EventHubs asks: Longer pauses in between rounds or quicker transitions to retain momentum? Which do you prefer?

Posted by Steven 'Dreamking23' Chavez • February 3, 2013 at 4:56 p.m. PST
EventHubs asks: Longer pauses in between rounds or quicker transitions to retain momentum? Which do you prefer? In fighting games, a typical match usually consists of a 2 out of 3 set of rounds. When one player loses their entire life bar for that round, a new round begins.

Each game has their own way of beginning the new round; the most common being Street Fighter beginning with full life bars and a reset position. Games such as Mortal Kombat 9 reset the life bars but wherever the players are on the stage when the round ends, that is where they will begin the next.

The upcoming DC Brawler, Injustice: Gods Among Us, will not be using the traditional rounds system. Instead, players will be given 2 life bars and once one of those bars depletes, the character will fall and quickly rise again to continue the match. This is akin to the Killer Instinct series and this allows for a faster paced match and quicker action.

On the other end of the spectrum, we have games such as King of Fighters 13 that retain quite a large pause in between rounds or character K.O.s, if you will. Using these breaks in the action can allow players to take a breather and devise a strategy for the upcoming battle. We see a similar technique used commonly in tournaments where a player will go back to the character select screen and stay a while, without any intention of switching characters.

One way of handling the transition between rounds allows a player to keep their momentum up and the other gives them time to think and relax a bit to regain composure. Which do you prefer when playing fighting games and which do you think is more beneficial?

Leave your opinions below.

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