yeah it was an interesting attempt and the music was good, but the turn button (among other issues) hurt it
but we did get Aba out of it, so that’s cool
yeah it was an interesting attempt and the music was good, but the turn button (among other issues) hurt it
but we did get Aba out of it, so that’s cool
I read the title and T4 popped into my head. I wanted to like that game sooooo much, but I just couldnt. I thought the juggle length was perfect, and the stages and music were great, but there were so many problems.
No backdash
Jin Kazama
Slope glitches
Costume glitches
Infinites
Just Frames implemented poorly
Combot
Lack of characters (IMO)
8 framers ruling the world
Wall glitches
Jin Kazama
When T5 was released I was absolutely stoked to see an updated TTT. It wasnt until a few months later that I realized a lot of what was in T4 should have been adjusted and put back in. Now with this Bounce madness in T6 I am really nostalgic on T4. The graphics still hold up well.
Virtua Fighter 3/TB. Hey, at least the Japanese LOVED it and completely tore it apart in the year and some change it was at the top of their arcade charts.
I see all of those AWESOME VF3 match vids on YT, and in a way they have made me hang on to my copy of VF3TB for DC hoping that I could get something out of the game…but the single player replay value is nonexistent and the game doesn’t play at all like VF4 or VF5 so I have no use for it. ;_;
that EA marvel game. failed big time that their studio closed.
Oh god, Rise of the Imperfects was godawful. I’m so glad Marvel dissolved their partnership with EA. Ugh, I hate anything with EA on it.
Ha ha !! Funny you mention that - when Alpha Anthology came out like 2 1/2 years ago, I actually did Ryu’s Shin Shoryuken in a battle, and not in training. So I guess if you REALLY practice extra hard people could pull that move off every 8 years I’m guessing! :wgrin:
Primal Rage
Cons: … dinos fighting… Weird “hold 2-3-4 buttons then do the stick input” control methods.
Pros: innovative in many ways (1994):
It was the first game to incorporate a damage % in the combo meter
It incorporated damage protection in combos after certain attacks
It had a “NO CHEESE” meter that prevented you from doing certain stuff that the programers considered cheap (and this leads me to think, those programers/testers were very VERY well informed/versed becauese PR has has NO KNOW INFINITES to date!)
It was the first to have universal OverHeads (UOH) for all characters to prevent them from turtling (Sure SSF2T had Ryus f+Mp and Fei Long f+Mk but those were the 2 only Over Heads it had)
All characters had command throws instead of regular throws
All characters could interact with their enviroments by eating the humans worshipping them during the fight
It incorporated different types of jumps heights (normal, small fast jump, super jump)
it had one of the first reversal/counter system (lots of ppl arent aware of this until explained)
An advanced combo system lets you Juggle, Chain, Link, Cancel normal attacks/specials into one massive combo (button mashing had no room hre)
New (but weird) control type to exeute special moves by holding first the buttons then doing the taps with the stick (In ver. 2.3 you could execute them as any other fighting game)
Dinos enter in Berserk mode when you got badly injured (Ok samsho was first with his Rage gauge)
It had air chains although Darkstalkers was first in that :lovin:
Also it boasted the almost “usual” stuff that fighting games used to have: 2 fatalityes per character, Easter eggs (or hidden features) and other things you could find.
More info here: http://forums.shoryuken.com/showthread.php?t=128765&highlight=primal+rage
Galaxy Fight, a game with no damn corners.
KOF2001 was made by Eolith, not SNK.
And 2002 was co-made by Eolith.
VF3 served an important purpose, it helped build a better VF4.
Replacing the VF3 Evade Button into VF4’s more fluid :d: / :u: evades set VF towards the right path.
Many many new moves for old characters were added into VF3 as well.
But the uneven background… omg.
Awaits for Taka in VF5R
my god i was just talking about this a second ago, tekken has suffered because of this, IMHO they could of made tekken tag 2 the type of game hardcore tekken tag players wanted, tekken 4 had so much pottential :shake:
another one is soul calibur, soul calibur 4 may be in its beta stages but the game felt like a tank compared to soul calibur 3, i personally prefer soul calibur 3 im also someone who prefers virtua fighters speedy and controlled gameplay. :mad: WHICH I THOUGHT SWORD FIGHTING ACTUALLY WAS???
it’s like people get so used to playing a fighting game in a certain way and they want to keep winning with the same type of tactics, it just makes each version of the game an alteration of rock paper scissors instead of trying to break out of the old and expanding
who gives a fuck anyways this is all meant to happen :wasted:
are you serious? it really isnt hard at all to pull off in a match if your serious about spacing, thats fei longs MAX btw, ryu’s max is another story
As sad as it makes me to put these games up here, I gotta put Big Bang Beat and MONSTER up here.
While these two are, otherwise, two greats among the doujin fighting game scene, the two definitely made significant boners when it came to patch updates that changed up some things that people didn’t like, or otherwise did things that helped cull the hype for those games.
I sincerely hope that in both game’s cases, the next big thing they do (such as MONSTER’s arcade debut due for this summer), they’ll make sure that there will be no such foul ups in the future.
The whole SNK-Playmore transition period felt off. Even after they attempted to bring back the original system, and traditions, to the game.
EA and Marvel was the worst collabo…results: Marvel Nemesis = a awful game = disapointed fans = studio closing .
Capcom and Marvel must get back together…
Fei Long’s crouching feirce at point blank range either on hit or block will put you and your opponent to the perfect range for the level 3 super everytime no matter where the two of you were on the screen. I have still yet to figure out Ryu’s perfect set up.
Zero 3: World Tour Mode
It didn’t necessarily fail it’s just that it was never really used again in the Street Fighter series on console, and ps1 loading times kinda killed it since it wasn’t arcade perfect in the first place. But casual play it made hella more fun than most fighters on console at the time.
Fatal Fury Special: Foreground/Background Jumping
I liked it. Never saw it again.
Guilty Gear Isuka: Turnaround Button
It’s just a horrble design. Why have a turnaround button? It’s stupid especially for that type of game.
Iron Phoenix: Well…just the game itself. ^^
The concept and preview before it’s release seemed like it woulda been fun as hell. It just sucked ass when it finally got here. It would have been the truth if it followed it’s idea well. 6 or 8 characters on the screen fighting with different weapons with teamwork sounded very innovative.
Killer Instinct: C-c-c-c-combo Breaker
Yes indeed. Innovative. The uncle of the burst system for GGXX.
Guilty Gear The Missing Link: Charging up your main attack move, and the OG IK system.
Level 3 Volcanic Vipers from Sol, Charge Blast from Kilff and Invite Hell from Zato-1 was no joke…like getting rickroll’d. Also I kinda miss the OG Instant Kill system from the 1st Guilty Gear. You didn’t have to change the bar all you did was press punch and kick upclose to your opponent than do a qcf+square. Your opponent could counter the IK if timed right. It wasn’t a tourney worthy game but it was the funnest to play of the franchise imo. It just didn’t have enough characters or that much depth.
Soul Edge: Weapon Break
Getting on the fisticuffs was fun. Your weapon breaking made you choose your attacks wisely.
CvS1-2: Ratio system
This is still pretty innovative. Well for traditional fighters anyhow.
Yu Yu Hakusho 2 and Final: Charging your special meter
I liked how this was done. My homeboy and I had some intense matches because we out of energy, and we would stand there trying to charge so one of us could chip the other to death with a desperation attack.
Kung Fu Chaos: Customizing your tracks.
I’m not sure, and maybe I’m just stupid but i think this was one of the 1st fighting games to do customizing your own tracks.
Toshinden… Star Gladiator… we can do this for days.
When seeing the thread I definitely thought vf3 from the get go. They tried the uneven ground, side step thing, etc. It’s strange though that they went back to 2’s roots for 4, it made it more accessible to people yes but the game’s never caught on really outside of Japan, and they loved tb.
Someone mentioned Isuka above, I was totally excited about Isuka and I would love to see a good competent 4 player fighter. I’m not bashing Smash, I just mean something that plays more like a ‘traditional’ fighter. I just never really thought about how Isuka would end up before playing it, because yeah the mechanics in that game do not work with people on either side attacking.
Lastly someone dropped Power Stone, that was not a failure IMO. It had plenty of depth, but it was a brawler from the get go. Power Stone had more going on then a lot of people gave it credit for. There were certainly some interesting combos and set ups that could be done in 1, one thing was the stages were so radically different and some character set ups like Galuda for comboed super throw were much more difficult in low ceiling levels. I would love a Power Stone 3, going in either direction 1 or 2 because both are high in my books.
i second CFE