If you actually think about how many moves people generally have in 2d fighting games it’s never really more than 4 or 5. Ryu and Ken have 3, Sagat has 4, Guile has 2, Bison has 5. So I personally wouldn’t be too concerned about that.
In answer to my own question I wonder if having up as a 360 would make it like a ghetto version, you kind of use it in the same way I guess but maybe there’s something I’m not seeing. I also thought if you could only do a 360 grab with 1 button if you where in neutral would save it from being mashed in block strings since you either do the button or block cause it won’t come out since your not neutral if you block.
I also agree with the fact that you wouldn’t be able to have varying strengths of attack unless you added in further instruction like keeping the button held down or double tapping.
It does convolute it slightly your right but no system is perfect. Motions for everything would more than likely be better, but still it’s something I often think about.
Thanks again everyone for the reply’s I’m glad people have shared there opinions in a productive way!
It pretty much depends on whether or not execution is part of the gameplay focus. One button specials move the focus from how and when to execute moves to just when. More focus on what’s going on in the game and, I would think, more focus on reading and punishing. Since you know you’ll always be able to execute the move that you plan on doing.
I honestly think that if you’re going to have a traditional fighter with traditional specials, you need to include execution. It adds too much to the game to drop. I just can’t wrap my head around a one-button special system in games like that. Or at least, not one that works well.
Now, in games like Smash or Power Stone, that’s another story. But they’re totally different types of games. And they’re built from the ground up around a system like that.
To be honest to you I had always thought that it should be a direction and a button for the special but I had the title as one button just so that people got the idea. Also just to see peoples opinions for the pure extreme example of this. But yes I would, as I’ve said, more than likely expect the game would have to have an direction plus a button rather than just a button. Many reasons for this like have been said, you get more moves and less buttons.
Also yes it does take away some of the execution which I totally agree is a massive part of fighting games and does shift the emphasis on reading etc. I am totally on the same page as you there.
It’s kind of what Marvel 3 is going through at the moment. I mean you could argue that perfect strategy and team synergy is more important if everyone can perform 50 percent combos with ease. But I still see people dropping combos in that and also better combos would be harder.
Not sure if you could make combos harder the further in you go, so for example a move is Forward and punch the first time or on it’s own but when used in a combo then the input is different?
To be honest I feel like that just makes things more complicated but something along those lines where even though the input it simple longer combos become harder for whatever reason.
And I mean harder combos as in doing 10 percent more damage on a BnB, so the BnB is still easy to do but if you are a good gamer then you can do the slightly better version.
I actually hate just frames moves so not sure about that…
I suppose in regard to combos, you could severely tighten the input window, and make it tighter as the combo continues or something. And then set up damage such that combos were the only effective way of dishing out good damage. So anyone can pull off specials, but specials on their own don’t do much. That would also bring execution back in, though a bit differently than in a more traditional game.
Yes I guess you could tighten things up near the end.
I guess the best way to do it would be have a BnB and then at the end there could be like a juggle and the timing is reasonably tight for extra damage, but I still feel like regular combos should be easy enough. I mean getting that extra damage for a bit of practice is defiantly a good thing, people do like improving after all.
Also I wouldn’t be too worried about punishes in a game where there are very simple commands for specials because surely you would have longer start up for these. Like I was saying earlier take Abel’s Ultra 1 for an example, just had like a couple of frames near the start up or the equivalent of how long it takes to input two quarter circle forward motions. Seems pretty reasonable to me.
I will check out that link of the one button fighter in a bit just a bit busy at the moment.
Also I guess you could always make harder combos longer, memorisation is certainly something a total beginner isn’t going to master straight away but at least they can get simple good combos first. That’s really what I want just so that beginners can do all the basic execution as soon as possible and then learn the harder stuff.
Not that basic stuff isn’t hard to learn. Good play is wayyyyy more than just combos. Seriously teaching people how to block or tech throws is more important and much harder, I’m kind of straying from the point but I’m still saying that execution should be one of the smallest things in my opinion.
Bear in mind that while I’m not opposed to exploring the possibilities of a one-button, or one-button-and-direction special move system, I am wholly opposed to the idea of a game that puts little or no focus on execution. Proper execution should be a major component of any fighting game. Knowing what to do, and then being able to actually do it under pressure are two different things, and both should be required.
I’ll happily discuss ideas about where execution can come into play if a game were to move away from motion specials, but I fervently disagree with getting rid of it altogether.
Believe me I didn’t mean for it to sound like execution shouldn’t be a part of it, I just think that all of the basic things could be made a lot easier.
Both right that execution should be part of it otherwise a lot of the tension and risk involved (And not to mention hype) would be lost.
I guess it’s easy to have an easy combo system too which tournament and good players alike would find stuff that is harder and thus becomes the norm kind of making the simple stuff very basic and therefore not needed but I don’t know.
Fighting games are very very interesting and I agree execution is defiantly one of the things that makes it so.
First thing that comes to mind with directional specials is Smash Bros, but that game is heavily movement-based and wouldn’t really fit in this context. You should definitely check out the game Card Sagas Wars. It will use directional specials but still have a modern 2D fighting system.
That would be interesting. I wouldn’t mind seeing something like that, perhaps moreso as an option for a fighting game – ‘Regular Mode’ for standard SSF2T joystick motions & button presses ? & (an) ‘Easy Mode’ that utilizes one-button Special Techniques, Super Combos, and etc. To avoid the “jumping problem,” the special button could be pressed first & the joystick pointed in the appropriate dir. a fraction of a second later. That gives you about 8 Specials right there.
The Easy Mode option would allow casual gamers, scrubs, & others to enjoy a fighting video game, since a good portion of them are not aspiring to become a competitive-level fighting-game player or don’t want to deal with learning a whole bunch of input commands for doing Specials and etc., and (they) simply just want to play the game for fun.
As much as i hate trying to do 720s in SSF4 i don’t think one button specials is good for a game unless its super casual there needs to be an easy way to do things but enough depth to keep you interested. I think perfect example is Super Smash Bros or MVC
you could always just put them in predetermined combos… Consider MVC3 (or MVC in general actually). They have the Light-Medium-Heavy system which works quite well. Add one-button specials onto those to make the combo simpler, but keep move as they are at any other point. Tha means that if you attack with a 3-hit combo you can slap a shoryuken onto that with one-button, but if your opponent attacks you from the air you still have to DP properly. This solves the execution issue, as in the case of special combos you would still need to actually LAND the combo to get the easy special. In the case of you being attacked you will still need the proper reaction and execution to counter with a DP… does that make sense lol
In so that you just pressed L L L L H and the hard made Goku for example do a Kamehameha but normally you would have to do forward and hard.
Weirdly, I actually feel the opposite why, I think you should be able to do the speacial on it’s own easier than in a combo.
Since you need like a fireball more out side a combo it makes sense to be easier to do not in combo. In a combo it’s really just a bit of extra damage that a small amount of execution grants you.
Also the whole Light - Medium - Hard thing is something I’ve always thought as well. Light and fast attacks shouldn’t lead to much but slow heavy attacks should. It’s kind of the opposite in Street fighter which kind of doesn’t make sense to me.