Theory Fighter uploads are TH-cam’s version of an eclipse: you don’t often get to experience it, but when you do, it’s always mesmerizing and completely unforgettable.
Imagine if devs actually put assets into this scenario to make it more impactful Nothing substantial, just like an animation of each character getting back up, dusting off, and entering their neutral stance with a bit of flair- something that could be used for continues in single player modes to justify making them
Actually that would be fire for SF6 they already have alternative stances for burn out mode. Both characters getting back up and crawling to neutral would be wild. Especially if they did something to change killing with a lv3 or something with the K.O. screen and the walk out.
@@pkkiller_apathy4568They kind of have that with how you win the first round.. Like Guile barely winning he says : You put up a fight! If you get a round 1 perfect with Guile he does like a cool Hurricane animation. Would be cool for a final scene as well tho.
Gotta disagree with the verdict at the end, after that double KO in Tekken happened because those two players were so perfectly matched that getting an entire extra game was amazing!
That's true you do get more overall matches from it but in a similar dilemma to the arcade owner not getting his quarters, the TOs have to deal with a whole extra match worth of time, possibly even a bracket reset, along with it icing off the players to some degree. I also prefer the redo of the final round because you immediately get right back into the action, it's fair, and both players are still firing on all cylinders without even giving the commentators and audience time to breathe from such an explosive double KO finish.
@@EpsilonKnight2 They have to deal with one extra game? TOs prep for far more than that. And if players really do orchestrate double KOs in final round over and over, they can just both be DQ’d. This argument sucks. Double KO rematch is hype.
@@AshenDemon You didn’t read my comment, did you? If two players of equal skill double KO, that’s a rare feat that should lead to replays. But if two players ORCHESTRATE double KOs to keep playing, then thats stalling.
I love how Dino Rex deals with double KOs. Its definitely not something that should be implemented in a competitive environment, but I feel like it's perfect for a more casual setting because of how goofy it is. I imagine that the reaction that gets out of people who don't know about it must be hilarious.
@@daimax5773 Honestly, I'm gonna bet you are 100% right, from the footage that game looked awful, and the actual gameplay for the trainers looked boring and uninteresting. However, I still feel like it could be a fun little surprise for casual players if done properly in a more modern game.
And if the human trainers double Ko, their kids fight to the death. And that continues for thousands of generations until you reach the modern day descendants.
That instance in SFA2 at the end is extra rare, the music isn't actually supposed to cut, that's a glitch related to super fireballs, funny when it does happen though (glitch hype)
Fighting games changed forever after a glitch in a Street Fighter with the number 2 in it. Imagine if that happened again, and now stages morph into something weird and/or the music changed into Doom music... how rare and hype would that be
I want to say that Strive didn't "return" to the final round draw just being another match, Guilty Gear was just always like that (I think Blazblue too). That's why I was really confused at this video, since Xrd is my main game and I just went "Who cares? You just play the next round."
Yeah, Guilty Gear never strayed from the classic extra round style. Hell in GG you can't end a match on a double K.O even if a player is up a round when it happens, in that scenario it's counted as a win for the player who was behind.
Yeah I was also very confused, GG, BB and UNI, probably the 3 FGs I've watched the most, all do a new final round. Same with SFV which I've watched a solid ammount of. Anime kinda never dropped the "replay the round" thing, while SF went back to it recently.
6:00 I like the final round system, but I don't like how it works in Strive. If you're up a round and it's a double KO your opponent is treated as having won the round while you lose it. So it's only fair when both players are down a round. I was really salty when that happened to me a couple times.
@@HasekuraIsuna Which is why it's bad if you're up a round. They take a round off you, and you don't take a round off them. If neither player got a round I think it'd be way better.
3rd strike judgement system wasn't just based on points. it was literally biased for certain characters. like chun-li would almost always win unless she did abysmal while akuma can have much higher points but still lose. needless to say the judgement is just ignored for competitive.
The score for Judgement has a lot of things it relies on, such as taunts, hit counts on combos, whether or not the opponent got stunned, if combos involved supers, parries, there's a bunch of things Akuma's most used super art is a 6 (or 5? forgot) hit fireball, and Chun's most used super is a 17 hit kick flurry which also leads to a combo afterwards. Whenever I play the arcade mode with Oro, I get really high ratings because of EX Kidney Stone, and the combos before and after. If it stuns before or after, even better. It's not much of a bias iirc, some characters just use the rules of Judgement better
Here's a good video showing Chun loosing to multiple characters with the score being the exact same. I've seen a lot of people attributing her win frequency due to the number of hits on her SA th-cam.com/video/yR6gGeO0nyw/w-d-xo.html
there is one character who it legitimately is biased to, necro, because his girlfriend is one of the judgement characters and she always chooses him no matter what it only gets her at random sometimes and its possible it doesnt ever affect the real outcome it would have chose but its hard to tell in the moment
@@RosalinaSama that is a complete lie you made up. I’ve literally seen someone post this week of Effie voting for Alex over necro and that decided the win.
i think at least a unique way of doing this well is making the characters stand back up, no loading screen or anything, they both are at like 1/3 or 1/4th hp, so you can easily build back up to the tension, and depending on the game have full meter/half meter/infinite meter to spice it up and something even better than no music is potentially an exclusive more hype remix of the current song that only plays when you get the double KO
infinite meter would be like a "full potential unlocked" moment where both players now have access to even stronger tools but still lack the knowledge of how to use them so you get things like Flash using Speed Force but only to spam one move really hard which isn't unlike his regular appearances
On the subject of tension, it reminds of of a crazy match I had with my brothers and one of my friends in the original Capcom Vs Marvel on Dreamcast. You could have all 4 players jump in at once and unload supers , which was probably not the most balanced gameplay, but was over the top fun. During a match we unloaded all of our specials at once, and the screen exploded with bodies flying everywhere. The game then says YOU WIN!....We're not sure who even survived as everyone is laying there on the ground. No one is standing despite the game saying that, then like 5 secs later Wolverine stands up and says Rookie! Like of course Logan of all people would survive that onslaught.
Personally I think smash does it well, but I feel there’s a more competitive way to do it. Spawn both players at 1/4th health with full meter. That meter can no longer be charged. Go nuts on the final round and prove your might is stronger than your opponents. No options aren’t on the table. I think that would be fun at least
Fast characters have a tremendous advantage in suddent death in Smash. Likewise, characters with safer options that do little damage would be much better than others. It's not that competitive if the situation changes so much that the balance that's used for the rest of the game doesn't work.
@@fernandobanda5734 in smash where you get that via timeout sure But in the normal fighting game set up where both players were JUST playing off "next hit wins" i think itd make sense to go right back to "next hit wins" while staying fair and competitive
As a smash player, we don't use sudden death the VAST majority of the time. It is seen as uncompetitive as it highly benefits the already top tier speed/safety based characters.
Honestly, I prefer anything except a whole new match. Even a full round is perhaps too much, but it seems fine for the most part, though why not spice it up with some other factor? No music, no meter, lower health, etc? With Smash, fast characters get an advantage, but that's why you get good enough with slower characters that that never happens. It happens so rarely, that getting to that point you could just accept it as fate, and it's also too difficult and rare to consider balancing. Perhaps slower characters in general need a buff in is really what should be done. The bombs encourages haste and to not camp, otherwise you will get punished for taking too long.
In Strive if you lose the first round and draw the second round the game gives the losing player the round. I was so mad when I lost a game despite both players winning a round and drawing a round.
I like Sudden Death. Some cool way to present it with health bars would be have the current characters get back up from the final blow(s), quip at each other a little, and everything proceeds like a new round begins, except both fighters have so little health that they can only survive a stray weak hit. Metered systems and other resources should definitely be kept on the near-depleted side, like you can use one special move. IF a Double K.O. happens again, though, winner should probably be decided by the game with some method, probably Judgement as presented in the video or in Punch-Out!!, probably using point scores accumulated during the fight. Of course competitive could just make up its own rules and ignore what the game says, but at least, if the judges do take what the game says, it'll be consistent and predictable for who has the longer, more-difficult combo strings and/or better neutral punishes. There won't be a "high score" meta, because just winning always comes first, but I'd like to see some pros go more flashy, at least by the cabinet's standards, for the "off chance" or something
I think half health should be the way to go, that way you dont give such a big advantage to characters who are good at hitting the opponent every now and then without leading to anything big, like zoners and characters with good footsies.
'X-Men: Children of the Atom' has this idea (which I had only seen once in person): If neither fighter wins two rounds out of three, a fourth round is played with each constant only having a scant amount of HP. Video resource: th-cam.com/video/m3cNB1Bj1z8/w-d-xo.html
@@QXZ_Productions Came here to say this. Only happened to me once too, as I was facing off against Magneto and he immediately put up his forcefield. FML
One thing I hate is in some fighting games if a double KO happens in round two it gives both players a win and the person who won the first round wins the match. Its the dumbest system. Even if you win it doesn't feel good.
I hate it more in Strive where if you're up a round you essentially just lost a round with a flashy cinematic instead of drawing. I don't know why they didn't just make it so neither player loses a round.
Honestly Smash's idea *may* have had some logic to it, since it keeps it tense, fast and... okay the bombs are mostly there for speed & casuals but they do at least keep tension high One idea would be to have a final round, with either No Music like sfa2 or maybe lowkey intense Taiko drum music (almost like Lord of Freater Fiends from Ninja Gaiden), and the sudden death round plays with a couple things -no meter for both characters (or MAYBE full meter, but i feel that could introduce problems if you have fast long range supers AND are back at neutral) -you have to play til First Blood No chip KOs, no fullscreen punishes, not even Combos, just play until 1 player gets a hit. That does introduce the problem of Light attacks though, Lights would be really good if you get in to just have an anticlimatic KO. But maybe with a Light you need to open them up X amount of times, and a Heavy, Throw, Command Normal, Special, etc is just 1 opening
You've kind of mentioned the problem with sudden death already, but fast characters and zoners have a really big advantage in that kind of setting. Zoners because of the round start position, and faster characters since they can close the gap and hit someone with a fast light. This leaves slower characters or characters that need more set up in the dust.
@@LadyViolet1 Yeah it does, I will admit that. It's kinda hard to find a range where that would work exactly. and it could just be a case where there's no perfect solution either, almost every idea seems to have caveats
I've always had an idea that I think games should check for negative hp and then whichever is lower loses I can imagine it could be a little problematic but I think it sounds the most fair that whoever lost harder loses
two characters, both with 6f jabs with identical reach. but one does more damage than the other. they double ko with jabs. does that player with the advantageous jab deserve to win on a technicality?
what if the same situation happens when either player has a miniscule amount of extra health that could only be seen as a 2-pixel wide sliver of green, hardly noticeable while in the heat of a top8/semifinals/grand final? would such a deciding factor affect an audience or players such that everyone knows the rules are fair on paper, but the resulting outcome is so scuffed it only leaves a sour note on all parties?
@@HartlockYT yeah i think this is the main thing that could be a problem. it is technically more "fair" in some ways but it can be read as unfair in others. there is definitely discussion to be had about it, i just bring up the idea because i dont think ive ever heard of anyone else mentioning the idea
@@HartlockYT Some characters do more damage than others. That's not a big deal anywhere else in fighting games, why would it be an issue in the rare situation when two characters KO each other? The player who does less damage should just avoid that trade - and they can still win if they have enough extra life to make up the difference.
@@vaiyt yes yes, all you said is fair and true. some characters have more damage but less hp as compensation. some have more reach, but move slower and have crappy aerial movement, etc. when it comes down to it, the player with more skill knows how to ledger the disadvantages and exploit the advantages. i don't have an issue with any of that. it's an important quality of every fighting game, in essence. but we are talking about a double k.o. situation where both players don't know exactly how much HP the other has, because the game doesn't give a specific numbers, it just shows a pixelly bar. the clock is running down, both players are under pressure, and the crowd is screaming for their fave player. all i'm saying in my example is, when players are forced to "math" even the simplest of poking moves (a jab with no meaty or special properties), it is kind of BS to have to accept the situation of a technical win, no matter how by the book it seems.
Once, playing KOF 98 with a friend we got double K.O. three times in a row in our last team member, the mechanic is that if you got a double KO, or Draw as is call in this FG you restar the match in a kind a sudent death situation, whith very low energy, its a efficent mechanich to decide a winner, but we got double KO again and again, the third time the game just sent us to de select screen like saying "oh you M*ther F*kers..."
I actually thought about something like this for a fighting game I plan on building in the future: So the time-out happens, or the very rare double-ko. What happens next? Well, the match enters a sudden death mode, where both players life jumps back to 30% and positions are reset. Each passing 10 seconds, damage is amplified to make the stakes even higher of slipping up. This can continue until only one player is left standing
I had a moment with a double KO. We held a street fighter 4 tournament back in college and everyone expected me and my boy to be in the finals. I was Guile and He was Akuma. We did a best of 5 tournament. He had the first 2 rounds and I took the other 2. We were both at 1% health. I do a sonic boom and at the same time he does a Haduken in air and he both get hit with each others projectile at the same exact time and get a double KO. It was epic
I'd say Smash has the best idea for a draw, as the Sudden Death, while rare in tourneys, when it IS allowed and used right, it is a HYPE finale. Who lands the first hit, who can survive the Bob Ombs the longest, it makes it still interesting. If both win then it can also just lead to "Oh, you were one life behind and you still won this? Well enjoy your loss", it can lead to a punishment to the one in the life disadvantage. And playing a whole new round all together is also an option yet it I would like to see it that in a Double KO, both characters stand back up, pant a bit and go into middle ground away from each other, prepare for one last attack and then go into a Sudden Death with both being close to death
To be honest, the way I'd handle it would be to give both sides the round win _unless it would draw the whole match_ a la that Tekken clip. In such a case, an extra round would be played.
With regards to Smash, there was actually an incident in a major Smash Wii U tournament where a double KO happened in bracket (in top 8 as well iirc), only for it to turn out that the TOs hadn't properly outlined a procedure for double KOs in the tournament rules aside from just ignoring Sudden Death, so they had to make something up on the spot. Rivals of Aether also does something interesting if a game goes to time when both players are at the same damage percentage, though I don't think it's ever actually happened in a serious tournament match: it actually goes into a 10-second overtime. If both players are still at the same percent at the end of overtime, it goes into a second overtime, and so on. The game just refuses to end on a timeout until there is a decisive winner. That said I don't know how the game handles a situation where both players would die on the same frame. The fact that even one of the main frame data nerds for the game doesn't know, and there are seemingly no known examples of it happening in bracket has me kind of thinking that there's some sort of port priority system, though I could probably just ask one of the devs on twitter and get a response (or maybe test myself with steam workshop characters that have moves that instantly kill either themselves or the opponent). also for games that do have double KOs count as a draw, I wonder if any TOs just let it rock in Swiss system or Round Robin brackets. match goes to last game, and that game ends in a last round double KO? cool, that match was a draw. move on to the next one.
You inspired me to test it as much as I could. I went into vs with two controllers and increased the knockback so they would both die in one hit. I had 2 Kraggs upsmash each other on the exact same frame. No matter the position on the stage, if they both hit the vertical blast zone, on the same frame, at the same % and therefore knockback: Player 1 always wins. Sad. Rivals just has no double KO. Player one just gets to win. I wonder how many games that's decided where player 1 won when it would have been a double KO in any other game.
@@Saskaruto16 Damn, that's what I suspected. Now I wonder if I should check how it works in other platform fighters. I guess that handling double KOs in a platform fighter format is kinda weird due to the use of stocks rather than rounds. Maybe a subtler version of Smash sudden death could work - it immediately jumps into a 1-stock game with a 1 minute timer, played on the same stage.
@@ScribeAwoken What I think would be the best solution would be immediately adding another stock to the game and 1 minute. Spawn them on the normal spawnpoints just like game start. 1 minute by itself could lead to dumb hit and run stuff. But adding 1 minute to the existing game makes it just continue the game but with that bit of extra time to account for the extra stock.
Asking the WINNING player to decide on whether or not he could take the W or replay last game was a HEINOUS decision on the TOs' parts that puts the player into a grimey situation that they never asked for.
I also love how KoF98 does it, you get a tie and the game just adds an extra round with both players having a third of their health, it still keeps the tension up with just one well placed special or super from someone to end the match.
here's my opinion: While I'm not dissagreeing with you about the double ko system stablished by Namco in Tekken, I do think the moment, and the tension released in said moment was just that: a moment. The same thing happened with EVO moment 37, Daigo and Justin created a moment so impactful, that whatever came before or after was irrelevant. The next fight after the EVO moment 37 was just that. Daigo lost and nobody cares about that, and maybe, if that moment happened in 2022, you could have made a video pointing out "the problem with the parry system in Street Fighter III". And that's ok.
No idea how competitively viable this is, but I think the most hype idea would be both characters standing back up from where they landed, regaining some health (idk, 10-25%, depends on the game) and filling meter. Straight back into a last-hit situation where both players can go nova.
I Know Im late to the party, but the Double KO that got me "WHAT!!!???" Was in the first Virtual On, on the Sega Saturn, I was Playing Fei-Yen, my friend was Playing Raiden, and we got a Double KO, the game Wasnt prepared for that, it crashed, we had one hell of a Laugh.
Only MKX and MK11. MK9 has some sort of port priority to determine who wins in an otherwise "double KO" situation. Games before MK9 had no trades--one player had priority at random to determine who would win a "trade," so it was impossible to get a Double KO. However, it was possible in MK1 thru 9 to draw a round by having equal health when time ran out. I don't know how MK9 handles that, but all prior MKs simply play extra rounds until one player wins two matches, and this can theoretically go on forever. The exception is if both players have FULL health when time runs out: that's an automatic Game Over.
that alpha 2 final round is INCREDIBLE. like, just the atmosphere you get when you duck the music does SO much to add to the tension and it would be amazing for the spectators too. also shout out to youtube for having Dino Rex as a category
I'd love to see a version implemented where both characters slowly stand back up, get given 33% health and maybe a full super bar, but each attack has double the frames and a short round timer. It would show just how exhausting a match like that would be to the fighters and players, and be real hype in my opinion.
I personally like the double frames solely because it helps people who don't usually play that game to see what is happening and how quick things are moving. A hype set is shared around and if it reaches people who don't play that game, they might not understand what's happening but might appreciate the execution of the moves. I can see it work
Great discussion! I think the way Alpha 2 handles it is insanely cool, just because it makes it feel more like it really is a final duel. That said I'd kind of hoped you would have touched on the issue of the 0-1 draw, since it seems like it would have been in line with the concept of your 'problem with round start' issues, as to where or not it's 'fair.' When one player has a round up on their opponent, and that round is a draw, some games decide to just award both players a round, making the player who was up one just win, whereas others only award the player who was losing a win, while some just award neither. I think there's a discussion to be had about what is the best system there, since all three approaches have their strengths and weaknesses.
Double KO's are the perfect opportunities to build up tension and stress for both players, thats why Alpha nailed it by cutting the music in order to make the ambience less alive and more with a "sudden death" feeling
When I was still playing Tekken tournaments in our community we had the rule that in case of this exceptionally rare occurence, the set would continue under sudden death rules. Both players would keep going for another match and the first person to win a clean ROUND would be the deemed the winner. But as a testament to how rare this is, we never once had to actually use this rule - it was simply written down just in case.
Here's an idea: What if the SSB series' "Sudden death" mechanic was applied to traditional fighters, minus the random bombs on the map? A double KO happens, and rather than both fighters collapsing to the ground from the knockout, they stagger back and just barely manage to stay standing. Then, a new round begins... with both fighters at pixel health.
I believe MK11 just adds about 200 HP back to each character and the fight continues. No KO state. The fight just continues. I think that’s a pretty good way to deal with it.
So here is also another weird circumstance with sf2 and Double Kos. In SF2, the final round count stopped at 10. If both players are still tied after round 10, game ends with both players lose. In SF2 CE, the final count was reduced to 4. If the game ends in a tie after round 4, game ends and both players lose again. But the weird part is the very rare circumstance in which you had two double kos in the same set before hitting round 4. This actually happened to me once in ST. Whenever the game hits the final round in ST, CE, HF, and Super, the round count is immediately 1-1 regardless of what happened in the prior rounds. I had a fight in which I had a double ko in rounds 1 and 2, won round 3, and lost round 4. As a result, I lost the game, because my opponent won the round 4 which was the final round. I think the best set up would probably be award each player a round until the round score is at match point, and then just replay the round until a definite winner is decided. Just some thoughts.
_Whenever the game hits the final round in ST, CE, HF, and Super, the round count is immediately 1-1 regardless of what happened in the prior rounds_ Same thing happens on Round 10 in SF2 (World Warrior, original).
Personally, I'm a fan of the draw, Tekken-style. There's something so fun about hearing the announcer say "Draw", rather than the usual "You win" or "you lose". Some tension being lost or whatever is fine, fighting games are not all tension, having some calm in the eye of the storm is nice for me.
just treat it like how fencing matches in real life do. if both players need only one point to win and both hit at the same time. we simply put both players around were they were and continue the match. it keeps tension high while not depriving either team of a fair fight.
My favorite way to deal with Double K.O.s is from Street Fighter EX2. When that happened you would play an additional round with half the health bar an infinite gauge meter. If that round ended in a double K.O. then it would be considered a draw and the screen will display "No Game".
Honestly one of the hypest moments for me in a last round double KO was me beating the 3rd Strike arcade mode for the first time, after Gill resurrected and I managed to take him down as Ryu Not a particularly honorable victory but I was laughing for a good while, and it felt GOOD I personally think that the extra last round would be good, but the constant extra final rounds is a lil problematic because games could go on forever; although I doubt many players would get more than one double KO in a real match. I had the idea of cutting the timer into whatever time was left for the double KO round, but if your character can afford to burn resources to zone out the cast (imagine playing a slower character in Strive against Happy Chaos but you only have 12 seconds to get in, both of you have no tension to start and he can just sit there doing his funky business) then the double KO system becomes insanely lop sided. Give everyone full meter, half meter, no meter, whatever, some characters will do better than others at either getting in or running out the clock for a timeout win. It's a pretty difficult problem to solve.
I mean Strive made it so if you tie too many times player 1 just wins. You'll know when this can happen when the announcer says "Final Duel, Let's Rock!" I was curious so I checked in vs mode and let the timer run out over and over again. To be fair it could also just be random since I only did this once.
I cant remember which game but either MKX or MK11, when you get a double KO. The same round continues, both players stand from where they have fallen, and is both given i believe 15 percent health back. Keeping that tension
I think it'd be cool if in a case where a double K.O occurs, both characters rise back up, 1 hp left, full resource, and potentially sped up. Is it the BEST / FAIREST option? Probably not. Would it be FUN / HYPE? I'd say Hell yeah it would be.
yeah, I was.. trying to watch Them's Fightin' Herds Top 8 when all the Tekken people exploded next to us because of that. If I was going to do a double KO on round 3 mechanic... i'd have the hit bounce both competitors back to neutral, and have them both be in slow wake-up state kinda like with punch-out on NES wherein both players mash to get up. when they do, they get one additional bar of meter and the Magic pixel back. Have fun trying to chip each other out. :)
In KOF13 it'd put you in a sudden death extra round where both characters would keep whatever meter they had from the previous round, but both characters would start at only 30% health. Not only was the tension kept from it being another final round, but it immediately put both players into the most tense part of the round. Unfortunately, this system was only present for offline play, online the match would just end in a draw.
Why not both? If a double KO happens on a final round, no one wins and we do an extra round. If another double KO happens there, then let both win and call it a draw.
As someone who does not play street fighter it is actually not obvious why SF3 judgement being based on rank is un-competitive. In my view, getting a double KO at all already proves that the players are almost perfectly evenly matched. At that point even a coinflip couldn't really be considered unfair since both players are already proven they deserve the win. Unless there's some way that judgement actively rewards unskillful or lame play
You know most things probably wouldn't have the budget for it but I think it'd be really sick to see a fighting game with the just does the final round again system but gives each character an exclusive new intro for like a getup animation or something
About the last point, I think Alpha 3 played a unique track at the final round, I might be wrong. Really adds to the "OK, this is for real real the final battle" feel
Imagine if you get double K.O. there's a DBFZ style dramatic finish cutscene between the two characters but it's not for the game to end, it's just the round intro. Kinda like old unique intros similar to Sol v Ky in +R or something. I think it would be cool because it still gives players / spectators to process what just happened while the short scene is going. Maybe even another special scene for victory in that situation that highlights the struggle not just through us as the players but reflected in game. It's the final round of the last game of the set and you come out on top and your own character is like, "Damn that was fucking stressful. That person is really strong." That would be so cool...
Great video, but I would like to point out that ST will eventually cause essentially a draw. The game has 4 Rounds total, and if you Double KO on the final 4th round, both players lose the quarters. I do like this method (granted I am competitive at ST so I am biased) because meters restart and you are back into it like you mentioned in the video. However it can lead to some strange situations. Which can be seen here th-cam.com/video/wsIwCSXvqPs/w-d-xo.html if you double KO once, no big deal, redo the round and keep going. The crazy stuff happens when you KO 2 times, if an opponent already has a round, it will give the other opponent a round to make Round 4 the "Final Round", Double KO again and you both lose. If you Double KO at the beginning!! It doesn't matter what happens in the 3rd game, it will give both players a round to make it to the "Final Round".
I like this approach you've described that ST uses the best (it's also used for SFA2) of having the game limit it to 4 rounds max and "evening out" the round win-count in the Final Round 4 if two ties (double KO or time-out equal health) had occurred in Rounds 1-3. Fun fact that most don't know, if this situation does occur in SFA2 (the round "evening-out" scenario), the game will change all victory icons into the rarely seen Yashichi pinwheel.
The only double KO I've had was on a shooter when my team needed one kill to win and the enemy needed 2 to win. The enemy team had got two kills at the same time as me and we ended up with a draw which I've never seen nor heard of before.
Battlefield 5 had a mechanic that if the 2 teams were drawing at the end of the final round of operations it went to a battle royal type 1 life blizzard. One of the coolest things ever to be fair I was on the edge of my seat
In the Samurai Shodown games you get a Mexican Standoff-like system where whoever presses a button first will strike the opponent and kill it instantly.
What if the game refilled everyone's life by 30~50% and kept going? The tension should stay to some degree. I do think there should be some visual feedback like the music stops, you hear character breathing, and the background fades to where you are just focusing on the characters.
about the meters, the game could just give each characters the same amount of meters (and other tiered items like marisa's medals from sf6) they had at the beginning of the "final" round. i agree that no music is a great idea btw.
The funniest part about this situation in tournament is that some venues have no rules in place because the fact that a double k.o. is possible never crossed their minds. When one inevitably happens, everyone starts freaking out as they have to make up a new rule on the spot.
Both players should be resurrected with 50% life bar immediately after the double ko. Same stage no loading and music sped up for dramatic effect. This would be perfect.
Hi mister theory fighter, i just wanted to say i love your style of videos and you make content on things other fgc content creators don't. Continue what you wanna do!
Wish there was an option that changes how the game handles Draws. In FIFA games, there are many different ways to deal with a tied game, e.g. penalty shootout, golden goal, etc. Maybe fighting games could do the same.
the final clip with the silent final round in alpha had me scratching my head until it was spelled out in clear english. i don't generally play fighting games with BGM on.
I think Smash has it right, sudden death is the best way to handle a double KO: just give both players full special and drop their health to 1, start from round opening positions and 3, 2, 1, fight! Immediately ramps up the tension you've built from the last round to the next level and makes the audience even more hyped, I'm surprised more games don't do it.
DiveKick deals with time-outs by giving the round to the character that’s the closest to the middle of the stage. maybe double K.O.s should do something similar?
I was thinking of possible solutions for the rare dilemma of a double K.O. One thing to think about is if a double K.O. should be worth half a round. In a game where both players need one more round, it would initiate an additional round to and give players to get over the hurdle. Another more straight forward solution is to give players half health, no supers, less time.
Yup, SF II (not World Warrior lol) and SF Alpha series had it right with the 3rd round in a 2 out of 3 not being "Final" and an actual "Final Round" saved in the event of a double KO in any previous round. In the event of a 2nd Double KO then both players lose which is pretty damn rare. SF3 onwards making Round 3 the Final Round no matter what was wild. I imagine there was a collective "what?!" the first time anyone had a double KO in Round 2 of SFIV or V only to see the match declared over and giving the player who won Round 1 the victory. The only arcade fighter I know that does Sudden Death is X-Men Children of the Atom.
Oh man you know it’s a good day when theory fighter posts. Also we always have to circle back to sf2 it’s required.
It's still the best fighting game imo
@@Vulpas It’s good but it’s not the best but it’s still good.
Theory Fighter uploads are TH-cam’s version of an eclipse: you don’t often get to experience it, but when you do, it’s always mesmerizing and completely unforgettable.
Do we quarter circle back or half circle back?
@@peternguyen1911 Idk, ask Jen Psaki, she's an expert on circles.
That game that just turns into another game if a double ko happens is amazing
I agree, it should've been a bonus mode.
What if a double KO happened again? 🤔
@@calamorta then u play with the trainers hamsters
@@havibmaoryusef3375 and what if double KO happens when on hamsters? another fight with different fighters? Oh god, not the double KO recursion
@@ArjunTheRageGuy lol
Imagine if devs actually put assets into this scenario to make it more impactful
Nothing substantial, just like an animation of each character getting back up, dusting off, and entering their neutral stance with a bit of flair- something that could be used for continues in single player modes to justify making them
using a singleplayer exclusive animation would be really clever actually.
Actually that would be fire for SF6 they already have alternative stances for burn out mode. Both characters getting back up and crawling to neutral would be wild. Especially if they did something to change killing with a lv3 or something with the K.O. screen and the walk out.
Capcom has actually done stuff like that as early as X-Men COTA, and so has Namco with Tekken.
@@pkkiller_apathy4568crazy that this came true sort of lol. They have animations for draws but that’s it
@@pkkiller_apathy4568They kind of have that with how you win the first round.. Like Guile barely winning he says : You put up a fight! If you get a round 1 perfect with Guile he does like a cool Hurricane animation. Would be cool for a final scene as well tho.
Gotta disagree with the verdict at the end, after that double KO in Tekken happened because those two players were so perfectly matched that getting an entire extra game was amazing!
That's true you do get more overall matches from it but in a similar dilemma to the arcade owner not getting his quarters, the TOs have to deal with a whole extra match worth of time, possibly even a bracket reset, along with it icing off the players to some degree. I also prefer the redo of the final round because you immediately get right back into the action, it's fair, and both players are still firing on all cylinders without even giving the commentators and audience time to breathe from such an explosive double KO finish.
@@EpsilonKnight2 They have to deal with one extra game? TOs prep for far more than that. And if players really do orchestrate double KOs in final round over and over, they can just both be DQ’d. This argument sucks. Double KO rematch is hype.
@@throwawaydetective9080 Imagine being disqualified because you fought someone equal to your skill level.
@@AshenDemon You didn’t read my comment, did you? If two players of equal skill double KO, that’s a rare feat that should lead to replays. But if two players ORCHESTRATE double KOs to keep playing, then thats stalling.
@@AshenDemon nobody said that, tho
I love how Dino Rex deals with double KOs. Its definitely not something that should be implemented in a competitive environment, but I feel like it's perfect for a more casual setting because of how goofy it is. I imagine that the reaction that gets out of people who don't know about it must be hilarious.
You say that but once you experience any aspect of Dino Rex in person your opinion will change drastically
@@daimax5773 Honestly, I'm gonna bet you are 100% right, from the footage that game looked awful, and the actual gameplay for the trainers looked boring and uninteresting. However, I still feel like it could be a fun little surprise for casual players if done properly in a more modern game.
And if the human trainers double Ko, their kids fight to the death. And that continues for thousands of generations until you reach the modern day descendants.
@@wingspantt actually?!
Effectively playing a game of Footsies to determine who wins
That instance in SFA2 at the end is extra rare, the music isn't actually supposed to cut, that's a glitch related to super fireballs, funny when it does happen though (glitch hype)
Yeah, I was about to say, I've had to play a few Final Rounds in A2 before, and the music was still intact.
Fighting games changed forever after a glitch in a Street Fighter with the number 2 in it.
Imagine if that happened again, and now stages morph into something weird and/or the music changed into Doom music... how rare and hype would that be
@@olzarius yeah, the glitch where you could move stack in sf2 to make really cool and long combos, it basically made fighting games as a whole
😅 It's genius though. It really does heighten the tension.
Speaking of music, Alpha 3 uses special music for the Final Round.
I want to say that Strive didn't "return" to the final round draw just being another match, Guilty Gear was just always like that (I think Blazblue too). That's why I was really confused at this video, since Xrd is my main game and I just went "Who cares? You just play the next round."
Yeah, Guilty Gear never strayed from the classic extra round style. Hell in GG you can't end a match on a double K.O even if a player is up a round when it happens, in that scenario it's counted as a win for the player who was behind.
yea i was really confused every game ive played you just go to another round, if a game makes you play out 3 more rounds then idk why theyd do that
Yeah I was also very confused, GG, BB and UNI, probably the 3 FGs I've watched the most, all do a new final round. Same with SFV which I've watched a solid ammount of. Anime kinda never dropped the "replay the round" thing, while SF went back to it recently.
And with all these games if you somehow get another double ko its still a draw though.
Same with VF
6:00 I like the final round system, but I don't like how it works in Strive. If you're up a round and it's a double KO your opponent is treated as having won the round while you lose it. So it's only fair when both players are down a round. I was really salty when that happened to me a couple times.
So Draws are loser's advantage?
@@MansMan42069 If someone is up a round then yes. If both players are down a round neither loses a round as there isn't a round to lose.
Isn't it like BlazBlue?
A double down is a round win for both, but you cannot win the match with it.
@@HasekuraIsuna Which is why it's bad if you're up a round. They take a round off you, and you don't take a round off them. If neither player got a round I think it'd be way better.
That's not taking a round from you. That's giving a round to your opponent.
It creates tension, But I guess you don't like tension
3rd strike judgement system wasn't just based on points. it was literally biased for certain characters. like chun-li would almost always win unless she did abysmal while akuma can have much higher points but still lose. needless to say the judgement is just ignored for competitive.
The score for Judgement has a lot of things it relies on, such as taunts, hit counts on combos, whether or not the opponent got stunned, if combos involved supers, parries, there's a bunch of things
Akuma's most used super art is a 6 (or 5? forgot) hit fireball, and Chun's most used super is a 17 hit kick flurry which also leads to a combo afterwards. Whenever I play the arcade mode with Oro, I get really high ratings because of EX Kidney Stone, and the combos before and after. If it stuns before or after, even better. It's not much of a bias iirc, some characters just use the rules of Judgement better
Did not know THAT…
Here's a good video showing Chun loosing to multiple characters with the score being the exact same.
I've seen a lot of people attributing her win frequency due to the number of hits on her SA
th-cam.com/video/yR6gGeO0nyw/w-d-xo.html
there is one character who it legitimately is biased to, necro, because his girlfriend is one of the judgement characters and she always chooses him no matter what
it only gets her at random sometimes and its possible it doesnt ever affect the real outcome it would have chose but its hard to tell in the moment
@@RosalinaSama that is a complete lie you made up. I’ve literally seen someone post this week of Effie voting for Alex over necro and that decided the win.
i think at least a unique way of doing this well is making the characters stand back up, no loading screen or anything, they both are at like 1/3 or 1/4th hp, so you can easily build back up to the tension, and depending on the game have full meter/half meter/infinite meter to spice it up and something even better than no music is potentially an exclusive more hype remix of the current song that only plays when you get the double KO
Like Desperate Struggle in Tekken? I think it'll be awesome if that theme suddenly played at a tournament Finals Double K.O.
THIS.
infinite meter would be like a "full potential unlocked" moment where both players now have access to even stronger tools but still lack the knowledge of how to use them so you get things like Flash using Speed Force but only to spam one move really hard which isn't unlike his regular appearances
Having the characters get back up with a bit of health could be one way to keep tension, but then positioning becomes a factor.
For the case of Tekken and other games with rotating scenery it becomes a factor for sure.
@@victuz It becomes a factor in any game. Corner is typically the worst place you want to be in a fighting game.
On the subject of tension, it reminds of of a crazy match I had with my brothers and one of my friends in the original Capcom Vs Marvel on Dreamcast. You could have all 4 players jump in at once and unload supers , which was probably not the most balanced gameplay, but was over the top fun. During a match we unloaded all of our specials at once, and the screen exploded with bodies flying everywhere. The game then says YOU WIN!....We're not sure who even survived as everyone is laying there on the ground. No one is standing despite the game saying that, then like 5 secs later Wolverine stands up and says Rookie! Like of course Logan of all people would survive that onslaught.
JAJAJAJA
Personally I think smash does it well, but I feel there’s a more competitive way to do it.
Spawn both players at 1/4th health with full meter. That meter can no longer be charged. Go nuts on the final round and prove your might is stronger than your opponents. No options aren’t on the table.
I think that would be fun at least
Fast characters have a tremendous advantage in suddent death in Smash. Likewise, characters with safer options that do little damage would be much better than others. It's not that competitive if the situation changes so much that the balance that's used for the rest of the game doesn't work.
@@fernandobanda5734 in smash where you get that via timeout sure
But in the normal fighting game set up where both players were JUST playing off "next hit wins" i think itd make sense to go right back to "next hit wins" while staying fair and competitive
Well this idea already exist in KOF game
As a smash player, we don't use sudden death the VAST majority of the time. It is seen as uncompetitive as it highly benefits the already top tier speed/safety based characters.
Honestly, I prefer anything except a whole new match. Even a full round is perhaps too much, but it seems fine for the most part, though why not spice it up with some other factor? No music, no meter, lower health, etc?
With Smash, fast characters get an advantage, but that's why you get good enough with slower characters that that never happens. It happens so rarely, that getting to that point you could just accept it as fate, and it's also too difficult and rare to consider balancing. Perhaps slower characters in general need a buff in is really what should be done. The bombs encourages haste and to not camp, otherwise you will get punished for taking too long.
In Strive if you lose the first round and draw the second round the game gives the losing player the round. I was so mad when I lost a game despite both players winning a round and drawing a round.
I like Sudden Death. Some cool way to present it with health bars would be have the current characters get back up from the final blow(s), quip at each other a little, and everything proceeds like a new round begins, except both fighters have so little health that they can only survive a stray weak hit. Metered systems and other resources should definitely be kept on the near-depleted side, like you can use one special move. IF a Double K.O. happens again, though, winner should probably be decided by the game with some method, probably Judgement as presented in the video or in Punch-Out!!, probably using point scores accumulated during the fight. Of course competitive could just make up its own rules and ignore what the game says, but at least, if the judges do take what the game says, it'll be consistent and predictable for who has the longer, more-difficult combo strings and/or better neutral punishes. There won't be a "high score" meta, because just winning always comes first, but I'd like to see some pros go more flashy, at least by the cabinet's standards, for the "off chance" or something
Sliver of health Sudden Death rounds sound absolutely amazing. And they should have that extra cinematic feel to them.
@@SixtyEmeralds Totally agree!
I think half health should be the way to go, that way you dont give such a big advantage to characters who are good at hitting the opponent every now and then without leading to anything big, like zoners and characters with good footsies.
'X-Men: Children of the Atom' has this idea (which I had only seen once in person): If neither fighter wins two rounds out of three, a fourth round is played with each constant only having a scant amount of HP. Video resource: th-cam.com/video/m3cNB1Bj1z8/w-d-xo.html
@@QXZ_Productions Came here to say this. Only happened to me once too, as I was facing off against Magneto and he immediately put up his forcefield. FML
One thing I hate is in some fighting games if a double KO happens in round two it gives both players a win and the person who won the first round wins the match. Its the dumbest system. Even if you win it doesn't feel good.
Nah we take those. It's a benefit of being at round advantage.
I agree it feels like you got cheated/didn't deserve a win, even if it's super rare.
I hate it more in Strive where if you're up a round you essentially just lost a round with a flashy cinematic instead of drawing. I don't know why they didn't just make it so neither player loses a round.
@@LadyViolet1 I posted this video in Discords im in and someone explained the Strive system and I was shocked. That is the worst system by far.
@@aramondehasashi3324 I agree
Honestly Smash's idea *may* have had some logic to it, since it keeps it tense, fast and... okay the bombs are mostly there for speed & casuals but they do at least keep tension high
One idea would be to have a final round, with either No Music like sfa2 or maybe lowkey intense Taiko drum music (almost like Lord of Freater Fiends from Ninja Gaiden), and the sudden death round plays with a couple things
-no meter for both characters (or MAYBE full meter, but i feel that could introduce problems if you have fast long range supers AND are back at neutral)
-you have to play til First Blood
No chip KOs, no fullscreen punishes, not even Combos, just play until 1 player gets a hit.
That does introduce the problem of Light attacks though, Lights would be really good if you get in to just have an anticlimatic KO. But maybe with a Light you need to open them up X amount of times, and a Heavy, Throw, Command Normal, Special, etc is just 1 opening
You've kind of mentioned the problem with sudden death already, but fast characters and zoners have a really big advantage in that kind of setting. Zoners because of the round start position, and faster characters since they can close the gap and hit someone with a fast light. This leaves slower characters or characters that need more set up in the dust.
@@LadyViolet1 Yeah it does, I will admit that. It's kinda hard to find a range where that would work exactly.
and it could just be a case where there's no perfect solution either, almost every idea seems to have caveats
i feel like just putting the characters at 1/2 or maybe 1/3 health would work better to keep tension while still being fair.
Ultimate having the screen zoom is much better.
Maybe Smash Sudden Death should have no music...it seems like a good idea to add even more pressure. Lmaoooo
I've always had an idea that I think games should check for negative hp and then whichever is lower loses
I can imagine it could be a little problematic but I think it sounds the most fair that whoever lost harder loses
two characters, both with 6f jabs with identical reach. but one does more damage than the other. they double ko with jabs. does that player with the advantageous jab deserve to win on a technicality?
what if the same situation happens when either player has a miniscule amount of extra health that could only be seen as a 2-pixel wide sliver of green, hardly noticeable while in the heat of a top8/semifinals/grand final?
would such a deciding factor affect an audience or players such that everyone knows the rules are fair on paper, but the resulting outcome is so scuffed it only leaves a sour note on all parties?
@@HartlockYT yeah i think this is the main thing that could be a problem. it is technically more "fair" in some ways but it can be read as unfair in others. there is definitely discussion to be had about it, i just bring up the idea because i dont think ive ever heard of anyone else mentioning the idea
@@HartlockYT Some characters do more damage than others. That's not a big deal anywhere else in fighting games, why would it be an issue in the rare situation when two characters KO each other? The player who does less damage should just avoid that trade - and they can still win if they have enough extra life to make up the difference.
@@vaiyt yes yes, all you said is fair and true. some characters have more damage but less hp as compensation. some have more reach, but move slower and have crappy aerial movement, etc. when it comes down to it, the player with more skill knows how to ledger the disadvantages and exploit the advantages. i don't have an issue with any of that. it's an important quality of every fighting game, in essence.
but we are talking about a double k.o. situation where both players don't know exactly how much HP the other has, because the game doesn't give a specific numbers, it just shows a pixelly bar. the clock is running down, both players are under pressure, and the crowd is screaming for their fave player.
all i'm saying in my example is, when players are forced to "math" even the simplest of poking moves (a jab with no meaty or special properties), it is kind of BS to have to accept the situation of a technical win, no matter how by the book it seems.
shoutouts to my dino rex footage :)
dino gaming
Once, playing KOF 98 with a friend we got double K.O. three times in a row in our last team member, the mechanic is that if you got a double KO, or Draw as is call in this FG you restar the match in a kind a sudent death situation, whith very low energy, its a efficent mechanich to decide a winner, but we got double KO again and again, the third time the game just sent us to de select screen like saying "oh you M*ther F*kers..."
I was about to respond something else until I read your username.
@@abuelovinagres4411 claro que si campeon
I actually thought about something like this for a fighting game I plan on building in the future:
So the time-out happens, or the very rare double-ko. What happens next? Well, the match enters a sudden death mode, where both players life jumps back to 30% and positions are reset. Each passing 10 seconds, damage is amplified to make the stakes even higher of slipping up. This can continue until only one player is left standing
I had a moment with a double KO. We held a street fighter 4 tournament back in college and everyone expected me and my boy to be in the finals. I was Guile and He was Akuma. We did a best of 5 tournament. He had the first 2 rounds and I took the other 2. We were both at 1% health. I do a sonic boom and at the same time he does a Haduken in air and he both get hit with each others projectile at the same exact time and get a double KO. It was epic
I'd say Smash has the best idea for a draw, as the Sudden Death, while rare in tourneys, when it IS allowed and used right, it is a HYPE finale. Who lands the first hit, who can survive the Bob Ombs the longest, it makes it still interesting. If both win then it can also just lead to "Oh, you were one life behind and you still won this? Well enjoy your loss", it can lead to a punishment to the one in the life disadvantage. And playing a whole new round all together is also an option yet it I would like to see it that in a Double KO, both characters stand back up, pant a bit and go into middle ground away from each other, prepare for one last attack and then go into a Sudden Death with both being close to death
What we need is SFEX2+ 's system:
Both players get half a lifebar, and infinite Super Meter.
To be honest, the way I'd handle it would be to give both sides the round win _unless it would draw the whole match_ a la that Tekken clip. In such a case, an extra round would be played.
With regards to Smash, there was actually an incident in a major Smash Wii U tournament where a double KO happened in bracket (in top 8 as well iirc), only for it to turn out that the TOs hadn't properly outlined a procedure for double KOs in the tournament rules aside from just ignoring Sudden Death, so they had to make something up on the spot.
Rivals of Aether also does something interesting if a game goes to time when both players are at the same damage percentage, though I don't think it's ever actually happened in a serious tournament match: it actually goes into a 10-second overtime. If both players are still at the same percent at the end of overtime, it goes into a second overtime, and so on. The game just refuses to end on a timeout until there is a decisive winner.
That said I don't know how the game handles a situation where both players would die on the same frame. The fact that even one of the main frame data nerds for the game doesn't know, and there are seemingly no known examples of it happening in bracket has me kind of thinking that there's some sort of port priority system, though I could probably just ask one of the devs on twitter and get a response (or maybe test myself with steam workshop characters that have moves that instantly kill either themselves or the opponent).
also for games that do have double KOs count as a draw, I wonder if any TOs just let it rock in Swiss system or Round Robin brackets. match goes to last game, and that game ends in a last round double KO? cool, that match was a draw. move on to the next one.
You inspired me to test it as much as I could.
I went into vs with two controllers and increased the knockback so they would both die in one hit. I had 2 Kraggs upsmash each other on the exact same frame.
No matter the position on the stage, if they both hit the vertical blast zone, on the same frame, at the same % and therefore knockback:
Player 1 always wins.
Sad. Rivals just has no double KO. Player one just gets to win.
I wonder how many games that's decided where player 1 won when it would have been a double KO in any other game.
@@Saskaruto16 Damn, that's what I suspected. Now I wonder if I should check how it works in other platform fighters.
I guess that handling double KOs in a platform fighter format is kinda weird due to the use of stocks rather than rounds. Maybe a subtler version of Smash sudden death could work - it immediately jumps into a 1-stock game with a 1 minute timer, played on the same stage.
@@ScribeAwoken What I think would be the best solution would be immediately adding another stock to the game and 1 minute. Spawn them on the normal spawnpoints just like game start.
1 minute by itself could lead to dumb hit and run stuff. But adding 1 minute to the existing game makes it just continue the game but with that bit of extra time to account for the extra stock.
Asking the WINNING player to decide on whether or not he could take the W or replay last game was a HEINOUS decision on the TOs' parts that puts the player into a grimey situation that they never asked for.
The Tekken double K.O. was crazier than Evo Moment 37.
Mk11 has “match extended” instead of double ko where each player just gets back about 30% life. What are your thoughts on that?
MK has a long history of REALLY getting out of the way to prevent draws
Far better
@@zakazany1945 Dunno why. Draws are cool. Did a draw against Goro and it said draw for one split second and we replayed the round instantly.
I really don't mind as long as it isn't like MK9 where player 1 wins all trades :(
Razzo vs Umisho's double K.O at combo breaker this year was also insane, shit had my jumping out of my seat.
I also love how KoF98 does it, you get a tie and the game just adds an extra round with both players having a third of their health, it still keeps the tension up with just one well placed special or super from someone to end the match.
here's my opinion: While I'm not dissagreeing with you about the double ko system stablished by Namco in Tekken, I do think the moment, and the tension released in said moment was just that: a moment. The same thing happened with EVO moment 37, Daigo and Justin created a moment so impactful, that whatever came before or after was irrelevant. The next fight after the EVO moment 37 was just that. Daigo lost and nobody cares about that, and maybe, if that moment happened in 2022, you could have made a video pointing out "the problem with the parry system in Street Fighter III". And that's ok.
Victimo’s soul leaving the body is palpable
No idea how competitively viable this is, but I think the most hype idea would be both characters standing back up from where they landed, regaining some health (idk, 10-25%, depends on the game) and filling meter. Straight back into a last-hit situation where both players can go nova.
Add 10 or 20 more seconds to the clock (maybe equivalent to the % of health gained), and this sounds like a viable idea to me.
I Know Im late to the party, but the Double KO that got me "WHAT!!!???" Was in the first Virtual On, on the Sega Saturn, I was Playing Fei-Yen, my friend was Playing Raiden, and we got a Double KO, the game Wasnt prepared for that, it crashed, we had one hell of a Laugh.
I like how Mortal Kombat deals with double KOs. The game simply gives both characters 25% health back and the round goes on.
Only MKX and MK11.
MK9 has some sort of port priority to determine who wins in an otherwise "double KO" situation.
Games before MK9 had no trades--one player had priority at random to determine who would win a "trade," so it was impossible to get a Double KO. However, it was possible in MK1 thru 9 to draw a round by having equal health when time ran out. I don't know how MK9 handles that, but all prior MKs simply play extra rounds until one player wins two matches, and this can theoretically go on forever.
The exception is if both players have FULL health when time runs out: that's an automatic Game Over.
To see next, I want "Instant Kills in fighting games"
that alpha 2 final round is INCREDIBLE. like, just the atmosphere you get when you duck the music does SO much to add to the tension and it would be amazing for the spectators too. also shout out to youtube for having Dino Rex as a category
I'd love to see a version implemented where both characters slowly stand back up, get given 33% health and maybe a full super bar, but each attack has double the frames and a short round timer. It would show just how exhausting a match like that would be to the fighters and players, and be real hype in my opinion.
Not sure about the doubled frames, but the other bits sound good.
I personally like the double frames solely because it helps people who don't usually play that game to see what is happening and how quick things are moving. A hype set is shared around and if it reaches people who don't play that game, they might not understand what's happening but might appreciate the execution of the moves. I can see it work
Double KO tiebreakers should turn into an impromptu irl fight
Great vid. Alpha 3 had a whole different track playing after a double KO. I thought that was cool.
Great discussion! I think the way Alpha 2 handles it is insanely cool, just because it makes it feel more like it really is a final duel.
That said I'd kind of hoped you would have touched on the issue of the 0-1 draw, since it seems like it would have been in line with the concept of your 'problem with round start' issues, as to where or not it's 'fair.' When one player has a round up on their opponent, and that round is a draw, some games decide to just award both players a round, making the player who was up one just win, whereas others only award the player who was losing a win, while some just award neither. I think there's a discussion to be had about what is the best system there, since all three approaches have their strengths and weaknesses.
Double KO's are the perfect opportunities to build up tension and stress for both players, thats why Alpha nailed it by cutting the music in order to make the ambience less alive and more with a "sudden death" feeling
When I was still playing Tekken tournaments in our community we had the rule that in case of this exceptionally rare occurence, the set would continue under sudden death rules. Both players would keep going for another match and the first person to win a clean ROUND would be the deemed the winner. But as a testament to how rare this is, we never once had to actually use this rule - it was simply written down just in case.
This reminds me of how you must win in Tennis, which can lead to a never-ending match not unlike ending in a Draw. See Isner vs. Mahut(2010).
Love your analysis! Your passion for fighting games is very palpable. Really enjoy watching your videos and I'm not even that deep into this
Here's an idea: What if the SSB series' "Sudden death" mechanic was applied to traditional fighters, minus the random bombs on the map? A double KO happens, and rather than both fighters collapsing to the ground from the knockout, they stagger back and just barely manage to stay standing. Then, a new round begins... with both fighters at pixel health.
I believe MK11 just adds about 200 HP back to each character and the fight continues. No KO state. The fight just continues. I think that’s a pretty good way to deal with it.
excuse me how have i never seen the Judgement system in SF3 before ive played this game so much wtf
I’ve seen it a few times it’s cool the first time and then it’s really annoying after.
It also happens on time outs, how much have you played it?
I've had it happen twice and both times I've won even though I thought I was going to lose lol.
@@harryvpn1462 very bold of you to assume im good enough to get timeouts normally let alone the final round
So here is also another weird circumstance with sf2 and Double Kos. In SF2, the final round count stopped at 10. If both players are still tied after round 10, game ends with both players lose.
In SF2 CE, the final count was reduced to 4. If the game ends in a tie after round 4, game ends and both players lose again. But the weird part is the very rare circumstance in which you had two double kos in the same set before hitting round 4. This actually happened to me once in ST. Whenever the game hits the final round in ST, CE, HF, and Super, the round count is immediately 1-1 regardless of what happened in the prior rounds. I had a fight in which I had a double ko in rounds 1 and 2, won round 3, and lost round 4. As a result, I lost the game, because my opponent won the round 4 which was the final round.
I think the best set up would probably be award each player a round until the round score is at match point, and then just replay the round until a definite winner is decided. Just some thoughts.
Each double ko should award .5 a win to each player in those cases.
_Whenever the game hits the final round in ST, CE, HF, and Super, the round count is immediately 1-1 regardless of what happened in the prior rounds_
Same thing happens on Round 10 in SF2 (World Warrior, original).
@@killerb255 not sure I understand. Wouldn't that happen anyway?
Just found your channel and it's pretty solid. I agree 100% with your take on this one. Great video, greetings from Brazil!
Personally, I'm a fan of the draw, Tekken-style. There's something so fun about hearing the announcer say "Draw", rather than the usual "You win" or "you lose". Some tension being lost or whatever is fine, fighting games are not all tension, having some calm in the eye of the storm is nice for me.
This is one of the worst opinions I've ever read.
@@blueyosh43 Don't care, didn't ask, cry about it, stay mad, get real, L, mald, seethe, cope
just treat it like how fencing matches in real life do. if both players need only one point to win and both hit at the same time. we simply put both players around were they were and continue the match. it keeps tension high while not depriving either team of a fair fight.
"I'm gonna be a little abstract here ... that's not really my vibe"
-THEORY Fighter, 2022
My favorite way to deal with Double K.O.s is from Street Fighter EX2.
When that happened you would play an additional round with half the health bar an infinite gauge meter.
If that round ended in a double K.O. then it would be considered a draw and the screen will display "No Game".
Honestly one of the hypest moments for me in a last round double KO was me beating the 3rd Strike arcade mode for the first time, after Gill resurrected and I managed to take him down as Ryu
Not a particularly honorable victory but I was laughing for a good while, and it felt GOOD
I personally think that the extra last round would be good, but the constant extra final rounds is a lil problematic because games could go on forever; although I doubt many players would get more than one double KO in a real match. I had the idea of cutting the timer into whatever time was left for the double KO round, but if your character can afford to burn resources to zone out the cast (imagine playing a slower character in Strive against Happy Chaos but you only have 12 seconds to get in, both of you have no tension to start and he can just sit there doing his funky business) then the double KO system becomes insanely lop sided. Give everyone full meter, half meter, no meter, whatever, some characters will do better than others at either getting in or running out the clock for a timeout win. It's a pretty difficult problem to solve.
I mean Strive made it so if you tie too many times player 1 just wins. You'll know when this can happen when the announcer says "Final Duel, Let's Rock!" I was curious so I checked in vs mode and let the timer run out over and over again. To be fair it could also just be random since I only did this once.
Last round double KO is the biggest hype ever
I cant remember which game but either MKX or MK11, when you get a double KO. The same round continues, both players stand from where they have fallen, and is both given i believe 15 percent health back. Keeping that tension
Haven’t played enough MK11 to say it happens there, but it sounds great!
If you haven’t used Fatal Blow yet…
Both.
I think it'd be cool if in a case where a double K.O occurs, both characters rise back up, 1 hp left, full resource, and potentially sped up.
Is it the BEST / FAIREST option? Probably not.
Would it be FUN / HYPE? I'd say Hell yeah it would be.
What if after the double KO, both character's health bars regen proportionally to their current meter bar? That would keep it skill based as well.
"Yea but my tension tho"
Great video. I’d honestly say either no music or a sudden death exclusive track being played and a new final round would be best.
yeah, I was.. trying to watch Them's Fightin' Herds Top 8 when all the Tekken people exploded next to us because of that.
If I was going to do a double KO on round 3 mechanic... i'd have the hit bounce both competitors back to neutral, and have them both be in slow wake-up state kinda like with punch-out on NES wherein both players mash to get up. when they do, they get one additional bar of meter and the Magic pixel back. Have fun trying to chip each other out. :)
That’s not meteors hitting you in Smash. It’s Bob-ombs
In KOF13 it'd put you in a sudden death extra round where both characters would keep whatever meter they had from the previous round, but both characters would start at only 30% health.
Not only was the tension kept from it being another final round, but it immediately put both players into the most tense part of the round.
Unfortunately, this system was only present for offline play, online the match would just end in a draw.
I want to see the SF characters' trainers face each other in a final round. Maybe it should be done in a First-Person Shooter format too.
Why not both? If a double KO happens on a final round, no one wins and we do an extra round. If another double KO happens there, then let both win and call it a draw.
I believe this is what Street Fighter II does: After so many final rounds (10 in WW, 4 in other versions), both players lose.
3:26 the idea of the trainers going "f it, we're throwing hands ourselves" is extremely entertaining
As someone who does not play street fighter it is actually not obvious why SF3 judgement being based on rank is un-competitive. In my view, getting a double KO at all already proves that the players are almost perfectly evenly matched. At that point even a coinflip couldn't really be considered unfair since both players are already proven they deserve the win. Unless there's some way that judgement actively rewards unskillful or lame play
“We’re not in the arcade so that line of thinking is no longer relevant”
That’s just the case for every bad mechanic in FGs
What are some other examples you have in mind?
You know most things probably wouldn't have the budget for it but I think it'd be really sick to see a fighting game with the just does the final round again system but gives each character an exclusive new intro for like a getup animation or something
A TheoryFighter upload is a shot of serotonin right to the veins
About the last point, I think Alpha 3 played a unique track at the final round, I might be wrong. Really adds to the "OK, this is for real real the final battle" feel
Great idea!
Imagine if you get double K.O. there's a DBFZ style dramatic finish cutscene between the two characters but it's not for the game to end, it's just the round intro. Kinda like old unique intros similar to Sol v Ky in +R or something. I think it would be cool because it still gives players / spectators to process what just happened while the short scene is going. Maybe even another special scene for victory in that situation that highlights the struggle not just through us as the players but reflected in game. It's the final round of the last game of the set and you come out on top and your own character is like, "Damn that was fucking stressful. That person is really strong." That would be so cool...
Great video, but I would like to point out that ST will eventually cause essentially a draw. The game has 4 Rounds total, and if you Double KO on the final 4th round, both players lose the quarters. I do like this method (granted I am competitive at ST so I am biased) because meters restart and you are back into it like you mentioned in the video.
However it can lead to some strange situations. Which can be seen here th-cam.com/video/wsIwCSXvqPs/w-d-xo.html if you double KO once, no big deal, redo the round and keep going. The crazy stuff happens when you KO 2 times, if an opponent already has a round, it will give the other opponent a round to make Round 4 the "Final Round", Double KO again and you both lose.
If you Double KO at the beginning!! It doesn't matter what happens in the 3rd game, it will give both players a round to make it to the "Final Round".
I like this approach you've described that ST uses the best (it's also used for SFA2) of having the game limit it to 4 rounds max and "evening out" the round win-count in the Final Round 4 if two ties (double KO or time-out equal health) had occurred in Rounds 1-3. Fun fact that most don't know, if this situation does occur in SFA2 (the round "evening-out" scenario), the game will change all victory icons into the rarely seen Yashichi pinwheel.
Maybe he was thinking of world warrior, which goes up to 10 rounds if no winner is decided.
If im not mistaken, X-men children of the atom fighting game had a sudden death system
I think the bandcamp link got cut but found the music regardless. Great stuff as always!
got chills watching some of those double ko's. great content.
Not gonna lie, I totally didn't feel any real tension from that alpha 2 match...
Alpha feels so dull and slow i can understand why. Its the one i play the least on 30th.
The only double KO I've had was on a shooter when my team needed one kill to win and the enemy needed 2 to win. The enemy team had got two kills at the same time as me and we ended up with a draw which I've never seen nor heard of before.
Battlefield 5 had a mechanic that if the 2 teams were drawing at the end of the final round of operations it went to a battle royal type 1 life blizzard. One of the coolest things ever to be fair I was on the edge of my seat
In the Samurai Shodown games you get a Mexican Standoff-like system where whoever presses a button first will strike the opponent and kill it instantly.
calling the bob-ombs in smash's sudden death "meteors" is really funny lol
What if the game refilled everyone's life by 30~50% and kept going? The tension should stay to some degree. I do think there should be some visual feedback like the music stops, you hear character breathing, and the background fades to where you are just focusing on the characters.
That sounds cool af, I can imagine this vividly; I like this idea!
@@Kaz999998MK11 does this, it’s probably my favorite way to handle this situation
That is a really good point. The spectacle should be savored or something with something like sudden death, or the music cut extra round.
about the meters, the game could just give each characters the same amount of meters (and other tiered items like marisa's medals from sf6) they had at the beginning of the "final" round.
i agree that no music is a great idea btw.
The funniest part about this situation in tournament is that some venues have no rules in place because the fact that a double k.o. is possible never crossed their minds. When one inevitably happens, everyone starts freaking out as they have to make up a new rule on the spot.
Both players should be resurrected with 50% life bar immediately after the double ko. Same stage no loading and music sped up for dramatic effect. This would be perfect.
Yes mate, love this. Alpha 2 match at the end ❤️
Hi mister theory fighter, i just wanted to say i love your style of videos and you make content on things other fgc content creators don't. Continue what you wanna do!
Wish there was an option that changes how the game handles Draws. In FIFA games, there are many different ways to deal with a tied game, e.g. penalty shootout, golden goal, etc.
Maybe fighting games could do the same.
the final clip with the silent final round in alpha had me scratching my head until it was spelled out in clear english. i don't generally play fighting games with BGM on.
4:05 they bob-ombs not meteors
I think Smash has it right, sudden death is the best way to handle a double KO: just give both players full special and drop their health to 1, start from round opening positions and 3, 2, 1, fight! Immediately ramps up the tension you've built from the last round to the next level and makes the audience even more hyped, I'm surprised more games don't do it.
DiveKick deals with time-outs by giving the round to the character that’s the closest to the middle of the stage. maybe double K.O.s should do something similar?
well now I gotta know what happens if they collide at exact dead center
The way Dino Rex handles it made me imagine pokémon trainers duking it out if it ends with all pokémon downed (Such as destiny bond on the last one)
my favourite solution is KoF98, where you get another round, but only with 15% health.
That Dino Rex one is the most bonkers, insane and Why the fuck not design solution I've ever seen in my life.
I was thinking of possible solutions for the rare dilemma of a double K.O.
One thing to think about is if a double K.O. should be worth half a round. In a game where both players need one more round, it would initiate an additional round to and give players to get over the hurdle.
Another more straight forward solution is to give players half health, no supers, less time.
Yup, SF II (not World Warrior lol) and SF Alpha series had it right with the 3rd round in a 2 out of 3 not being "Final" and an actual "Final Round" saved in the event of a double KO in any previous round. In the event of a 2nd Double KO then both players lose which is pretty damn rare. SF3 onwards making Round 3 the Final Round no matter what was wild. I imagine there was a collective "what?!" the first time anyone had a double KO in Round 2 of SFIV or V only to see the match declared over and giving the player who won Round 1 the victory. The only arcade fighter I know that does Sudden Death is X-Men Children of the Atom.