To get a quick visual of this, let’s imagine a game like SFxT and Kazuya://A going against Kazuya://B. Except Kazuya://A plays with a 6 button scheme like he does in SFxT and Kazuya://B has the 4 button “limb” scheme from his Tekken 6 counterpart (never mind the fact that Capcom already has a 4 button scheme worked out for the Tekken characters, which I still have no idea how that’s going to work).
Here are the pros and cons for each Kazuya, starting with Kazuya://A
All of these are assuming both Kazuyas jump at the same height (same height as any Street Fighter or 2D fighter, not hopping height like in Tekken), and both Kazuyas are able to sidestep by holding down a button while pressing up or down.
**Kazuya://A **
Pros
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not restricted to a predetermined list of combinations, resulting in better mix-up game, as the player can easily vary high and low attacks.
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generally quicker, as all animations cancel into each other so long as they are "link-able"or part of a magic series.
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has access to a sweep by simply pressing down HK
Cons
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does not have access to Kazuya’s full moveset. There are only so many normals/command normals/special moves you can fit on one character with a 6-button scheme
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harder for beginners to grasp, as combos are pretty much up to the player to create on their own (I guess this is more of a Con for beginners really, lol).
**Kazuya://B **
Pros
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has full access to move set.
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generally easier for beginners to grasp, as all moves and combinations are right there in the command list.
Cons
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much more predictable and less potential for mix-up.
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generally slower, as animations flow from one to another, instead of being cancelled into each other like Kazuya://A
I’m sure there are more pros and cons to be found for both 2D and 3D styles, but that’s all I can gather now. If well-implemented, I honestly think this could work in a game, but since 2D style is at an obvious advantage, I think it would balance things out if players did less overall damage when choosing 2D style. If 2D style is meant for intermediate to advanced players anyway, they should be able to maximize as much damage as they can, while not exactly blowing 3D players out of the water. 3D style may be easier to play and do more damage, but it is still slower than 2D, so if the player is not skilled enough, he may not even be able to touch the 2D player.
However, if 2 experts that were on the same level, were to pick 2D and 3D playstyles for a match, would a damage nerf for 2D style really balance things out? I’d like your opinion on this, and if this whole system would even work in the first place.
also, this is a bit relevant to the previous thread I made about making an accessible fighting game. ****