Dual Blades Thread Redux

Sounds hard! Do you complish to get in on an emulator on a real GBA?

Real GBA, the problem i the timing is so precise that you can only know if you did it correctly only after you’ve finished it. (or messed up)

I just bought this game last week at a Gamestop for $4.99. It’s not the best, but definitely a great attempt. I can play it fine on the DS Lite pad.

lol Price drop. I bought it for 8 bucks at Gamestop 4 years ago.

The controls are perfect for handhelds because it eliminates that QCF/ FD, DF/ 360 crap and makes motions more practical with DF, noncharging BF, and FB etc…

That and I’m an employee. :tup:

Yeah, I noticed they kept most of the motions simple for all the command specials, although Alparen’s supers have b, d, f or d, d, f and I think Jaman has some f, b, d motions but even then, using them in combos and such are easy. I’m suspecting the developer knew that the D-pad on a GBA is the best for more complex motions and also simplifying the existing ones that we’ve all grown up with for the purposes of being played on said GBA pad. They knew what they were doing. I wonder since I have a Game Boy Player on my GC, if I tried a stick for a GC and how that would work.

Yeah those motions aren’t necessarily harder, just different. If notice carefully most of the moves with longer motions also so more damage or have longer duration.

I noticed that. Jaman’s spin moves are a good example of this.

Hmm, there are some question!! :slight_smile:

It happens everytime, just don’t get KOed with a strong blow.

I assume you played the US version. Free Cancels didn’t have a power energy cost that in US version. And Zombie chars have some diferences with the US version’s.

It doesn’t count the blocks. Hitting a monster gives +1, blocking on the ground gives +2, blocking in the air or the vertically falling monster give +3, air blocking vertical monster gives +4 :slight_smile:

There is block stun in the game. But it was too short in the US version. I did this intentionally to make the players use Recovery feature and make the game more competetive since most moves have lots of recovery frames at the end. I’m not sure but I may have increased the block stun in the Euro version, since I had also ended up thinking it’s too short :slight_smile:
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Yep, there were lots of things like that. I had fixed some of them, but don’t remember what I fixed :slight_smile:

I did :slight_smile: She’s my favourite too. Actually I tought her as the protogonist of the game. Why not a female one right? Actually this is her 2nd appearance with Brandon. I used to make my own fighting game called “Slashers: Revenge Wars” before Dual Blades. I had showed it to my employer and he said: “Why should we do this for GBA?” and Dual Blades born! She used to be more badass in that one :slight_smile: Most people thought she was a man… Thanks to our new artist in Dual Blades, he made her Nakoruru-like :smiley:

Yep, I’m Turkish and the rest of the team!

I think I’ve failed with him. I wanted to make him an annoying cunning character but he ended up being a weak one compared to rest of the cast.

I’ll keep on answering :slight_smile:
Just Shoot!

Your comments are perfectly accurate. That’s what I intended while designing the controls. I’m glad you guys noticed :slight_smile:

Actually that doesn’t seem so bad now.

Yeah I’ve only played the US version where Free Cancel mode is a specialty for completing Survival.

Ah I see, that seems much better. Was blocking easier or harder, or had the same timing? Because it was perfect in the first game IMO.

There was block stun in the US version? I didn’t notice. :rofl: I’ve gotten so used to the game having no block stun I wonder if the game would be entirely different without it. R.I.P. European version.:sad:

If by some miracle that there would be a Dual Blades 2 for the DS, I always thought a cool idea would be to make a prequel with Alperen before her was “consumed” by the Dual Blades. I think him having those same sword combos but instead was more balanced and less overpowering would make him a good protagonist.

Plus you could have younger Nagasapa maybe? :wink::rofl:

lol Well your love of her shows. She has so many combo opportunities it’s sickening. And as you can see by my thread even her basic combos do close to 50% and all her moves are useful. So yeah she’s really powerful.

Oh so that’s why Brandon sucked. ha ha just kidding.:wink:

BTW I saw that the female characters were unable to be cut in half and stuff. Was that because of cultural attitudes or not to cause negative attention? (marketing strategy?)

After spending hours trying to find something unique to exploit with Brandon I have to say that you actually did a great job balancing him. HE CAN’T DO ANYTHING SPECIAL AT ALL!!! In my opinion you probably thought his Juggling Throw and Headbutt Super had a lot of potential but because of damage scaling it really doesn’t help.

As far as I see this is what a developer tries to do, make characters fight the way they were intended, and Brandon does that. The problem is that limits him when other characters (Kanae, Efe, Duke, Nagasapa, Shin) get better.

Oh and his heavy attacks were slooooow as molasses, I could attack between them with ease. lol

One more thing, were kicks considered like a secondary jab? Because only a few characters had decent kicks and even fewer characters could cancel from them. It justs seems that kicks were just tacked on in the end. (no offense :razzy:)

No no, I’m not mentioning about the Crazy Mode. Free Cancel is the ability to cancel any normal move into special or power move without connecting it to the opponent. Unlike other fighting games you have to connect the hit to cancel it.

We had some complains during the beta testing of Japanese version about the threshold of performing a block. So It was decreased. It’s harder in Jap and Euro versions.

I think there is no hope for it. I’m working on a PC game project now and have no time or crew to make DB2. I had something about the story of DB2 in my mind of course :slight_smile: But it was not prequel but a sequel with a whole new diferent cast. Except Kanae and Brandon…Kanae would be the key character not the protoganist and Brandon would be the fun character of the game :slight_smile:

I probably toned down her in Euro version :slight_smile: I thought the need for balance is more important than my love to her :stuck_out_tongue:

We couldn’t come up with a cool American character sorry. We were thinking to show some new designs. And I think we did… No other fighting game has a Ottoman Warrior (It’s not arabic…phew) nor a Khazakian Old Woman Sorceress:)

Yes, it was considered rude between our cast. I also think the idea of showing such death scenes was a mistake. Our boss encourged me to do that and I feel bad now. But deaths removed in Euro version :slight_smile: But they can be enabled with a cheat of course :smiley:

I may have changed him a bit in Euro version. But know remember actually.

Yeah kinda…They can be considered as jabs. I had spent some time on them in the Euro version. But as I said everytime… I don’t remember :smiley:

Keep on shooting,
I’ll be around!

lol free cancel is from kof ya know. its called whiff cancel there…

I know what Free Cancels are, I just forgot how you acquired them.

I see. The only time it bothered me was when I attempted to jump over a projectile, but even then it was rare.

Wow that would’ve been so cool… oh well.

Those were some of the reasons why I liked the game. The fact that the boss Alperen wanted to die was also a nice twist on the generic fighting game story.

I thought death scenes were humorous. The are pretty rewarding in a close match as well. Did your boss request blood too?
I may have changed him a bit in Euro version. But know remember actually.

sigh The unreleased Euro version.

Lastly, was there any change in the throwing properties of the Euro version? Or did it still retain those instantaneous reactions whenever close? I always though tech hits was the only thing missing in the game.

Dual Blades = Last Blade Advance?

To me, Brandon looked like the Ryu-ish character of the game, given his moveset and how he turned out. To be more exact, he feels more like Last Blade 2 Kaede (Very similar arsenal, except for supers). This got me thinking of more connections earlier today. For example, Kanae kinda bears a semi-close resemblance to Yuki (and Nakaruru, as mentioned earlier), also from Last Blade 2. Shin sorta reminded me of Mukuro with his spinning blade specials (even has a super version like Mukuro) and Nagasapa got me thinking of Onkia as the short tricky elderly fighter. And to finish, Alperen’s mode switch is kinda similar to how LB2’s boss, Kohryu, can switch between LB2’s Speed and Power modes (his moveset still remained the same, whereas Alperen’s changes completely with the switch).

What I’m trying to get at is that and ask is if the developers were influenced (and to what degree) by SNK’s LB2 to create Dual Blades, mainly because given how the game plays, it feels like LB2 the closest while borrowing from other fighters, at least to me it does somehow.

Just a thought.

Interesting comparison, such a shame I never played Last Blade 1 or 2 to do a full analysis.

In reality once all the secrets of each character in Dual Blades get figured out you’ll realize that Jaman is actually the Ryu of the game while Brandon is the Dan. :razzy:

WS I think is time to update the first thread with terminology and tier lists. :slight_smile:

He encourged me to keep the gore elements for some marketing strategies. He knew the game would take a Mature rating and it did :slight_smile:
Blood would be in the game. Most fighters have blood… but death scenes… was a mistake :slight_smile:

I thought to add throw escapes but I thought it would change the mechanics too much and then gave up.
I also forgot to say I had added a “Trade Hit” feature in Jap version. It happens when 2 chars hit each other at the same time. Screen flashes yellow and game pauses for a short time and each char have the ability cancel their moves at that point. So uncancellable normal moves can be cancelled by this way.

BTW, you can get the Jap release if you want, it’s closest one to the Euro release :smiley: But in %80 Japanese… It has a different box too :smiley:

Kaede from LB2… Interesting… I’ve never thought like that…

Yes, she is your typical serious swordmaster girl :slight_smile: My first sketches of her was more masculine though…

Good catches!
Excluding Kanae and Brandon, rest of the character designs belong to my friend Kerim Keskin.
His inspiration sources are from various animes and fighting games.
And as fas as I know, Nagasapa is his grandmother (or his mother!) or some other relative… 'cause he’s Khazakian :smiley:

During the game design I wasn’t inflcuenced by LB series. GG, SF3 and SS were my sources mostly. I think LB being a mixture of other fighting games caused such a similarity at the end… Since DB is also a mixture :slight_smile:

Okie Dokie!

Trade hit sounds really cool. Does it work with normals that normally can’t cancel too? What if you’re in the air, or using a special move into supers?

As far as I recall, all normals can be canceled into specials or supers. In air if the char has an air special or super (like Kanae, Brandon,Duke…) they can cancel too. I’m not sure about if specials are cancelable into a super after a trade… I should play and test or look at the code :slight_smile: