KoF 95, any teammates near you that weren’t defeated, could assist you by jumping out and break you free from an opponent’s throw attempt
One Must fall 2097 had the first infinite combo prevention system I know of (that specifically enforced a verifiable hard limit on combos rather than changing hitstun or gravity and hoping it’d be enough). The core of it was pretty straightforward (though technically there were something like seven rules to it): can’t use the same move twice in a combo.
I only know Capcom games so off my head:
SF2 - Cancelling, cross-ups, Renda(jab/short mashing), Super combo/meter (along with bright screen finish effect), throw softening, juggling, top-downs(overheads), Dizzy
Darkstalkers - Ground Dash, Air dash, Air blocking, ES/EX moves, Guard Cancelling, Chain/Magic series, Multiple air attacks per jump, Down pursuit attack, Wake-up rolling, Button commands (ex. lp lp > lk hp), Auto-guard(easy mode), Taunts
Alpha - Custom Combos, Alpha-counters(guard cancel but easy and uses meter), Air-tech, guard-crush, dramatic battle mode
Vs series - Tag teams and systems that revolve around that : Recoverable life, Dual team attacks, Dual Hyper Combos, Assists, Advancing guard, Flight, High-jumps, launchers and Air combos, Ground breakable stages, OTG
SF3 - Parries(duh), SA selection, Super-cancelling, high-jump cancelling, PAs and their effects, throw tech(as opposed to throw softening), quick standing, UOH, Visible stun bar.
Feel free to correct me.
Well, as some of the posts in this thread have stated, alot of the stuff that we think came from Capcom games actually came from other games.
In fact i was wrong again, power instinct didn’t have ex/enhanced moves till legends
But yeah looks like darkstalkers had them first, july 1994
sf the movie was not till 95
Some of you may have already read it, but the premise of this page is that many different mechanics appeared in games that actually predate SF2: http://www.hardcoregaming101.net/fighters/fighters.htm
It’s an interesting read for what it seems like an overlooked period of FG history.
Wooo first time i see Dev start a thread. hehe’
inb4 Blufang comes in with his Karin avatar and talks about how Vampire Savior is the pinnacle of fighting game design, and how it brings all currently known
mechanics to the table in one package of perfection. =]
I see you haven’t been in Tech Talk.
I think that game must have been original back then…
**
Budokan: the martial spirit**
http://www.allgame.com/game.php?id=16047&tab=review
The ki bar adds a level of strategy since you need to conserve and build your ki for a more devastating strike. Meanwhile, your opponent is also building his ki and you may want to strike him, even if it’s not going to do much damage, in order to disrupt his ki. The idea of a stamina bar, though, could be the game’s most interesting contribution to the fighter genre.*
SF2 created an explosion but as with most creative explosions there were many lesser known precursors.
God dammit how would I forgot that about Primal Rage again (lol)! Stun meter VISIBLE! (No visual cues ala SFII)
Yea. It was the Darkstalkers games that paved the way for the “CPS2” style sprites that became the staple for Capcom 2D fighters.
KoF 95, any teammates near you that weren’t defeated, could assist you by jumping out and break you free from an opponent’s throw attempt
It was also in KOF94.
Parries were popularized by SF3 but I remember a mention (by Mike Z IIRC) that Clayfighter, possibly the N64 one, had them already.
Well, Clayfighter 63 1/3 came out the same year as Street Fighter III: New Generation. It borrowed some stuff from that game and a few others, mainly KI. In addition to having parries, it also had SFIII’s universal overhead which is done the same way as in New Generation: :d::d: + button.
I only know Capcom games so off my head:
SF2 - Cancelling, cross-ups, Renda(jab/short mashing), Super combo/meter (along with bright screen finish effect), throw softening, juggling, top-downs(overheads), Dizzy
Darkstalkers - Ground Dash, Air dash, Air blocking, ES/EX moves, Guard Cancelling, Chain/Magic series, Multiple air attacks per jump, Down pursuit attack, Wake-up rolling, Button commands (ex. lp lp > lk hp), Auto-guard(easy mode), Taunts
Alpha - Custom Combos, Alpha-counters(guard cancel but easy and uses meter), Air-tech, guard-crush, dramatic battle mode
Vs series - Tag teams and systems that revolve around that : Recoverable life, Dual team attacks, Dual Hyper Combos, Assists, Advancing guard, Flight, High-jumps, launchers and Air combos, Ground breakable stages, OTG
SF3 - Parries(duh), SA selection, Super-cancelling, high-jump cancelling, PAs and their effects, throw tech(as opposed to throw softening), quick standing, UOH, Visible stun bar.
Feel free to correct me.
Art of Fighting 1 had dashing before DS.
Power Instinct had tag battles before XvSF
Fatal Fury 1 had 2v1 (dramatic battles) before A3.
Most of the other stuff was already mentioned. Either way, Capcom gets too much credit.
Nice thread. IIRC, Street Fighter EX is:
-The first game to introduce super cancels, where you could cancel a super with another super
-The first game with dedicated guard crush moves
Virtua Fighter (series)
-First to take foot position (open, closed) into account.
-First to have characters with different weight
-First to have multiple throw escapes
Skullgirls
-First to have an icon indicating who’s leading in health
-First to detect infinites and allow the player to break out of them at will
I forget the name of the game, but wasn’t there a fighting game for N64 that had a points system, so you didn’t have to win necessarily by KO? And what was the first game to have sudden death rounds?
EDIT: The N64 game is Fighter’s Destiny.
Skullgirls
-First to have an icon indicating who’s leading in health
-First to detect infinites and allow the player to break out of them at will
What about 2009 TMNT smash up comb escape?
I could be wrong here, am certainly to lazy to look it up. But if streetfighter gets credit for the canceling via bug, then shouldnt it also get credit for chain combos via cps1 chains?
I cant be fucked to see which version of streetfighter had glitch chains first, but i was always under the impression that those glitches were what gave capcom the idea to include actual non glitches chains in future games.
IIRC the canceling via bug played very similarly to how cancels work today, the chain bug does not.
Despite commonly being shat upon, Art of Fighting 1 introduced Super Combos/Desperation moves, the concept of meter itself, dashing (as already mentioned), background scaling, taunts (which actually serve a purpose in AoF), and projectile parrying (you could use a perfectly timed punch to stop fireballs).
Not 100% sure, but I think AoF2 had the first throw escapes.
Fatal Fury introduced plane switching, which later evolved into KOF dodging.
Killer Instinct introduced combo breakers, the forefather of Bursts.
X-Men: CotA introduced super jumps.
SF2T was the first time I remember seeing air throws.
Also thinking Guilty Gear (never played GG1, may have been GGX) was the first with total cancels in the form of Roman Cancels.
Guile had air throws (two of them, even) ever since World Warrior. Other characters might have too, but I can’t remember off-hand.
vega had one also, and chun li (i think)
Ok clear up this one, i was playing time killers and to me this has to the first fighter that introduces different types of jumps, it dates 1992
Tell me if there’s an earlier game that did this, but I’ve noticed Double Dragon (Neo Geo) to be the first fighting game where your health bar and super meter were fused into one bar, allowing you to perform supers more frequently if you were lower on health and could hit your opponent, blocked or not.