Description
In the context of fighting games, 'reactable' refers to an action or move that gives the opponent enough time to recognize and respond to it. This is a crucial aspect of gameplay, as it differentiates between moves that can be countered with skillful play and those that are too fast or sudden to react to. For a move to be considered reactable, the opponent must be able to identify the action and execute a response within a short timeframe. This often involves a combination of visual cues, sound effects, and the inherent timing of the game. The balance between reactable and unreactable moves is essential for maintaining fair and competitive play. Developers carefully design these elements to ensure that the game rewards player skill and quick thinking, rather than just memorization or guesswork.
Examples
- Ryu's Hadouken in Street Fighter: This projectile move is reactable because it has a noticeable startup animation, allowing opponents to block or dodge it.
- Scorpion's Spear in Mortal Kombat: The move has a distinct animation and sound, giving players a brief moment to jump or block before it hits.
Additional Information
- Reactable moves often have clear visual and auditory cues to aid player response.
- Balancing reactable and unreactable moves is crucial for game fairness and competitive integrity.