FGD Lounge: for general fighting game discussions that aren't thread worthy

I think the dude is asking what games where first to make more long an extensive combos the standard in their fighter. In games like the original Darkstalkers, sure it introduced chain combos and the magic series. But it wasn’t until The street Fighter vs x-Men games when things got ridiculous with longer combo strings that weren’t very hard to pull off. But appreciate you acknowledging Darkstalker’s contribution to the genre. A lot of people credit the Alpha series for chain combos and the magic seris of chaining moves.

I think I found the answer to my question. I did some research, and I found that modern, high-speed, multiple-hit (10+) combos first appeared in 1994 (only tool-assisted pre-1994 fighting games would be able to pull these types of combos off). The first three fighting games to have these types of combos were Darkstalkers: The Night Warriors (June 30, 1994), Killer Instinct (October 28, 1994), and X-Men: Children of the Atom (December 12(?), 1994). So, that would make Darkstalkers the first game to have such combos, thus in a way, cementing the template for modern fighting games once and for all.

I’d like to point out that compared to the other 2 games mentioned, Darkstalkers’ combos aren’t that long

I remember when I played Street Smart in the arcades. That game, made in 1989, had combos
it was a 2D fighter/beat-em-up mix

http://www.hardcoregaming101.net/fighters/fighters10.htm

Street Smart is the first game in the genre where normal moves can be part of a string of combos. These combos are executed the same way as a beat-em-up, by using the opponent’s hit stun to connect more than one attack in a row. The combo system is simple, but it is the first of its kind. It also was the first fighter to have co-operative play. Two players can team up to fight the game’s boss characters.*

Yeah that’s what I was saying. Darkstalkers introduced the mechanics that made such long combos easier and more accessible, but later games like KI ( can’t believe I forgot that one facealm ) is one combos got long. Darkstalkers doesn’t really have a lot of long combo strings that are easy to pull of, most requiring links and spacing, but basic combos are really easy and quick to do. Long combo strings that would be easy to perform would ruin the games fast momentum based gameplay. Also I completely forgot how busted the original Darkstalkers was lol

[quote=“NPham2005, post:2102, topic:158502”]

I think I found the answer to my question. I did some research, and I found that modern, high-speed, multiple-hit (10+) combos first appeared in 1994 (only tool-assisted pre-1994 fighting games would be able to pull these types of combos off). The first three fighting games to have these types of combos were Darkstalkers: The Night Warriors (June 30, 1994), Killer Instinct (October 28, 1994), and X-Men: Children of the Atom (December 12(?), 1994). So, that would make Darkstalkers the first game to have such combos, thus in a way, cementing the template for modern fighting games once and for all.

[/quote]

High damage plus longer combo strings equal a bad idea. Also some of the hitboxes on some characters must be out of whack because some moves just look like they weren’t suppose to be able to connect. And there’s like barely any push back on some moves which allowed for infinites like Morrigan’s and Felicia’s. But Capcom looked at The original as an experiment, and corrected all that with Vampire Hunter which is basically Darkstalkers The Night Warriors 1.5

Hmm, then I guess the combos in the Darkstalkers video I posted are the exception, rather than the norm. It was meant to be simply a combo video after all, rather than the regular gameplay video. And after looking at the regular Darkstalkers gameplay videos on youtube, it seems you’re right. Most of the combos usually were not that long (usually around 5 hits). So I guess that makes Killer Instinct the game that made fast, long, 10+ hit, combos the norm?

Here’s a blog on using frame data to balance FGs, from the dev who made Battle High: http://www.gamasutra.com/blogs/MatthewDeLucas/20150427/241729/Theory_Aiding_Asymmetrical_Balance_with_Frame_Data.php?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+GamasutraNews+(Gamasutra+News)

I know some of you played this game.

This is another topic but call me crazy, I think Capcom is trying to grow the SF community by unifying it. PS4 and PC exclusive SF5 with cross platform play, the whole community, every single player will be in one world now.

This is pretty pointless, but it’s always bothered me. Why does Chun-Li’s Tenshokyaku not her go to get off me move anymore? It was her reversal in SF2 and Alpha. Then, spinning bird kick took over in CvS2, SF3, and SF4. There’s no point to this question, but I just really love the way her Tenshokyaku looks lol. I know it’s in SF4, but it seems pretty useless in terms of damage and priority.

I Love hpw that move looks in UMVC3. It’s just so beautiful and graceful.

I’ve always wondered that too. I’ve also always thought her alpha costume should be her default in every game.

Is there any place to find reliable frame data for old games. Need the frame data for CvS2, ST and 3S. I have some ideas as to what SF4 is actually doing but I need to look at numbers across time.

http://ensabahnur.free.fr/BastonNew/

For 3S maybe? They don’t add the first active frame to startup AFAIK.

Does anyone know if MvC2 still gets a lot of play online (xbox live)? Haven’t turned on my xbox live in a long time
The MvC2 forum looks real dead so I thought I should maybe ask here.

MvC2 has a large group on facebook. I believe both consoles are still active with a really dedicated group of people.

Are there any vids of fighting games with good pokestrings? Cvs2 and A3 had good ones afaik but I can’t find any vids of decent pokestrings that aren’t like jab jab dash in jab jab dash in jab jab etc.

I’m thinking more along the lines of like good cvs2 guile pokestrings, not just dash jab stuff.

Melty Blood has a crap ton of crazy block strings and pressure because of reverse beat (you’re allowed to do stuff like 5C->2A). Scarlet Weather Rhapsody and Hisoutensoku have some insane looking blockstrings, but the game operates quite differently from traditional fighters. Here’s a couple videos from the Touhou fighters.


I forgot how good this game was.

Thanks. Ill check out the facebook group

Still no word on Killer Instinct for PC? Did that survey asking about our interest in a PC port lead to nothing?