Is perfect balance possible? Is perfect balance even necessary?

Often, balance issues are what a game is primarily judged on, especially among the more competitive players. While graphics, characters, and sound design are part and parcel for making a game aesthetically pleasing enough to initially try, the balance of a game can make or break it; while people will differ on stylistic preferences, one thing people remain adamant about is proper balance.

One of the things that initially plunged the fighting game genre into relative obscurity was an oversaturation of games, in an attempt to cash in on the popularity of Street Fighter’s popularity, coupled by a poor understanding of how to actually design fighting games at the time. As a result, bad titles emerged with clear imbalances–Batman having an unblockable only on a certain side in Justice League Task Force, a nearly unbeatable Ivan Ooze in Mighty Morphin Power Rangers, and almost the entirety of Shaq Fu spring to mind immediately. Even during this Wild West of fighting game design, there were several surprise sleeper hits that maintained strong balance, such as Teenage Mutant Ninja Turtles: Tournament Fighters for the SNES, and Sailor Moon S for the Super Famicom–both of which still see competitive play to this day.

Because we, as a community, lived through this period where very few games were truly competitive, we have become a far more discerning bunch when it comes to game balance. If there are issues with this, then the game often sees its player base dwindle in an instant–should the developer not take the initiative to try to counter imbalance. But, have we become too obsessed with balance? Are we seeking that which may never be achieved–a perfectly balanced game?

Definition of Balanced

To look at the potential for fighters to be perfectly balanced, we must first look at what balance actually means. The best way to understand what is balanced, is by looking at what is the most useful data in determining balance: tier lists and matchup data.

Tier lists are often a legitimate factor in choosing competitive characters–and yet almost always the subject of great debate due to their own subjectivity. The best tier lists are often created off of matchup charts, which are usually compiled by the competitive community of a game at large. The principle that matchup data goes off of: if two players of equal skill and understanding of the game were to match up their best characters against each other, who would win the most matches? You’ll often see this quantified by saying something like Chun-Li beats T. Hawk in Ultra Street Fighter IV 7 to 3, meaning that Chun-Li should beat T. Hawk seven out of ten matches, if both players are playing perfectly.

These lists and charts are always in flux across the lifespan of a game, with even an aging title like Super Street Fighter II Turbo still seeing matchup changes over the years. Thus, this leads into the subjectivity of them: as we develop and discover new tech and strategies, this information can fluctuate wildly over the course of years, and even decades.

However, if we take it as face value based on the information we have now, we can clearly see an imbalance. If a T. Hawk player in the above example can play perfectly and still lose by virtue of facing Chun-Li, then that actually tilts the game in favor of the Chun-Li player. By this, we can now deduce what perfect balance would look like. Perfect balance would make it so any character, when played perfectly, can beat any other character played perfectly 50% of the time. This is the epitome of fairness.

Now that we know what perfect balance is, the question becomes: is it possible? Not only that, but what would it look like?

We’re Going to Take You Back to the Past

The truth is, perfect balance is possible. Not only is it possible, but it has already been done. Let’s go back to the 1980s, shall we?

In 1987, Capcom released the most balanced multiplayer version of Street Fighter ever released. It was, indeed, Street Fighter 1. The title had perfect balance. The reason? There existed only two playable characters: Ryu and Ken. The two shotos weren’t as dramatically different as they were from Super Turbo onward. In fact, they were completely identical aside from their color palettes.

The problem was: no one played Street Fighter 1 competitively. There exist no Street Fighter 1 side tournaments at Evo–although I now halfway expect someone to attempt to create one this year to spite me. Part of the reason that this game never gained a following was that the controls were terrible–it took a large amount of joystick maneuvering plus no small miracle to actually execute special moves in the game. That alone, however, did not make the game largely unplayed.

If you look back even further in time, you can find fighting games such as Karate Champ and Yie Ar Kung Fu–two more titles that feature two characters with the exact same design and moveset battling against each other. These titles, much like Street Fighter 1, largely go unplayed to this day–relegated to the dusty shelves of fighting game history. You may be catching on to a pattern: No one wants to play the exact same character against their opponent. The lack of variety remains highly unenjoyable.

karate-champ-nes-image-2

Mirror matches still happen in fighting games, and while a lot of people dislike playing them, they are tolerable in the grand scheme of competitive play. However, if that were all you could ever play in a fighting game, it would become boring in a very short period of time, and you would likely quit playing and never think of picking it up again. This stems from the human brain, and its own proclivity to enjoy variety. [A good modern example of this is Nidhogg, a game generally quite well-regarded for its fighting mechanics, but with no character variety, and thus not retaining much competitive interest. – Editor] The same thing happens in daily life. If you were to eat a hamburger for every meal, you would eventually tire of it and crave something different, no matter how much you initially liked hamburgers.

That is why variety in a fighting game is important. It is the very reason that Street Fighter II caught on and took the world by storm. That is also why every fighting game since has taken the idea of having a variety of characters with varying movesets, and ran with it in their own series. But the flip side of the coin: in order to have a variety of characters with varying movesets, you have to accept a certain level of imbalance in order to make this happen.

Players do accept this, within an acceptable range. Anything from 8-2 matchups and lower are universally accepted as severe imbalances. Yet beyond that, it becomes subjective. Some players will accept 7-3 matchups where they are the underdog, so long as not every matchup is similar to that, while others would steer clear of a character like that even if they had strong matchups otherwise. Some players want everything as close to even–or at least 6-4 either way–as possible. Others still want to watch the world burn and try to pick outright broken fighters like Akuma in Super Turbo–despite his banned status.

Glossing over the latter group, players choose within themselves what sort of imbalance they are comfortable with and accept it. If they are unable to, they simply choose a different character, or move on to a new game if they find no other character that they enjoy. But ultimately, their choices stem from how challenged they want to be in matchups, and whether they are comfortable continually playing at a disadvantage. This is part of their own psychological makeup, allowing them to determine what sort of balance is acceptable and come to terms with it.

So it’s an inherent fact that fighting games need to be somewhat imbalanced to enjoy a healthy competitive scene. But what if I were to tell you that fighting games aren’t the only games that have this same problem?

Way Back to the Past

Chess is one of the most studied and scientifically-discussed games in the world. Its Grand Masters and championships are hotly contested to this day, and the game still sees no sign of stagnating. Yet, the game has one inherent imbalance.

White usually wins more than black–between 52 and 56% of the time, to be exact. The reason for this is simply that white gets to move first. This means that white can set up their opening gambit–thus taking control of the pace of a match. This forces black to play in a defensive position from the very beginning. This is not the only game that houses inherent disadvantages.

In Texas Hold ’em Poker–as well as any poker variant that has a community board, such as Omaha–the player in the dealer position is at an advantage compared to the rest of the table. The reason for this is that that player acts last after the flop, giving them more information about the current betting round than the person who acts first. This advantage is somewhat balanced out by rotating the dealer position around the table, but ultimately you will see acceptable opening hands be very tight for the person who acts first before the flop, and gradually loosen up the closer you get to the dealer button.

To go further back in card games–as well as to further illustrate my above point of acceptable imbalances–poker legend Stu Ungar was first well-known for–and is still widely considered to be–the best Gin Rummy player of all time. Around the time he started playing poker, he was having difficulty finding challengers in Gin, to the point where he would set handicaps for himself, such as playing from dealer position–which is an inherent disadvantage in Gin–and even letting his opponent see the bottom card of the deck.

Final Thoughts

So the point is now driven home–balance doesn’t always equate to a fun, competitive game. When you look at it from this angle, it actually proves to be the antithesis of it.

Games are supposed to be fun, no matter how competitive they become. This is why we play them to begin with. While balance is a major issue to be concerned with–given that it can actually make games virtually unplayable–the closer we get to perfect balance, the further we get from enjoyable games.

When we see stunning upsets in tournament, we not only talk about the player ranking, but also the character matchups that should not allow for it to happen. That is another part of the human psyche–we want to see upsets. We want excitement. We want to be shocked and awed by matches we have witnessed. Perfect balance allows for no such things to exist, outside of player talent alone.

When talking about balance and how it should be done, we should also be looking at how much imbalance is also acceptable. If we fail to do that, we run the risk of turning Street Fighter VI into Street Fighter I HD Remix.

Cool off with this King of Fighters XIV Kula combo video

Kula has frozen herself on the high end of the tier list in The King of Fighters XIV, and she is finding herself a staple of many high level teams. She is capable of playing the rush down and zoning game, and deals out copious amounts of damage when she has the opportunity open up.

In the Combonauts’ latest combo video, she shows off a lot of the latter. In some very situational setups, she shows that she can deal well above 75% damage to the cast, and skates through it in relative ease.

Source: COMBONAUTS

Check out the plethora of advanced cancel combos in The King of Fighters XIV Version 1.12

One of the keys of landing massive damage at the end of a game of The King of Fighers XIV–especially if you are facing your anchor against your opponent’s anchor–is through advanced cancels. This mechanic–which allows you to cancel your super into another for the cost of two bars–relies heavily on meter, but allows you to get close to or actually kill very easily.

With the 1.12 update, it’s important to know what options your character has for Advanced Cancelling. Here’s a video that showcases the wide range of advanced cancels in the game, minus Angel and Vice–who both lack the mechanic.

Source: T’

Watch Sarah Bryant take on Dead or Alive 5 Last Round’s mechanics in this combo video

While Sega hasn’t been doing much with their Virtua Fighter intellectual property, we have least been fortunate to see how characters from the series would play in a different 3D fighter. With several of them making a cameo appearance in Koei Tecmo’s Dead or Alive 5 Last Round, we can only hope that their appearances can help spark an interest in a Virtua Fighter 6.

For now, let’s look at this Sarah Bryant combo video in DOA5LR. She shows off what she can do in the system, including some nasty stage-specific combos. She also has a plethora of power launcher combos, something that has no real comparison in Virtua Fighter.

Source: PAIN KILLER DOA

Burn up the competition with this King of Fighters XIV K’ combo video

K’ is a strong character that continues to stay relevant throughout The King of Fighters series. He does more of the same in The King of Fighters XIV, setting fire to his competitors left and right.

In this combo video from the Combonauts, K’s combo prowess is on full display. While there are indeed a few situations that are impractical, such as catching a jumping opponent full screen in Max Mode or hitting on the tip of a whiffed DP, the combos here are extraordinary and show off fully what he can do.

Source: COMBONAUTS

MKLeo talks about his history of gaming and his travels in this interview

15 year old MKLeo of Echo Fox is quickly rising through the ranks. Currently sitting in eighth place in Panda Global’s rankings for Super Smash Bros. for Wii U, the Mexican Marth, Meta Knight and Could main has taken great lengths to become one of the premier players on the circuit.

While he was in Austin, Texas last month, he sat down for a solid interview, which was conducted in Spanish and translated in subtitles, talks about his origins with the game, where he was beating all of his cousins and brothers, who would subsequently haze him by making him go to the corner store. He also talks about his desire to make a name for himself with his Marth play, and also about which countries he enjoys traveling to, stating that he much prefers not to go to Brazil for events.

Source: Michael Praeda

Swing the chain around with this King of Fighters XIV Chang combo video

Chang is a character you most definitely don’t see a lot of in competitive King of Fighters. While he is able to dole out a great deal of damage, his low mobility and slow buttons cause him to be at a relative disadvantage to the field in general.

Regardless, this hard hitting combo video shows what Chang can do when he gets a hit. While a couple of the combos in this video requires him to already be in max mode at the start of the combo, his juggle potential in general off of his ball and chain is quite amazing to watch.

Source: Setsuna_MX

Alex Valle Talks about Level Up’s Origins on IGN’s Esports Stories

Alex Valle is the perennial North American legend of fighting games. With all the things that fighting game players have done–traveling to Japan, or facing off against the world’s best while emerging victorious–Valle has done all of that, and more.

While still a competitor, Valle is mostly on the production and organizational side of the events now. When he sat down with IGN to talk about Wednesday Night Fights–and his motivation for starting Level Up–he also talked about his desire to see the newer players rise up to beat the best, and his feelings of putting that before his own competitive aspirations.

Source: IGN

Learn How to Start Combos with Greninja in Super Smash Bros. for Wii U

Greninja has some interesting combo possibilities, but often isn’t commented on; be it that the Pokémon is high mid tier in Super Smash Bros. for Wii U, it’s likely that it is not seen as viable as other characters in the competitive landscape.

However, this tutorial is hoping to break that perception. Greninja has some interesting properties on its Up Air, which not only has an up-reaching but also a down-reaching hitbox, each with their own uses. While the upward hitbox can be used to extend combos, the downward hitbox can be used to bounce opponents off the ground, leading to even more combo potential as a starter move.

Source: HASC Poga

What’s a “Kick”? Nelson Proves Them to Be Unneccessary in This King of Fighters XIV Combo Video

Steve Fox, eat your heart out–Nelson from The King of Fighters XIV also shows that he has the juggle potential to stand with the likes of him, and Street Fighter’s Dudley, in this combo video from Setsuna_MX.

While his damage output isn’t as large as some of the stronger characters in the series, he makes up for it fully in flash with these combos. Given a few bars of meter, he even proves to be a respectable anchor character–if you are capable of executing his combos. Especially amazing is how he is able to string together three supers one after another in several of these combos, making for some impressive–though rather impractical–combos, as long as you’re fully stocked.

Source: Setsuna_MX