Comeback Mechanic: Difference between revisions

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* In ''[[Panel De Pon]]'' and all its spinoffs, clearing a garbage block turns it into regular panels (or in the case of larger garbage blocks, the bottom row turns into regular panels while the rest turn into a smaller garbage block). If you can line up the panels underneath before the clear animation finishes, the new panels can fall and create a chain. As a result, matches between top players usually turn into garbage tennis - each player sends a maximum-size garbage block to the other, who clears the block while using it as ammo to create another massive chain that generates another maximum-size garbage block. Repeat until one player can't clear the garbage block within the two-second grace period.
* In ''[[Panel De Pon]]'' and all its spinoffs, clearing a garbage block turns it into regular panels (or in the case of larger garbage blocks, the bottom row turns into regular panels while the rest turn into a smaller garbage block). If you can line up the panels underneath before the clear animation finishes, the new panels can fall and create a chain. As a result, matches between top players usually turn into garbage tennis - each player sends a maximum-size garbage block to the other, who clears the block while using it as ammo to create another massive chain that generates another maximum-size garbage block. Repeat until one player can't clear the garbage block within the two-second grace period.
* A similar case occurs in ''[[Super Puzzle Fighter II Turbo]]'', where each time a player drops a piece, all the Counter Gems (garbage blocks) on their side count down by 1, and turn into regular gems when they hit 0, turning them into fuel for counterattacks. Additionally, clearing gems higher up on the screen generates more Counter Gems sent to the opponent. Thus the definitive strategy is to send one giant attack that KOs your opponent in one hit - but that's easier said than done.
* A similar case occurs in ''[[Super Puzzle Fighter II Turbo]]'', where each time a player drops a piece, all the Counter Gems (garbage blocks) on their side count down by 1, and turn into regular gems when they hit 0, turning them into fuel for counterattacks. Additionally, clearing gems higher up on the screen generates more Counter Gems sent to the opponent. Thus the definitive strategy is to send one giant attack that KOs your opponent in one hit - but that's easier said than done.
* Baroque in ''[[Tatsunokovs Capcom]]'' allows you to deal more damage in a combo--how much more depends on how much red health the player's current character has. As red health increases with damage taken, the more damage the character has taken, the stronger Baroque becomes.
* Baroque in ''[[Tatsunoko vs. Capcom]]'' allows you to deal more damage in a combo--how much more depends on how much red health the player's current character has. As red health increases with damage taken, the more damage the character has taken, the stronger Baroque becomes.
* [[The King of Fighters|The King of Fighters XIII]] has a more subtle mechanic- with its 3 vs. 3 fights, later fighters will be able to store one more super bar. Therefore, the first character in a team can stock up to three bars, the second stock up to four, and the last up to five. It allows for more damaging combos or escape attempts, but it won't single-handedly turn the tide of battle.
* [[The King of Fighters|The King of Fighters XIII]] has a more subtle mechanic- with its 3 vs. 3 fights, later fighters will be able to store one more super bar. Therefore, the first character in a team can stock up to three bars, the second stock up to four, and the last up to five. It allows for more damaging combos or escape attempts, but it won't single-handedly turn the tide of battle.
* Some of the events in [[Galactic Civilizations]] II are designed to help a player who is behind or hinder a player who is ahead.
* Some of the events in [[Galactic Civilizations]] II are designed to help a player who is behind or hinder a player who is ahead.