As far as more traditional 4 player fighters go I like how bleach ds did it (simple move inputs help alot)
with or without the extra plane
I go with Guilty Gear Isuka, the turnaround button is the major factor that affects the game negatively. Not enough depth.
Had they used that old Yu Yu hakusho system, or something similar to bleach DS I feel that this game would actually be somewhat playable. Oh well x.x
You can combo into Shin-Sho in a3, you don’t need specific spacing alone.
Yeah a team based GG game that would have been well done would be excellent…well…look for GG2 haha lol. I wonder how that will work out.
What combo are you using?
i heard GG2 is decent, but its not a traditional fighter
so far its biggest flaw is that its a 360 game in Japan
G.O.T. you didn’t play RBFF, did you?
cr.forward xx shin sho.
meaty/CH cr.strong, cr.forward xx shin sho.
it’s more a timing thing than it is spacing. too fast you get messatsu, too slow and you whiff.
Man ya’ll really get technical with your fighting games don’t you? lol but yeah T4 is still my favorite Tekken of all time; I can care less what flaws it had, and from what you guys say that it has, Namco could have just fixed it up and released Tekken 5 with all those ideas in tact…but of course its way too late for that. I just played the game and I liked it over any Tekken I’ve played; before that it was T2 and T3 then TTT. I don’t play Tekken anymore since its crazy freakin combo heavy and seems like you don’t need any strategy to even play the game…sigh…
I wish the Rival Schools series was able to keep going…I think the story line on the second installment kinda killed it, even though the fighting system was improved over the first one.
I would like to see Darkstalkers come back…perhaps if SF4 gets good reviews the creator may bring these two franchises back, including a new MvC game.
What happened to The Last Blade games? Do they still make those? That was also a good game…
I’m sorry but I had a thing (well, still kinda do) for Gundam Battle Assualt 2. I liked the premise of it…yeah it was slow but what do you expect using huge robots you know? I liked that it had limited use of supers (but if they connected you were assed out because of how much power they took), ammo, and the ability to dash but you couldn’t do it like crazy because of the dash meter…and the way certain things was implemented using the dash meter like dodging and hovering. I didn’t care too much for the 3rd installment but it was ok.
Just spurting out my opinions thats all anyone else have any thoughts on these?
Martial Masters
It had great gameplay, amazing animations (Rivaled 3s), colorful game designs, great combos!
But since it didn’t had the word “CAPCOM” “SNK” or “ARC SYSTEM WORKS” nobody gave a shit about that game and it failed!
Very Sad!
Martial Masters? Hmmm when did that come out? Who made it by the way it sounds familar…I played a game close to that called Martial Champion which wasnt bad for its time and it could have been easily upgraded…unless thats the game you must be talking about lol:wgrin:
Here ya go
That could be a decent game. I feel sorry for them.
what was so great about Weaponlord? i rented it once hearing great things about it, but had a hard time “getting” it. did it pioneer a lot of stuff, or are there good ideas there that we haven’t seen in many other games?
Some of the games people are mention aren’t even experimental.
Martial Master? Pfft, nothing new there. We had it in our arcade for while.
While ideas like Thrust Blocking (parrying) originated in SS2. WeaponLord made this a main part of its game play, which you pretty much had to use as when you couple it with other ideas like: Deflects, Staggers and Openers (guard-drop), you pretty much had no choice. And while very rarely done in a match, being able to Break your opponents weapon also effected and slightly changed WL’s game play.
-The things that most likely detoured players away from WL, was its high learning curve and rather difficult CPU, and some players didn’t like how half of the characters, special-move motions were like Primal Rage’s Hold-Down the button and release.
Aww man I never heard of this game this shit looks tight! Did it ever come out on systems? I like that one super with the girl calling in the village folk to stomp the hell out of the opponent! Hillarious:rofl:
They had that in the Real Bout Fatal Fury series, too.
I liked the Eternal Champions CD system of fatalities being placement specific and incorporated more into the match, definitely something I don’t think anyone else did.
Don’t forget the “stress explosion” from Matrimelee
Actually, I thought Rival Schools was one of the absolute best examples for storyline presentation in a fighting game.
For failed experiments, I’ll say the Fighter Destiny series (Fighter’s Destiny and Fighter Destiny 2). It was a 3D fighting game where winning a match was based upon obtaining enough points (default 7) in a ranking system. A ring out would be worth one, knock outs (including special single hit blows) were worth three, throws and locks were worth two, etc. It was a decent concept but being on the N64 may have doomed the series from the start. The mostly generic cast didn’t help and the controls and animations could stand a little more tweaking. While there aren’t huge changes between the two games, the second game increased framerate, improved visuals overall across the board, and added the Fighter’s Arena to enhance one player play with a giant board game with a similar purpose as SFA3’s World Tour mode.