(added a few stuff, cleaned up a bit. t'was an old shame of mine but i didn't dare to edit it once again.) |
m (Removed protection from "SNK Boss Syndrome") |
||
(14 intermediate revisions by 5 users not shown) | |||
Line 1: | Line 1: | ||
− | '''SNK Boss Syndrome''' is an unofficial term to describe the |
+ | '''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 |
||
+ | ==Traits== |
||
− | **cannot be dizzied |
||
+ | 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. |
||
⚫ | |||
− | *has no reaction time. Subsequently: |
||
⚫ | |||
− | **can perfectly counter the player's attacks with precise timing with an inhuman consistency (sometimes referred to as "MK walking") |
||
+ | ====Arbitrary advantages over playable characters in the game==== |
||
− | **never falls for a counter move |
||
+ | *''attacks with unreasonable damage, priority, speed, range or recovery'' |
||
+ | *''greater defense than average'' |
||
+ | *''immunity to chip damage'' |
||
⚫ | |||
+ | ====Disregard for established gameplay rules==== |
||
⚫ | |||
+ | *''no dizzy state when featured in the game'' |
||
⚫ | |||
+ | *''infinite or costless super special moves'' |
||
− | **can consistently cancel into super moves regardless of how fast the command would have to be inputted if the character was controlled by a human |
||
+ | *''unblockable moves'' |
||
− | *can only be beaten with one pattern or overpowered move performed repeatedly |
||
+ | ====Absence of reaction time, command input and "human error"==== |
||
⚫ | |||
⚫ | |||
+ | *''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 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. |
||
− | ==Bosses== |
||
− | Characters listed below often demonstrate this behavior. |
||
+ | 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. |
||
− | <div style="-moz-column-count:2; column-count:2;"> |
||
− | *[[Geese Howard]] |
||
− | *[[Nightmare Geese]] |
||
− | *[[Wolfgang Krauser]] |
||
− | *[[Rugal Bernstein]] |
||
− | *[[Omega Rugal]] |
||
− | *[[God Rugal]] |
||
− | *[[Goenitz]] |
||
− | *[[Orochi]] |
||
− | *[[Krizalid]] |
||
− | *[[Zero (Clone)]] |
||
− | *[[Igniz]] |
||
− | *[[Mukai]] |
||
− | *[[Adelheid Bernstein]] |
||
− | *[[Magaki]] |
||
− | *[[King Leo]] |
||
− | *[[Jyazu]] |
||
− | *[[Shiro Tokisada Amakusa]] |
||
− | *[[Aku Amakusa]] |
||
− | *[[Mizuki Rashojin]] |
||
− | *[[Zankuro Minazuki]] |
||
− | *[[Gaoh]] |
||
− | *[[Demon Gaoh]] |
||
− | *[[Yuga the Destroyer]] |
||
− | *[[Oboro]] |
||
− | *[[Kouryu]] |
||
− | *[[Johann]] |
||
− | *[[Princess Sissy]] |
||
− | *[[Neo Dio]] |
||
− | *[[Mizuchi]] |
||
− | *[[Goodman]] |
||
− | </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] |
||
+ | * [http://www.giantbomb.com/snk-boss-syndrome/3015-2788/ Giant Bomb article] |
||
[[Category:Miscellaneous]] |
[[Category:Miscellaneous]] |
Revision as of 01:31, 4 October 2016
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, 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.