I’ve been playing EXAMU’s hot new eroge-licensed fighting game, NITROPLUS BLASTERZ, because I’ve got a thing for buying and at least trying pretty much any 2D fighter that comes out. In a sea of recent fighting games, possibly the most since before the Capcom Dark Age of the early 00s, it stands out as perhaps the most unremarkable, but for one thing: the extremely aggressive meter gain.
Super meter’s always been a “comeback mechanic” in fighting games. Some games build it almost entirely from getting hit or blocking attacks (like Street Fighter 4’s Ultras), while others like Guilty Gear give a far greater reward to the player on offense. Most split the difference, or reward different resources for different behaviors, like Under Night’s Vorpal gauge, which is given periodically to the player currently making the “smartest decisions,” be they on offense or correctly defending.
The resources each player has play a big factor in pacing the match, and especially in games where one or more resources other than life are retained between rounds, pacing the entire set. In Guilty Gear, your Tension (super) gauge is reset to 0 whether you win or lose the round, but your Burst is still however you left it. This encourages players to burst early in the first round, since the round will likely last long enough to mostly or entirely recover it, and it makes players more careful about (and possibly easier to provoke into) using their burst to “save their life” late in a round. A good escape that you can turn around into a come-from-behind victory is a good use of resources, but if you blow it and lose the round anyway, you get to start the next one in an even weaker position than just being down on the scoreboard. It also encourages going nuts with your Tension meter when you’re near the end of the round: you’re going to lose it anyway, you might as well use it to try and turn it around.
Okay, that’s enough setup. Let’s look at what Nitroplus Blasterz does that’s weird.
Here’s a properly-creepy screenshot I stole from the official site for reference and to break up the wall of text:
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BURST – Here called “Blast” because that’s the new trend (Dengeki does it, too). You always start the round with this, and you get exactly one per round. Aside from letting you escape combos, it functions like the power-up modes common in fighters these days, giving you slight life recovery, increasing your attack power, and allowing you to perform otherwise impossible combos by cancelling special moves into rolls and so on. You can activate mid-combo to “pop up” the opponent with a hitbox, which is also a popular trend right now.
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ASSISTS – Unlike in most recent fighters, these have a “warm-up” time before they can be used AND a “cool-down” time after they’re fired off. Lengths vary, but they tend to take a long time to prepare and recover, and have power closer to supers than the “assists” you might expect in Marvel, Aquapazza, etc. Activating them during a combo will cause your character to instantly return to neutral, like a Roman Cancel, which is important since most assists take a while after they’re called to start hitting something.
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SUPERS – Where the real damage from the combo is made. Here’s also where the problem lies: regardless of who’s attacking and who’s getting hit, both players gain this at exactly the same speed. This means the first player to spend meter is potentially at a big disadvantage: level 3 supers do a ton of damage in this game, even with the heavy scaling in longer combos, but if you have three stocks, it is a sure thing that your opponent does, too.
Worse, if you screw up and DON’T take the round with a combo that uses all of your meter, you probably built three stocks for them again over the course of the combo, and now they’re one clean hit into a solid combo to take the round in return.
Since none of your resources carry over between rounds, match flow gets really, really weird. All of your resources – Blasts, Assists, and especially Supers – can be used to create long, highly-damaging combos, making it risky to use them OUTSIDE of kill-combo situations. Sure, picking the Cowgirl assist and spraying bullets at your opponent gives you cover to approach and set up a mixup, but with recharge times, it’s probably more valuable to save her for when you get a clean hit when your opponent is at less than half life. If it were just “you wasted your meter on a bad read,” it would be one thing, but if you land a meter dump combo and fail to take the round, you’ve refilled your opponent’s super meter and given their assists time to recharge.
The “issue” here is not that the game encourages Comebacks; that’s just every modern fighting game. Look at Ultras in SF4, or X-Factor in Marvel 3. It’s how immediately it punishes sub-optimal combo design and execution, and makes an extremely aggressive game enter a strange “stop-and-fish” state 2/3rds of the way through a round. Why cash in resources to create a better situation for mix-up or pressure when you know that, eventually, one of you’s going to get a hit that takes the round?
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I think I was trying to make a point about how the player resources in these games affect the flow and thought process of players. Something like “really lopsided reward for one particular facet of player skill and game knowledge can have bad effects at low and high levels of play,” maybe? It’s totally BULLSHIT when your buddy kills you with a mashed-out A->B->C->Level 3 Super at low levels, and it’s still bullshit at mid-to-high levels where both players are too scared of Certain Death to use half of their tools in the neutral game. But I probably failed to get that across, so, I’m going to hit post now.