Jump buttons would work in 2d FG’s if the game had unorthodox joystick motions for special moves, i.e. upside-down qcf’s, and upside down dp’s. I know Toshiden had those strange motions, but the game had no jump button from what I remember. I know capcom experimented with this concept with Morrigan’s aerial soul-reap in DS 1 & 2.
And on a side note. Jump buttons wouldn’t work in the control scheme if it utilizing 5-6 buttons. 3 or 4 buttons are fine; 7 buttons could possibly work, but that’s not ergonomic.
Much of Tobals control scheme was dictated by the fact that it had free 8 way movement all the time. You couldn’t just hit down and an attack button to attack low, since this would result in an attack while sidestepping. This is why attacks in that game were laid out as low, mid and high. Same with jump, you couldn’t just tap up to jump, so it needed a separate jump button.
That said, jump wasn’t really used much in T2. The game was much more mobile along the Z-axis than in the air.
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Your description reminds me of Bushido Blade (1).
Except that you have to press TWO buttons to jump in that game, hahaha.
more random things:
Tekken 4 (the weird one) required you to hold Down/back to crouch and press Up/forward to jump because pressing just Down or just Up would make you sidestep
Virtua Fighter 3 (the weird one) had a button for sidestepping and required the input Down,Up to jump
I do not know how one would go about playing this game on a stick.
Both games had weird ass controls due to the unneeded technologically advanced features i.e. sloped arenas.
But from what I know, VF3 was much more tournament viable than Tekken 4 will ever be, simply because there weren’t random obstacles in the middle of stage that acts as a wall. Seriously, the mall stage in Tekken 4 had pillars, hand rails, guard rails. The only playable stage was the beach and the octagon.
I don’t think there was ever a scene for VF3 in the u.s. but in Japan, it was huge and it’s still being played to this day.
No, no, no.
Having Low on the bottom row there and Mid and High on the top row makes sense since it puts the buttons in their correct order in relation to where they hit (low attacks hit low, mid attacks hit mid and high attack hit high). This isn’t SF/Capcom style where L<M<H in terms of strength.
Besides, that layout is pretty much similar to the layouts for AH and Soul Calibur.
I remember the Ranma games with jump buttons and did not like. Then there was Bio FREAKS which had a jump button, but it needed it as it had free movement in 3D arenas and the characters had jet packs. such an awesome game.
Could never figure out why they gave the first 2 games a jump button, it’s almost as if it took them 3 games to realize that you didn’t need a jump button for double jumps.
In DFO (dungeon fighter online), the result of having a jump button is more input combo options than your regular FG. This includes using the jump button as a cancel for a lot of moves. Very versatile.
Guilty Gear.
Blazblue.
MvC
Hell, SFIV even has super jump cancels.
Jump button does nothing but make 3 directions on a joystick worthless, and use up a button.
I was in Japan from '01 to 07, and I never saw a VF3 cab. Anywhere. However I did see lots of T4 and VF4 cabs, all the way up until the next game in the series came up.
As for tourney viable? There were as many problems with the varied terrain as T4, specifically with the really random heights. There were also issues with the walls, which lead to some characters being able to do a lot more damage than expected(Akira can TOD you with a well placed SPoD).
One of the other problems with VF3 is that it was EXPENSIVE. Only a small handful of places in the US could afford it at the time, and even then the price tag forced operators and owners to pass the “savings” to the players. Paying $1.50 for a game that not many in the US even understood will kill any scene.
So yeah, I dunno where YOU are seeing people playing VF3 but in my time in Japan people were more than happy to move on to the latest version of the game, and most arcades would only have the hardware if they couldn’t sell it off.
He means in DFO you use the jump button to input moves. For my grappler jump button and forward is WCS and jump jump is air steiner. You can customize your move inputs for that game so any aerial move benefits from having a separate jump button since you have tons of moves and ability cooldowns. (and you move up and down on the stage so you kind of need up for movement).