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'''SNK Boss Syndrome''' is an unofficial term to describe the infamous difficulty of most SNK fighting game bosses. Some of the symptoms are:
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'''SNK Boss Syndrome''' is an unofficial term to describe the infamously high difficulty of SNK fighting game [[:Category:Boss Characters|bosses]].
*has moves with priority and damage significantly higher than any other character in the game
 
*perfectly counters the player's attacks with precision timing (sometimes referred to as "MK walking")
 
*is immune to the dizzy state
 
*never falls for a counter move
 
*can follow up every counter hit with a combo on reaction
 
*has unavoidable moves that hit the player no matter his position and can only be blocked
 
*can only be beaten with one pattern or overpowered move performed repeatedly
 
   
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==Traits==
This syndrome is often looked down upon as a cheap and lazy way of adding difficulty, by putting unfair disadvantages in the way instead of focusing on coding the AI. Most, if not all of the bosses in SNK games have been accused of this behavior, sometimes rightly so.
 
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The syndrome manifests by an overall weakness that is made up for by unfair advantages. There are several recognizable traits that can be linked to a small number of core symptoms typically stemming from poor programming.
   
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====Arbitrary advantages over playable characters in the game====
==Bosses==
 
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*''attacks with unreasonable damage, priority/hitboxes, speed, range or recovery''
Characters listed below often demonstrate this behavior.
 
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*''greater defense than average''
<div style="-moz-column-count:2; column-count:2;">
 
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*''immunity to chip damage''
*[[Geese Howard]]
 
 
*''unavoidable moves that hit the player regardless of their position, and can only be blocked''
*[[Nightmare Geese]]
 
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*[[Wolfgang Krauser]]
 
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====Disregard for established gameplay rules====
*[[Rugal Bernstein]]
 
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*''no dizzy state when featured in the game''
*[[Omega Rugal]]
 
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*''infinite or costless super special moves''
*[[God Rugal]]
 
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*''unblockable moves''
*[[Goenitz]]
 
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*[[Orochi]]
 
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====Absence of reaction time, command input and "human error"====
*[[Krizalid]]
 
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*''ability to read the inputs of a human player and/or appropriately reacting to the player's inputs at the same time as (or even '''before''') the player's own character does''
*[[Zero (Clone)]]
 
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*''inhuman consistency in achieving maneuvers that require precise timing or difficult commands''
*[[Igniz]]
 
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*''never falling for a command counter unless initiated during the start up of the boss's attack''
*[[Mukai]]
 
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*''ability to follow up every hit with a combo on reaction regardless of the frame window of the first hit''
*[[Adelheid Bernstein]]
 
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*''ability to execute special and super special moves without inputting a command''
*[[Magaki]]
 
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*''ability to do so on reaction''
*[[Jyazu]]
 
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*''ability to counter a fast attack with a faster super move on reaction''
*[[Shiro Tokisada Amakusa]]
 
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*[[Aku Amakusa]]
 
 
This syndrome is often looked down upon as a lazy way of adding difficulty, by putting unfair disadvantages in the way of the player instead of taking the time to design a genuinely challenging AI. SNK bosses typically suffer from various programming flaws as well, leading to exploits and patterns that are most often the easiest way to defeat a boss.
*[[Mizuki Rashojin]]
 
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*[[Zankuro Minazuki]]
 
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Although named after SNK, the syndrome can be found in many other fighting games, and is not exclusive to bosses; higher difficulty settings are likely to have the AI engage in some degree of this behavior.
*[[Gaoh]]
 
*[[Demon Gaoh]]
 
*[[Yuga the Destroyer]]
 
*[[Oboro]]
 
*[[Kouryu]]
 
*[[Johann]]
 
*[[Princess Sissy]]
 
</div>
 
   
 
==External links==
 
==External links==
 
*[http://tvtropes.org/pmwiki/pmwiki.php/Main/SNKBoss TV Tropes article]
 
*[http://tvtropes.org/pmwiki/pmwiki.php/Main/SNKBoss TV Tropes article]
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* [http://www.giantbomb.com/snk-boss-syndrome/3015-2788/ Giant Bomb article]
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[[es:Síndrome de jefe SNK]]
 
[[Category:Miscellaneous]]
 
[[Category:Miscellaneous]]

Revision as of 10:39, 20 November 2019

SNK Boss Syndrome is an unofficial term to describe the infamously high difficulty of SNK fighting game bosses.

Traits

The syndrome manifests by an overall weakness that is made up for by unfair advantages. There are several recognizable traits that can be linked to a small number of core symptoms typically stemming from poor programming.

Arbitrary advantages over playable characters in the game

  • attacks with unreasonable damage, priority/hitboxes, speed, range or recovery
  • greater defense than average
  • immunity to chip damage
  • unavoidable moves that hit the player regardless of their position, and can only be blocked

Disregard for established gameplay rules

  • no dizzy state when featured in the game
  • infinite or costless super special moves
  • unblockable moves

Absence of reaction time, command input and "human error"

  • ability to read the inputs of a human player and/or appropriately reacting to the player's inputs at the same time as (or even before) the player's own character does
  • inhuman consistency in achieving maneuvers that require precise timing or difficult commands
  • never falling for a command counter unless initiated during the start up of the boss's attack
  • ability to follow up every hit with a combo on reaction regardless of the frame window of the first hit
  • ability to execute special and super special moves without inputting a command
  • ability to do so on reaction
  • ability to counter a fast attack with a faster super move on reaction

This syndrome is often looked down upon as a lazy way of adding difficulty, by putting unfair disadvantages in the way of the player instead of taking the time to design a genuinely challenging AI. SNK bosses typically suffer from various programming flaws as well, leading to exploits and patterns that are most often the easiest way to defeat a boss.

Although named after SNK, the syndrome can be found in many other fighting games, and is not exclusive to bosses; higher difficulty settings are likely to have the AI engage in some degree of this behavior.

External links