If I were to take a guess… its that the pool of people that really like charge characters is small. Even among FG players, tons of people don’t like charge moves, and players new to FG’s really dislike them.
So I think there’s alot of motivation to design the game in such away that charge moves aren’t needed at all. Look at recent 2D fighters. Oustide of character returning from old games, how many new charge characters have been created… its pretty close to 0.
Yeah the last charge characters I remember were Mitsuru and Parasoul. Both of those characters are in anime games which means the charge time for their moves is reduced in like half compared to SF any way.
There isn’t really a specific need for charge moves anymore. Casuals have made it known that they don’t like being forced into moving into a specific direction on the screen to do a special move. They’re the ones that mostly dictate whether the game sells well enough to get updates, so yeah. You can mostly offset needing a charge by just increase the start up of the special move or just fixing how it works some other way.
I don’t mind charge characters since they force patience from the player, but there’s way to do it without forcing them into a specific direction of the screen first.
For the most part charge characters have become the “token black character” of fighting games now.
Yeah it’s just common knowledge that charge times are reduced in air dash games to compensate for the faster movement that is necessary for those games.
Sweet, I thought they were keeping the charge moves from the originals. I hate charge moves. I loved them when I was a kid and doing diagonals hurt my thumb, but I can’t stand them anymore.
How interesting, seems charge characters are dying off.
There are games where the charge time is so low that the character is literally a back forward character. (Breakers Revenge). Some characters do need to be charge by design. Bison, Guile and Vega with all directional inputs would be stupid/awesome.
Yeah that’s mainly because those moves have extremely quick start up and rather safe properties. In other fighting games they usually find other ways to compensate for how the special moves work without utilizing charge.
TJ Combo was a charge character back in the day. Since the game’s design theory is focused on play style niches, that could be his.
That’s one thing about this game I really appreciate. Hearing the devs talking so much about how intentional all of their decisions are about how their characters play is something I don’t hear that often in fighting game development. Centering the development focus on filling specific roles in a fighting game cast has the potential for minimizing tier spread (as the core of the metagame moves towards matchups instead of picking based on raw performance; weakness and strengths come from how well a character’s niche meshes with the opponent’s niche and not how much priority your character has over the rest of the cast).
Only time I can think of where (I felt) a developer was this deliberate in setting firm roles for their characters was Skullgirls (and even then it was mostly implied, they didn’t explain their thought process as well as DH is).