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Arcade games have a very unfair "damage protection" mechanism, and the boss consumes the player alive with a trace of blood

author:Arcade era

In fighting games, there is a saying called "damage protection". At the beginning of the game, everyone's combat effectiveness is relatively strong, and the damage is relatively high, but as the amount of health is continuously deducted, the damage also begins to decrease.

Arcade games have a very unfair "damage protection" mechanism, and the boss consumes the player alive with a trace of blood

"The Family of the Hao Blood Temple" is more obvious, and the amount of blood kicked out by a heavy leg in the early stage is equivalent to the amount of blood in the back three legs. Rushing over the other party's foot trip, may drop half a tube of blood, anyway, the more residual blood skin is thicker.

Some players have explained before that the principle is: the face is beaten more, and the skin is thicker

Arcade games have a very unfair "damage protection" mechanism, and the boss consumes the player alive with a trace of blood

In addition, the higher the number of consecutive hits in a fighting game, the lower the damage will be. Whether it is the early "Proud Sword" and "Moon Swordsman", or the later "Street Fighter IV", "King of Fighters 13" and "Iron Fist".

In recent years, "King of Fighters 98c" is more popular, because the infinite connection is too ornamental, and a tube of blood can be connected several times to 99+. Even to the back can not move, even the super must kill can not hit any damage.

People with good skills can kill their opponents, but it will take a lot of time, and there can be no mistakes during the period.

Arcade games have a very unfair "damage protection" mechanism, and the boss consumes the player alive with a trace of blood

The damage protection of "Proud Sword and Wild Knife" is mainly reflected in "excessive defense". Using the Yin and Yang Judge's Unleash Spell Kill Technique, you will find that after the opponent has reached a certain level of defense, he will not be able to hit it.

Arcade games have a very unfair "damage protection" mechanism, and the boss consumes the player alive with a trace of blood

If there is no "damage protection", it is estimated that the energy has not been exhausted, and the opponent has already been killed.

In the fighting game, there seems to be no "damage protection" for "Super Street Fighter 2" and "True Samurai Shodown", and "True Samurai Shodown" is the most outrageous, not only has no "damage protection". After the anger is full, even if the opponent has enough blood, he can take it away with a knife.

King of Fighters 97 also has damage protection, but it's not particularly obvious, and it's also random and punching.

Arcade games have a very unfair "damage protection" mechanism, and the boss consumes the player alive with a trace of blood

When Street Fighter 2 is engaged in human-machine battles, you will find that when your opponent has a trace of blood left, you can't kill a single wave of your fist. The power of the Wave Fist is more than that! When your opponent is bleeding, you will find that your throwing skills are very weak.

Arcade games have a very unfair "damage protection" mechanism, and the boss consumes the player alive with a trace of blood

What puzzled me the most was Vega's electric wear, which was more resistant than the damage of being directly hit.

So, is there any damage protection in the clearance game?

The answer is yes, and it is mainly to protect the villain, and by the way, to protect the protagonist.

There are three colors of "Electro Essence" health, blue when sufficient, yellow when damaged to a certain extent, and red when residual blood is left.

In the early years, everyone has found that when the blue blood falls quickly, when the yellow blood is relatively compact, it will not lose much blood when it is hit hard, and when it comes to the red blood, it is basically residual blood, and the ability to resist blows has been improved, but it is still only one or two hits.

Arcade games have a very unfair "damage protection" mechanism, and the boss consumes the player alive with a trace of blood

When the red blood can release the hidden kill, but how many players dare to try it?

By the time of The Electric Golem 2, the protection mechanism was all given to the villain. We can make unlimited combos against anyone, but after more than a certain number of combos, the enemy will not shed blood.

The feeling is that the villain has been numbed and there is no pain. Whatever the player does.

Arcade games have a very unfair "damage protection" mechanism, and the boss consumes the player alive with a trace of blood

In fact, even the slightest hint of blood doesn't matter! At least there is a continuous momentum.

There is no other motivation to not deduct blood except to get a high score.

The Zero Agents have the strangest amount of health, initially in other colors, but only change color after being beaten.

Arcade games have a very unfair "damage protection" mechanism, and the boss consumes the player alive with a trace of blood

After the "true blood" is revealed, the initial blood groove is quickly drained, but when the last trace of blood is very compact. It even takes two attack routines to die.

Arcade games have a very unfair "damage protection" mechanism, and the boss consumes the player alive with a trace of blood

The amount of blood in "Silent Dragon" is the most incomprehensible, obviously it only looks a little bit, but the amount of blood after you play for half a day has hardly dropped.

The most crucial thing is that as long as he does not fall to the ground, he will never die. This is true no matter how many beatings were inflicted on the blood.

Arcade games have a very unfair "damage protection" mechanism, and the boss consumes the player alive with a trace of blood

Arcade games are basically like this, I play the villain without pain, they hit me and they are going to hang up.

Many friends said that the damage of "Journey to the West" is not strict, and the damage caused by each character using magic weapons and must-kill skills is different. But if you understand the principle of "the five elements are mutually reinforcing", then you will understand why the harm is different.

"Journey to the West" has no damage protection, and when the amount of blood is insufficient, even the insurance cannot be released. This doesn't exist in other CAPCOM games!

Arcade games have a very unfair "damage protection" mechanism, and the boss consumes the player alive with a trace of blood

How many players were hit by the tower of the Green Lion Spirit and the top of the calf, and they were directly killed with blood!

Of course, there is also a problem of defense in the game. In Journey to the West, tiger power immortals, sheep power immortals, and deer force immortals all have resistance to the sense of qiankun fluctuations, and the damage is not high.

Arcade games have a very unfair "damage protection" mechanism, and the boss consumes the player alive with a trace of blood

And Zhang Liao's defense on this side of the "Three Kingdoms War Chronicle" is really high, and anyone who fights has less blood, which may be his special attributes. Even the magic weapon did not hurt anything, and it felt like there was only one Zhang Lingjian to watch.

Zhang Liaopu attacks with its own electrical attributes, and his damage to ironclad soldiers and ironclad cavalry is higher than that of other characters.

Arcade games have a very unfair "damage protection" mechanism, and the boss consumes the player alive with a trace of blood

Damage Protection is not only effective against enemy soldiers, but also for players.

Most of the Capcom games have an empty blood rebound mechanism, which is called "bottom force" in magazines.

Characters are severely damaged during the bleeding, and can still retain the last bit of stamina or completely empty blood without dying.

It is also like this that we often see a big reversal of the silk blood overturn.

As shown in the following figure, this is not dead:

Arcade games have a very unfair "damage protection" mechanism, and the boss consumes the player alive with a trace of blood
Arcade games have a very unfair "damage protection" mechanism, and the boss consumes the player alive with a trace of blood

In the game of passing the level, it also often appears, "Resident Evil", "Dinosaur Kombat", "Punisher", "Knight of the Round Table" must give players one last chance to flip the plate, in order to achieve "empty blood counter-kill", and give a lot of "discounts": "Dinosaur Kombat" increases critical hits, "Punisher" can throw mines on the ground, "Famous General" can release insurance indefinitely.

Arcade games have a very unfair "damage protection" mechanism, and the boss consumes the player alive with a trace of blood

The blood has successfully passed, and the sense of accomplishment is self-evident.

CAPCOM's game, the most popular place, is that when the blood is still insecure, even if there is only a trace.

Arcade games have a very unfair "damage protection" mechanism, and the boss consumes the player alive with a trace of blood

Elysium Taro said: What "injury protection" is the table to labor.

Arcade games have a very unfair "damage protection" mechanism, and the boss consumes the player alive with a trace of blood

As a digression, the Teenage Mutant Ninja Turtles 3 we played during the Red and White Machine era. Each character has a one-trick insurance, which is the Blood Drain skill. The damage is relatively high, but it drops a drop of blood every time you use it.

Interestingly, the last drop of blood remains to be used indefinitely, and you can even hold out until you pass the level without being beaten.

Arcade games have a very unfair "damage protection" mechanism, and the boss consumes the player alive with a trace of blood

I vaguely remember that the Teenage Mutant Ninja Turtles had a pit where blood fell into it and deducted one-fifth of the blood. However, the moment you come out of the pit, you are invincible. If only one drop of blood fell into it...

How many times you drop it will not die, relying on this BUG to grind the boss to death.