Doomfist doesn't feel like a fighting game character

This is something that has annoyed me for a while.

As just about every conversation about DF’s design inevitably comes back to his Fighting game routes.

Yet honestly I don’t see much if any actual fighting game design in his kit.

If anything I see more similarities to Devil may cry then I do an actual fighting game.

I mean really DF uppercut and rocket punch

Are closer in design to Dantes high time and stinger.

then say how a street fighters uppercut or lunge works.

Like we don’t use uppercut to deny someone space/ preventing someone from jumping on to me, but as a way to extend combo’s after a slam/ point blank wall punch.

Even then Slam/ meteor strike have more Moba roots then they do in fighting games.

I mean really if they were going for more a fighting game styled character we would have more aspects like a hard to hit ultimate that you can confirm a hit with by setting up it up with other abilities.

Meaning that counterplay is in preventing the setup With your own positioning and ability to predict what the doomfist will go for.

While currently with how mobile DF most of the counter play kind of relies on your ability to spot/ CC him before he starts his combo on you/your team.

Ya I get it he combo’s melee attacks together but’s kind of where the similarities end.

I mean at point of time Ana was a better representation of a fighting game hero, as with how her sleep dart worked she could time out the moment when a squishy slept target would get up and use the time to nade, shoot, melee them in a touch of death combo.

You know like how an actual fighting game combo works, with precise timing and inputs.

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imagine if you reduced the damage of all his abilities, and their cooldowns. (and the shield gain) and you could just spam them like crazy lol

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I mean you can’t spam most fighting game special moves, as say the streetfighter uppercut leaves you upon to attack if you miss.

it’s honestly more so has to do with your positioning, timing, and your ability to predict your opponents next move.

like if you can predict that their going to jump on to you, and respond with the uppercut your given enough time and ideal spacing to engage them your self.

As it would leave the opponent with limited options.

That’s what Total Mayhem for.

He has NO BUSINESS having a shotgun and even less business not having a ‘spammable’ melee attack as a filler.

M1 should be a sweeping punch like Brig’s Mouse1 and Reload should be a Guile-like projectile for range.

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honeslty I wouldn’t mind that it actually sounds more in line with what he was marketed to be.

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i may be able to do this with workshop…maybe

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I tried with friends but I could not decide on a “fair” balance of damage per hit, how fast he should swing and how much it should knock the target’s aim around. Ideally, you want it to fill out the downtime between abilities, so medium speed, lower damage but high ‘disorientation’ factor. But people hate soft CC.

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id personally will try with 50% dmg and 50% cooldowns, then change his primary

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I’m glad I inspired all of this

I think his abilities are largely derived from TJ Combo in KI specifically. And of course KI takes inspiration from SF.

aight i did some stuff for the sakes of funsies

reduced all his cooldowns by 50% and also their damage by 50%

his primary is now a small lunge punch for 75 damage,

and his ultimate is a super punch, when you activate it time slows down, and you begin charging RP. whathever you hit takes 1000 damage, but if you miss you just wasted your ultimate

i also compeltly deleted his shield gaining passive, but gave him a 250hp 250armor HP base

essentially i made doomfist into a super annoying CC spamming tank that flies all over the place, but doesnt do very much damage

I think you’re being a bit too finicky. Obviously he isn’t gonna be too much like a fighting game character seeing that he’s not in a fighting game. His design and moveset is only suppose to be a nod to the fighting game genre. He’s not suppose to be a fighting game character that’s been plopped into a shooter.

I get what you are saying, but if we are going fully blown fighter mechanics it would simply break a lot of rules of Overwatch and FPS games.

Yes, fighting games usually combo normals into specials into supers, and have EX meters and… well… a whole lot of mechanics. The devs already said that Doomfist was inspired from fighting games, but they have to adjust a character a lot to make him fit with FPS mechanics.

Uppercut is a generic “Shoryuken” move, Rocket Punch is similar to Balrog’s charge punch, and Slam is similar to M. Bison’s stomp with extra range and AoE. His shotgun is a bit different than your regular “Hadouken”, but Mortal Kombat has plenty of characters using real guns as projectiles. His ult does not do a long cutscene of damage dealing, but I can’t see anyway to make that plausible in a shooter. Just think of it as Sheeva’s stomp on steroids.

Fighting game combos are defined as “if the first hit lands, and the player executes the combo right, the victim is stuck getting hit and can’t do anything to escape”. You have a slight resemblance of that with the stuns and CCs, but you can’t just leave the victim unable to do anything to fight back like fighters. Especially since Doomfist has “full health combos” and fighting games like to avoid those like the plague.

As for relating him to Dante, don’t forget that both Dante and Bayonetta have been implemented in fighters (Marvel vs Capcom and Super Smash, respectively). They can use their skillset and adjust them into a fighter accordingly.

I agree that he is not played like a fighting game character, but to be honest that is the closest a character can be to a fighting game character in an FPS game. Just think of Doomfist as a “shoutout to fighter game fans” instead of a full blown fighter plopped in an FPS.

Ok considering that you miss the point Ya he is built to be in a FPS however you can make a fighting game style character work in this enviroment, or the very least built his play style specificly around certain gameplay aspects of the how these moves work in a fighting game enviroment.

For instance if Doom was a more tanky hold your ground kind of character, uppercut could have been close range Melee that applied a short stun and a considerable knock back.

this would make it completely viable way of coutneracting say a slow push into your team as rien, or peel a winston off your team and out of his bubble.

Thus making it impactful and viable in a FPS environment, while at the same time keeping the move in line with how the move works and feels in fighting games.

this of course would be taking the aspects that are already on rocket punch and moving them to uppercut.

Ya sure its a visual reference to the classic Shoryuken! but its function doesn’t actually achieve or represent what the move actually does.

Also ya Dante is in MVC3 and infinite but his move set was inline with he mechanics of that game, where literally ever character in that game as High time esq move called a launcher.

As in plays fundamentally differently from what he does in his original tittle.

All in all what I’m getting at is that his move set has looks but not the substance, and it bothers when people say he’s a designed like a fighting game character. When in reality his move set doesn’t really reflect how these sorts of mechanics work in a fighting game.

And yes before you aske I’ve played a whole host of fighters, from the dozen plus versions of Street fighter, tekkon, soulcaliber (litterialy have my dreamcast sitting next to me), blazblue cross tag battle, smash, MVC2 ~ infinte and dozen or so more)

Your to stuck on the visual representation instead of the actual functionality of it.

Make his ult a 2 ~3 stage version of rocket punch.

Give it a small hit box, and make it so that when he lands the hit their a moment of pause for the impact. Where after the opponent is knocked back and sent flying.

You can set this up with the uppercut I mentioned earlier, where if you time it right the initial punch will be guaranteed to land.

Also while in that split moment where the punch landed and before the knock back, an opponent can stun him out of the animation.

h ttps://www.youtube.com/watch?v=GlOoIMd9524

something like this for reference