Well I don’t mean copies of the sprite I mean balance differences. Like one version of Sentinel’s super(Since I’m talking about CotA there is only one super) used to have a ton of homing projectiles come out of it then at the location test it was a few waves that went straight forward. Eventually those projectiles just got removed.
Charge moves were initially put in for players who couldn’t do motions for special moves. You have to remember that when SF2 first came out, doing fireball or shoryuken motions were completely alien to everyone, so the designers had the foresight to include characters like Guile, Honda and Blanka that didn’t rely on those motions. Then to balance it out they gave those moves different startup and recovery times. The thinking is that moves like Ryu’s fireball would come out fast but have slow recovery, so a move like a sonic boom would have long startup (because you have to charge it) and would have short recovery.
If you think about the motions themselves they tend to closely match the animation of the character too. This is a way to clue the player in on how to do the move even if they’ve never played the character. Zangief’s 360 makes him spin, so the motion in itself is a clue that you need to do some sort of spinning motion to get it out. Chun’s lightning legs animate in a way that suggests you need to press some buttons super fast. Likewise in a 3D fighter like Virtua Fighter, Akira’s dashing elbow is a double tap forward then punch, because that’s what the animation looks like.
Inputs are really one of the reasons why past SNK fighters got a lot of flak; they were way too complicated compared to the move that came out, and they didn’t really match
Back in Street Fighter 2 I think they were just trying shit and wanted all the characters to be different.
Nowadays, I really just think that they think of a special move, and assign a motion based off of the archetype.
Moving away from the discussion of inputs …
I think what Ratio 4 said made a lot of sense. And you can simplify that concept even more. To best understand it, like anything, would be to experience it first hand. And luckily, theory and design, as a discussion, aren’t difficult to engage in, regardless of who you are or where you stand on the topic.
Hakan was a good example. The “birth” of a character, starts with ONE concept, on which the rest of the character and his or her traits are based around. Turkish Oil wrestler in this case. It can be simplified beyond that, and that’s an important note to make.
For example, perhaps the designer does not want to be bound by a particular physical descriptor. So a character is created first with the goal of being a counter character. Kasumi Todoh of SNK fame is one example. Her final design could have been anything, but the primary feeling I get from her is that she focuses on counters. The tools she is given complement this, and allow her to set up situations where she can counter her opponent. Grappler characters, are probably similar. However, in this case, usually they go hand in hand with larger, slower, more hulking wrestler types. This isn’t set in stone however, which is where you get some interesting and refreshing grappler types like Shermie from, again, SNK fame.
Just my two cents on the subject. The input and special attacks and moves, I figure evolve after the initial creation process. Using Guile for example, the initial concept may have been a character that controls space really, really well. And the character was built up from there.