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Why Balanced, Interesting Zoning Characters Hardly Exist in NRS Games

alright, so i promised i'd do this in that other big thread. i've actually broken down most of this on twitter already, but i doubt anyone here saw that so let's go!


so all the recent discussion on the lack of viable zoning in MKX had me thinking about the strong zoners in previous NRS games, when i suddenly came to some big realizations. zoning characters in these games tend to be either dominant or useless, with not that much in between. furthermore, their plan for success is vastly different from the classic SF model, and not in a healthy way; good zoning tends to be seen as boring, even more so than in other games. what specifically do i mean with all of this?

zoning characters in these games typically need to keep you at the other end of the screen for the entire match in order to win, with the main exception being the ones who are way too well-rounded & ridiculously OP (hi kabal & martian!!!). they tend to rely on nothing but projectiles and other means of full-screen control until the opponent gets in, and this design means they can't have the greatest options once the gap is closed. this often creates a game flow where one side or the other will be dominant for most or all of the match, with little in the way of back-and-forth sequences. and those tend to be the most interesting part of FGs for both players and viewers!

to see where this is a problem, let's compare this to good ol' super turbo. the key point to understand here is that zoning in SF2 is about more than just long-range control - these characters also tend to have strong & safe mid-range games as well! once you close the gap on ryu or guile, you have to deal with their amazing cr.MKs. medium pokes in SF2 cannot be whiff-punished on reaction, deal more damage than the vast majority of single hits in NRS games, and are + on block while pushing the opponent back a good distance! and their near-instant recovery means that if you try to jump at them, you're eating a DP or even an anti-air normal. this forces opponents to space themselves just outside the cr.MK range and either try to read the poke and throw out their own to beat it, or use the whiff to move in close enough to use their good normals. this is a much more interesting style of play & game flow, as it lends itself to a lot more small momentum shifts and decision-making. it also lends itself to a lot more variance with character matchups.

the fundamental issue that makes this impossible to pull off in NRS games is the way the games are modeled after 3D fighters. i am specifically referring to the enormous whiff recovery on almost all normals in these games, as well as the use of strings that can be completed even on whiff. if you throw out the equivalent of a "medium" poke here and the opponent reads it, they get to jump in and punish you with a full BNB. that's the complete opposite of what happens to jumpers in SF, and this is why zoning characters are stuck with the all-or-nothing approach i mentioned earlier. the sort of extended footsie game you see in classic SF just cannot work here because the pokes aren't safe enough. and before people bring up the d4's, this is one of the areas where the use of strings becomes an issue. in SF2 you don't get combos from your core footsie normals, but that doesn't matter because almost nothing leads to combos and everything does crazy damage. in comparison, the NRS d4's give a pathetic reward when compared to the many long-ranged strings out there.

this means that trying to be ryu or guile in MK is inherently a nickel-and-dime strategy that gets badly outpaced by any of the more offensive styles of play and has awful risk/reward. thus, pure zoning characters need completely oppressive full-screen control in order to be viable, and that's just no fun for anybody involved besides m2dave. i can't really blame NRS for wanting to avoid that this time around!

the presence of strings also means that solving this problem is far more difficult than simply reducing whiff recovery across the board. the main issue with that approach is that the entire game would turn into fishing for safe strings into fat combos, and i would argue that this would be even worse than a heavy emphasis on mixups. zoning would either still kinda suck or be too good here, depending on how safe/damaging the character's strings are. basically the strength of the characters would be mostly tied to their strings, homogenizing the game even more than what we've seen thus far.

the most interesting solution i've heard here came from node/ubetuff on twitter, who suggested allowing d1's/d3's/d4's to combo into specials. my lack of MKX-specific knowledge prevents me from going in harder on this, but it seems this could have some potential. aren't all or most of the safe specials that start combos EX moves? using a meter to turn good footsies into something meaningful without risk sounds fair to me...after all, you can still use the unsafe ones if you have good reactions and see something whiff. and even being able to tack on a safe meterless 8% from good pokes will do a lot to incentivize mid-range play. heck, NRS already added something kinda like this with kitana's b3...quick low poke that combos into a safe special for a little damage or an unsafe one for a lot of damage. it doesn't seem to have the range you'd want though, which is why i'm thinking the crouching kicks could work.

it also seems like MK9 kitana could be a useful case to look at for this, as she strikes me as the biggest exception to this entire post. she's good but far from too good, and she can scare you at a variety of ranges. the only thing i question is how much of her game is actual zoning, at least against the relevant characters. obviously she lames out the bottom tier (i speak from experience here!), and i know it's a thing against cage...but she seems like more of a hybrid/"fish for big damage at far-mid range" type against the top/high tier as a whole? would need some input on this.


well, that about does it on my end. i hope this sheds some light on fundamental design issues and sparks some real discussion, and would love to see the actual MKX players come up with some ideas i'm missing!
 

delbuster

hungry
d1/d3/d4 are supposed to give frame advantage on hit, frame disadvantage on block, and no combos. they are essentially "low risk low reward"

game is string based, the reason why zoning chars aren't favored by the game is b/c there are a lot more kombo strings than zoning tools. the devs want you to be learning and using kombo strings for the most part.

kenshi could be fine if he had better frame data up close. he just needs better tools to get ppl off of him, doesn't need mixups. just like quick d1/3/4 or a kombo string starter. same deal for every char that has an up close problem.
 
oh, and one last addendum...

the usual talking point you hear re: NRS zoning is "they need to make projectiles clash like in every other game", but i honestly don't think that's a problem at all. why?

when you have dueling fireball characters in games where they clash, the character with the faster-recovering fireball will gradually work their way in on the character with the slower-recovering fireball. essentially, recovery becomes the most valuable trait of the projectile, and the character with worse recovery is the one who eventually has to find a non-fireball way of winning.

that basic fireball-vs.-fireball game is still present in the likes of MK - it just ends up rewarding a greater variety of traits. the above paragraph still applies when you have two characters whose fireballs travel at a similar speed and both hit high or mid, but there is another possibility that directly results from the lack of clashing. specifically, projectiles that travel slowly become much stronger in this system; as long as the startup won't get you hit before you get the projectile out, you will force the opponent to deal with the projectile and gain distance/initiative. in a game with clashing, travel speed tends not to matter much for fireball fights since the fireballs will disappear anyway - it's mostly important for corner traps and fighting non-fireball characters. i think no-clashing is interesting for adding this element and don't see how it's worse than the standard system.

that's not even mentioning that MK's other unique projectile traits also add variety to these matchups, such as some projectiles hitting high and others hitting mid. i think this part of the game is the one that doesn't need work, really!
 
d1/d3/d4 are supposed to give frame advantage on hit, frame disadvantage on block, and no combos. they are essentially "low risk low reward"

game is string based, the reason why zoning chars aren't favored by the game is b/c there are a lot more kombo strings than zoning tools. the devs want you to be learning and using kombo strings for the most part.

kenshi could be fine if he had better frame data up close. he just needs better tools to get ppl off of him, doesn't need mixups. just like quick d1/3/4 or a kombo string starter. same deal for every char that has an up close problem.
i get that stuff, sure. but honestly with how this game was designed, d4-knife with cyber kano would still be "low risk/low reward" compared to the other stuff out there. the reward would just be decent enough to possibly compete with rushdown since you should get more opportunities. of particular importance is that jumping over a d4 can still gain you initiative depending on the character. i don't see how this would be OP or game-warping in a bad way...seems like it would just turn "death by a hundred cuts" into "death by twenty cuts".

i do agree that creating a zoning character without any sort of "get off me" move or good midrange option is inexcusable in this engine
 

KingHippo

Alternative-Fact Checker
It's definitely a conundrum, and one I agree has not been handled well in the past. No one likes watching a match like MK9 Kitana vs. Sub Zero, where it's just so one sided and dull because of like two moves. I think one of the things that they are experimenting with here and that I think is fairly successful is Cyber Kano.

Kano's knives are mid hitting, really fast, and with great recovery, which is a rarity in these games. He's one of the few chars you can legit anti-air by throwing one, waiting for them to jump, and throwing another one. He can't do classic SF poke>uppercut, but something pretty darn close. Now you could argue that his stuff is high risk/low reward, since they only do about 5%, but I think they are on to something with how he works. The fireballs essentially become actual pokes, more like how they are in SF, then just something to hold the opponent at bay like a Zod or a MMH. In the spectrum of the entire game they probably are not an extremely top thing, but it's solid, and it makes him a very strong mid range character. His EN Knives are bananas, where the recovery can almost assuredly not be hit by jumps and you can combo off of them.

Kitana could probably benefit from mid hitting projectiles as well. If you're going to zone, at least in this game, it seems, you need a projectile that they actually have to consider on the way in. Kano's knives aren't stopping someone the whole match (Well, maybe Goro lol) but they are something a lot of characters have to consider as they move in, and he walks fast in general and has a quick dash, so he can constantly alter his positions to do what he needs to do. Kitana has this same good speed, but she lacks a projectile that forces an opponent to sit still, and her air fan is insanely bad on block. Fix those, and she has the makings of a decent zoning character.

As far as making pokes combo into specials, I think it's a fine idea in theory, but I also worry about the rewards certain characters will get after very good d4's. Scorpion comes to mind; he would be able to cancel d4 into fireball cancel into his extremely good combos, and there are probably many more who would be in a scenario like that. Could make for an interesting footsie game, but I think we already have one with the meta of combatting against runs, I don't think it would help the zoners any more than it would help the already insane characters. Interesting idea, though.
 

haketh

Noob
Dvorah would be OP as fuck if you allowed her to combo off of d4/d1/d3.
Of course it shouldn't be a cast wide thing, I mean look at the example he used: Ryu & Guile Cr. MK are both long standing amazing moves but they differ due to character balance when it comes to cancelling, Ryu's is while Guile's is not. Cancellable pokes was one thing I really enjoyed from IGAU and sad they didn't make it.

The huge whiff recovery is one of the many things that's kinda limiting when it comes to designing a 2D fighter around 3D Strings & Frame data with no 3D movement. Zoning suffers from this & having o deal with things like Raide F1,2 & Superman F2,3 is a huge example. Strings like those are pretty common in 3D FGs, really strong linear advancing strings that really control the mid range. The big thing is in 3D game seeing how these are linear to both or just one side you can sidestep them so they're not totally bonkers, you don't get that in MK games right now.
 
It's the block Button. You cant get crazy cool cross up set ups with slow projectiles or things like that anymore imo
the block button creates issues when it comes to opening people up, but i think there are ways around that. i discussed this some in m2dave's thread but i think a guilty gear-style guard meter could work with MK in its present state. guard crush could also be an option but ONLY if you completely removed chip on normals, and i'm not sure how yall would feel about that.

projectile crossups are not part of the traditional zoning repertoire, though. i'm sure you're thinking of SF4 dhalsim here, but he's still kinda sucked throughout that game even with that option. that's more of a nice luxury than something that turns losing matchups into winners. if you take a look at the classics like hyper fighting or super turbo or alpha 2, that type of mixup didn't exist at all yet zoning was stronger than in any modern game.

and yes i should have clarified this further, but haketh did a very good job addressing it. i obviously wouldn't want to make the comboable down pokes universal by any means. it feels like it could be fine for a liu kang or someone, an offensive character who doesn't have a real high/low, but scorpion or d'vorah? i mean i love broken shit in FGs but that ain't even the fun kind of broken shit i want!
 

WakeUp DP

GT MK OshTekk.
Agreed.

Quan Chi's zoning is very fun to play and watch imo, its just that the game favors rush down so much that it makes his zoning seem weak lol.
 
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mercureXI

Punching bag that throws fans !
Honestly, my biggest complaint with MK10, playing as a zoner (Kitana), is that your whole guarding strategy revolves about some sort of lottery system : 50/50 are everywhere, some are way too quick to react to, and worse, some options are safe or positive on block ! Meaning you either eat 40% or just let that opponent get away with it.

Meanwhile, your overall zoning strategy is way easier to block, not safe at all, and every teleport character in the game (so many !) just laughs at you ("go ahead, throw a fan, you'll eat 30%+ into a reset/vortex mate !").

I don't understand why both low AND overhead options lead to almost the same combos, same damage. Overheads should punish people for turtling, leading at best to 15%-20% damage. Forcing people to stop turtling and act. They should be slow enough so that people can block that on reaction, and safe though negative on block.

Kitana's overhead should be the norm, though a bit quicker and safe on block though negative. Slow move, hard knockdown. 10ish% damage.

The way the game is designed for now, is hoping to score a knockdown, apply a 50/50, rinse and repeat.

Completely dumb to have to use a coin for "heads or tails" before choosing where to guard.

Fighting games are about skill ... it's not a fucking lottery :)
 

Shark Tank

I don't actually play these games
Zoners can't work quite like your typical 2d game but they can be somewhat similar if you design with these 3d mechanics in mind. I mean kenshi is a fundamentally sound zoner that isn't overbearing right now in anyway(mainly because he sucks chinchilla balls but also conceptually). He has a full screen track that can be ducked, a full screen overhead than can be reacted too and also can be used to make reads for peeps running/jumping forward, and what should be a decent mid screen poke to cover beyond his normal range while also having a close range aa. Ergo he has different tools for different properties at different ranges and is conceptually interesting at space control. But his frame data was made in an alternate universe where the devs thought they were making an sf4 mod with blood and run doesn't exist. I mean you have an interesting point about advancing normals not allowing to whiff and then aa(on average) and I don't disagree it creates a challenge for them on a 2d plane with 3d fighters using 2d mechanics but I feel like if they just play with frames they can get sound zoners out of kenshi and shinnok without being overbearing, one dimensional, or as of now, a shitter. @Pig Of The Hut ?
 
I don't see why zoning really needs to work differently. It doesn't need to work in a classic streetfighter way for it to be correct or fun.

A better idea imo is to just let the zoning characters be better than non functional at close and medium ranges.

If the zoning tools aren't great to begin with i don't think it'd be a huge deal to make their other ranges functional.

Be MK. Let SF be SF
 

Gesture Required Ahead

Get on that hook
I don't agree to pokes getting the ability to combo like in Injustice/other 2D Fighters. But I would like a universal poke across all characters that is something along the lines of 6f start-up, +~10f on hit and -~10f on block. There are characters in this game who are in serious need of an option to counter-poke out of the ridiculous safe pressure 50/50 meta that this game is based around on.

And characters who already have good pokes won't get hurt by it because they already have other pokes/tools they can rely on. I mean come on, Kotal has a 6f D1 that's -5 on block. Does he REALLY need that? He already has another 6f poke, D4 that low-profiles, is -10 on block and has amazing range. Kenshi and Takeda players would probably be happy sacrificing 10% of their health bar in the beginning of rounds to have a poke half as good as any of those 2 pokes.
 

KIllaByte

PSN: playakid700. Local name: BFGC MonkeyBizness
I like this thread-- the OP and most responses.
Except for wasted's response, that one sucks.
 

STK

Beso de Muerte + Fantasía Oscura
also all because the character doesn't have a projectile doesn't mean they cant zone. Zoning: Staying or attempting to get yourself or your opponent into a certain area on the screen that is to your tactical advantage. This can also be done with Normals.
 

Vithar

Evil but Honest!
d1/d3/d4 are supposed to give frame advantage on hit, frame disadvantage on block, and no combos. they are essentially "low risk low reward"

game is string based, the reason why zoning chars aren't favored by the game is b/c there are a lot more kombo strings than zoning tools. the devs want you to be learning and using kombo strings for the most part.

kenshi could be fine if he had better frame data up close. he just needs better tools to get ppl off of him, doesn't need mixups. just like quick d1/3/4 or a kombo string starter. same deal for every char that has an up close problem.
The best answer / suggestion about Kenshi and what he needs , people should stop giving idiotic ideas about 50/50 and shit.