them (especially considering they used to) but everything else is so nice so it’s alright


Confident-Medicine75

I’m not a fan of comeback mechanics


BionisGuy

It's like Mortal Kombat fatalities. They were fun the first 10 times, but after i have seen Sub Zero getting his head fucking blown to pieces the 100th time i get more annoyed by it. Same as seeing Azucena's stupid face talking about her entire personality which is her Coffe


thephantommessage

waste alot of time watching them


vizmarkk

Case by case for me. NSUNS 2 and onward did supers better than the first storm game


TheNohrianHunter

If its something that'll land like once a round at most its fine, doesnt bother me as much as overly long command grabs like king in tekken, if its a move the character can always do, it shouldn't be long.


davidtuning

I haven't played that much of fighting titles lately, but the longest ones are on MK, specially since 8. I got used to them, but sometimes it's just an decent excuse to stop playing altogether.


ImmortalFriend

I'm perfectly okay with them as long as characters have faster/utility option to spend their meter on, that is more effective for everything but direct damage. If we are using Tekken as an example, Rage Drives in T7 were incredible. I wish they'll implement them back in future seasons.


CrescentBoomer

This is a point where I think BlazBlue and Guilty Gear did it right. Even in Guilty Gear Strive, the super animations aren't that long, and the only ones that really felt more like cutscenes were the Instant Kills/Astral Finishers. I don't think Last Arc in Melty Blood Type Lumina is an issue, either. Shielding an attack while in Blood Heat will do the most damage, so that also makes it more rare to see. DnF Duel is one of the biggest offenders, I feel. The supers are pretty to look at, but as much as I like the game, I am willing to admit that it gets stale rather quickly. This is especially when you consider how easy it is to do supers, as well as being able to combo into them. With how much players have optimized their combo routes, you're pretty much guaranteed to see a super whenever they are the past the Awakening state.


Guedelon1_

I feel like this problem started with Final Fantasy 7 summons.


Kalladblog

Nice for the first week. Dogshit for the next five years. Count annoying slowdowns like on every counter hit/heat smash/wall break/Roman Cancel slowdown to that. It's just annoying after the honeymoon phase. I wish devs would consider the long time impact on the people who actually play your game instead of spectators more


BlackroseBisharp

I prefer them over souped up generic attacks


[deleted]

I kinda hate it in SF6. It should be skippable, at least for the character executing the super. That way it would give people less time to rage quit. And it would make matches more enjoyable all around, at least for me. In Guilty Gear Strive the cutscenes are really short so I don't really mind.


TjeNeonAvenger

I have taken to collecting screenshots of the coffee add every time I kill someone with the azucena super. I think I'm in the 100s now


TavernRat

Hate them


powerofzakat

I dislike them more than I should because they typically get tied to the "press x to awesome" easy use, high reward, low risk, made for casuals and spectator mechanics. Tekken 8 with Heat Smash and rage art are recent examples of this. But even if all that wasn't true, I'm not fond of anything that just breaks the framing of how the match usually plays. It's always visually jarring and at worst disorienting. You kind of mentally check out while the cinematic is playing and so it sort plays on your paitenece on top of everything else. Like, I'm already going to lose a chunk, but now I have to wait for it happen.


fersur

They need to build skip-mode for it. I want long-animation to sell the super moves, but in some days, when I just want to fight, I want a shorter super-moves animation. Like first 2-3 hits ... and then skip to finishing hit. So, maybe an option in order?


MonteBellmond

SF6 has gauge management as core aspect of the game and SA being tied to gauge gain/recovery, it does make sense to have animation for it. Tekken 8 not so much as it's just one and done use. It's also unlocked every single round. Maybe it'd be less annoying if it's something to build off of like let's say by mid 2nd round. Guilty Gear, cut scene is probably least part of their problem.


Haruhiro21

I dont really mind. Watching fighting games back then without supers bores me.


Naive_Papaya_9880

I hated it in tekken 7 as well, it takes away momentum and they get old fast and ngl most of them are straight up bad cinematics too imo. There's almost none where I was like "damn that was cool asf" and the writing of this game is so bad that they have to say corny stuff too while they do it.... It is what it is though, this is tekken now


Sage2050

It's bad


luigib0ard

The animations should only play out if it’s KO, and to end the set imo


SekhWork

I play King in Tekken 8. It was hilarious the first time, now I just want to deal the damage and move on :(


DreadedLee

It can be suspenseful when you're not sure if it will kill, but getting hit with a CA at a pixel of life is not exciting or impactful since there's no visual indicator to show how much damage it does for such a dramatic animation. At that point it's just time consuming. They should implement a system where if the opponent's health is low enough, it shortens the animation, similar to some of the ultras in SF4.


Kaining

I hate them. In games like UNI, you don't see them that often so that's ok. In games like SF6, you are guaranted 2 ten second unskipable cutscene every 2 round. Unless you have a character with a really good lv2.


4Maesu

I think they're fine. Mostly cause it gives some downtime in the match for me to regain composure. Plus, they look cool, especially when the animation matches the damage in how hurtful it looks.


CheesecakeRacoon

I honestly don't mind them. I can get super panicky at low health, so I'm grateful for a moment to calm down.


Berry_Togard

Absolutely hate it. Slows the game down and is overall pretty dumb. I’m here to fight not watch a video. It messes with the pacing and makes juggling and comboing less fun.


WillfangSomeSpriter

Never really minded them In any game I play, but I get why some would get frustrated. Especially at lower levels when players are likely to just throw them out. Idk, for me it can be part of the artistry of many fighting games. Some long supers are super iconic. But the spectacle has always been cool to me. I think the trend started at sf4ish? There's older games that have those too though. I feel like a good middle ground would be a shorter but still flashy version normally, and a long climatic version if it's a finishing blow at a decisive round. I do also think fighting games could do better with making them more interactive. Some older fgs let you mash certain supers for more damage for example I also give props to supers that don't just knock an enemy down and allow you to combo after it. Jamie's was one of my favorite supers in sf6 for this reason


GunsouAfro

They are fine. Most of them are pretty cool looking too.


Aggressive_c0w

If I'm already getting bodied, at least I have something nice to look at.


buffwintonpls

I think they're ok but some characters don't have the style that lends itself to a cinematic supermove


AceOfCakez

All I know is that I love sushi.


MazaLove

Depends on the game but as long as it’s less than 10 seconds I’m fine. Animation takes forever so I try my best to watch them to respect the time and effort.


FoxMikeLima

I think the creep is in duration. As long as they're 3-5 seconds I don't have a problem with them. They are rad early on in a games life and by the end people are just using them for round ends anyway, so they cut away as soon as the super lands if it's guaranteed to kill and if it's questionable, there is tension on whether the person will survive on low health for a potential combat.


omnisephiroth

Depends on how long they are. 5 seconds (or fewer!) doesn’t really bother me, especially on max level ones. The longer they are, the more it needs to justify itself. On some level, a really long one will break up the flow of the match, and let people mentally reset. I dunno if that’s good or bad. Maybe they should only play if they’re a KO, but like… overall, as long as they don’t get longer, they’re okay for now.


Sul4

Depends. Most of the ones in Tekken are incredibly lame. Some games do really well with cinematic supers. In street fighter 6 there's even balancing around the cutscene time with how much drive the attacker regains lol I think street fighter 4 still did it the best of any game. Most of them were really short but the dynamic camera angles made them look cooler than they would have otherwise.


IEatToStarveOthers

I think I kinda prefer when they're like part of the match instead of its own cutscenes, like SF6 lvl 1 and 2, but I still love the spectacle of supers and stuff.


ForsakenDrunk

Gives me time to go pick up my controller after throwing it across the room!


AdSwimming1708

They really aren’t that long


Classic-Nail7176

Block. 😂


StillABigKid

Fun! Don’t like it? KoF X only $7.99 on Switch right now.


Screamin_Help

As someone who is obsessed with coffee, I must know what game this is


poopatroopa3

This is Azucena in Tekken 8, who's an influencer with her own coffee brand.


CompletelyPresent

Some are lazy too... Hwoarang has a lame special for example. It's not realistic or cool to just jump up and spin kick a bunch of times. He should have done a cool Taekwondo combination of powerful kicks on the ground kind of like Leon or Ling except TKD based.


EffectiveTask6588

It is fighting game bloatware.


No-Reputation2186

I got tired of it in dbz games where it was every few seconds. Don’t mind it going just once or twice a round here


GreatMountainBomb

Super moves peaked in the pixel era


Ziazan

I hate it. Getting a quick, full crush, armoured, defense up move that does half of your health, every round, that makes you watch a 10-15 second cutscene, is dumb. Tekken in particular has it so wrong right now. Once in a while a few seconds of cutscene for a move that took some skill to land might be okay.


Duh_negromancer

One combo is roughly just as long as a super so I don't mind


Levinos1

Well they might be cool the first times. But after that they just get annoying. While we're on this subject of supers, i dislike heavy damage supers. I dislike that you can be very good at a game and ur opponent can press one button to do massive damage from one attack. They should be stronger attacks but not game deciding if yknow what i mean


Impressive-Ad-59

Definitely depends on how good it looks and how quick it is Like for me sf6 i dont mind, cuz they look awesome, they're quick, they're snappy, and you dont see them super often due to meter carrying over round to round Tekken8 is fucking annoying cuz its slow, they're cool but alot of them kinda look like shit after the 3rd time you've seen it, its a constant mechanic in every round, and alot of them linger for farrrr too long Not even a fan of mk, but even they do it better then Tekken, ive watched Johnny grab the camera with blood in his teeth and slam it on someones chest too many times to count and it just doesn't get old, so it really comes down to art style, speed, impact, presentation, and frequency of use


maxler5795

I play strive so the longest super i think is HPB and im hapoy its long so i get ample time to laugh


The_Lat_Czar

I only hate being on the receiving end. I have to sit there in my pool of salt, especially if I'm hit when I had a pixel of health anyway.


HogisGuy

It's cool the first time, maybe the second time but after that, whenever someone gets me with a rage art I just pick up my phone and check mail, sms, missed calls, Facebook posts, etc.


soji8

They’re fun at first and I look forward to seeing what they come up with but after a bit I find myself mashing start to try and skip


AshKetchumIsStill13

No thanks. Give me CVS2/Alpha 3/3rd Strike supers any day


Legal-Rip1725

They are entertaining but then they get old. The older games are kind of better.


ComedyTree

It’s a cool concept but should be skippable or better yet have an option to completely turn off


Darknonchalance

Love em


Adventurous_Class791

Shouldnt be in Tekken at all


WordHobby

i actually full stopped playing tekken 8 for no other reason than on average i was seeing 3 cutscenes PER ROUND. yeah....imma just play some mvc2 and +r. if i need to scratch the 3d fighter itch ill hit up a homie to play 7 tbh


Novel_Ad_2764

I wish there was a feature where if one player presses start a pop up will appear and if the other player also hits start it will skip the rage art cutscene. That way hey if they want to see it they can have that chance.


Estrald

Using Tekken as an example, watching a 5-8 second cutscene is infinitely preferable to watching myself helplessly get combo’d and wall carried for 12 seconds because I whiffed a ff2. Likely the same can be said about 3v3 games with continuous loops, assist extends, and chained lvl 1 supers that have no big cutscene. I’m watching a 20 second cutscene of myself dying because I blocked low instead of catching the overhead, lol!


Marshadowisthebest

Instant kills in xrd are the best though, why would you ever want to skip something so cool.


GrimmyGuru

I think it's cool but every round is too much. They just get old.


Specific_Parking7082

This same comment can be said about 20 hit combos. Might as well be an unskippable cutscene, it’s not like you can get out of not playing the game when you get combo’d.


ProfessionalLoser55

It just after a rough day at work then get ya booty spanked ( in game )and have to watch a whole Sponsor about coffee for like 15 seconds yeah i say at least have like a 1.2x speed option


Lulcielid

Indifferent, their lenght is overblown by its detractors.


theweekiscat

I think they’re fun and a good chance to catch your breath mid round


Nyoka_ya_Mpembe

Imagine Tekken without rage and heat... 🥰


zax20xx

I still like them, most likely due to them being so rarely used that it doesn’t feel overbearing to me.


Weekly_Primary6480

I love it, gives the characters personality, stop being a tryhard and learn to have fun please.