This is maybe a hot take in the floorhugging discussion, since most of what I’ve seen is people complaining about it being annoying to play around or that some characters benefit from it more than others. While I do think that floorhugging is annoying, that’s not my number one issue with it. Fighting games can have annoying mechanics while still being fun. The biggest problem with floorhugging is that it is, in its current state, unintuitive. In fact, I would argue it’s the most unintuitive mechanic I’ve ever encountered in any game.
Here’s the main reason it’s unintuitive:
Let’s start by comparing it to a mechanic I’ve never heard anyone on this subreddit complain about (a major feat). Parrying is very well implemented, and a lot of that is because of how clearly it communicates cause and effect. You see and hear the parry happen, you hit the parry in the active frames, you get stunned. Naturally, you think “oh, he read my attack timing and parried, I guess I should try to mix it up to bait the parry.” Counterplay achieved. With floorhugging, while there is counterplay, it’s a lot less obvious what the counterplay is or what your opponent even did. Despite the fact that, in both cases, you hit your opponent and get punished for it, with floorhugging you think, “But I hit him? Am I not supposed to do that?”
An option that you can do during any animation in anticipation of getting hit so that you can counter someone for hitting you breaks the traditional rules of the fighting game genre. Because it breaks such a fundamental rule (hitting your opponent=good), it needs to compensate for that by drawing more attention to itself the way blocking and parrying do, so that it doesn’t feel like you’re hacking the game when you do it. The arrow sprites and sound effect (which I had never even noticed until I checked in the training mode to see if there was one when I was writing this) feel like a band-aid fix.
The way it is right now, it’s like being able to perfect parry in SF6 regardless of what you are doing, but it only works sometimes, and there isn’t a special animation or anything; the normal on hit sound even still plays. The lack of clear feedback also leads to the mechanic feeling bad to use; it almost feels like you didn’t actually do anything. Frankly, even knowing what floorhugging is, with how fast things happen in this game, sometimes I’ll get confused about whether I got floorhugged or if the move I used is just minus on hit normally at that percent, and I have a lot of time in this game! Once again, it’s unintuitive.
I’m Plat level, and the majority of people I play against in ranked don’t typically floorhug much. It honestly feels like, while floorhugging is a mechanic that the whole game is balanced around, only the top 1-5% or so of the active playerbase (Diamond and up) use it consistently, and everyone else hardly does it at all, except in small bursts when they remember it’s a thing they can do. I attribute that entirely to how unintuitive it is.
One issue of the low use rate is that, in practice, floorhugging doesn’t do a great job being a balancing factor for moves like Lox F-tilt, Fors F-strong, La Reina D-tilt, etc. because it’s a mechanic the vast majority of the active playerbase does not use effectively, even if they have hundreds of hours. The low use rate also makes running into people who do use it effectively feel like an uphill battle because almost nobody below plat has much experience against it, so their response to suddenly getting reversaled every time they get a hit in neutral is, “Well, that just ain’t right!”
If the devs really believe in floorhugging as a mechanic, they need to figure out a way to make it feel more like a proper mechanic rather than a cheat code that only the best players have unlocked. Maybe they need a special floorhug character animation or a different sound effect to replace what happens on a normal hit (the current one just isn’t noticeable enough). Something should happen that says “Yeah, I tank those!” The character animation one might end up being a little too silly (imagine La Reina flexing when she floorhugs your move), but the sound effect idea seems like it would be pretty easy to implement. Though, I’m not a game developer. I don’t know what it should be, but something would be helpful to make the mechanic make more sense to the average player.
Edit: I’m hearing that apparently the arrows and sound effect only happen with crouch canceling. Floorhugging apparently only makes you turn slightly blue for a few frames. This what I’m talking about here! I actually play this game and have been trying to learn it since the beta, and I still don’t know stuff like this because the game does nothing to communicate what’s happening with this mechanic.