Alright… to recap, if anyone is still reading…
I plan on targeting this 2D fighter(may make it 3D on 2D plane like SF4 and SSB… not sure, would certainly make animating moves easier I think) towards a major demographic of CvS2/3S tournament level plays with the minor demographic to be of people who have at least played a fighting game before(GG was like that to me… I had played SF, saw GG and decided to try it… may not be the same way for all).
I want to gear the pacing of the game to be that like CvS2, where the tempo can be slow and tactical or quick and flashy, depending on characters, play styles, etc.
It will be a 1v1 game with a 1v2, 1v3, 1v4, 2v2, 2v3, 3v3, 2v4, 3v4 and 4v4 option, no tags and no ratios, however teams with fewer people would get some sort of damage reduction and modifier as well as regain some amount of health at each round start.
The game is geared towards customability for players to have various different play styles as well as looks to their character. The game will feature at least 20 different characters, 10 colors each at least(not going for arcade release so I think I can leave the larger color assortment in), a dedication path(a set stat change to the selected character, BALANCED(no change), POWER(+STR/DEF-SPD/AGI) and SPEED(+SPD/AGI-STR/DEF), sort of like Last Blade 2) and possibly 2 groove types, not sure whether to stick with the two I have, one being a combination of P and C grooves from CvS2(1 meter, Air Block, Dodge, Counter Attack) and the other being a combination of C, S and N grooves from CvS2(3 meters, use a meter to do extra damage for a time, manually charge the meter and use 2 meters to nullify hit stun), each groove being geared towards defensive and offensive play respectively. However, I am torn on either changing it to a more 3S type system where you choose one super with various meter lengths and amounts and each character having access to their ultimate attack when their meter is fully maxed out, or including this type of meter system as just a third option instead of the only option. I would go a GG route but the tension meter always felt too short for me.
A note on the characters, have 11 so far and fitting these descriptions:
Main character, all rounder, very combo friendly, has 3 special moves, one of which is like Iori’s Wild Flower, the other is a ground fireball like Iori’s and the last is a kick anti-air. 4 super moves, one being a two hit uppercut, one being sort of like… Magnetic Tempest I guess, one being an auto combo projectile and the last being like Chun’s Kikkosou(sp?)
Co-Main character, all rounder as well, very mix up oriented with 4 special moves including 2 follow-up input specials much like Gouki’s Hyakki Shuu one being in the air and one being on the ground. He’s also going to be very anti-air based, with an anti-air leg uppercut and an anti-air throw, as well as some normals and special normals that will have various uses for airborne enemies. So far he only has 3 supers including his ultimate so I need to add another one, his ultimate is an auto-parry that will work much like Remy’s Blue Nocturne(but will blow past any hits after the first parried hit).
Main boss, no moves yet, being geared to play much like Gouki/Shin Gouki in terms of highly offensive with little defense(he’ll take damage like a baby as a playable character, as a boss he’ll have high defense).
Lead female, going to follow the “classic girl fighter” fast, agile, weak and can’t take hits too well. Looking to make her a hybrid of Cammy and Ciel(Melty Blood) if at all possible. Her trademark move will be a kiss that poisons opponents for a small bit of damage over time… I do want to keep in that it does double damage to women as a fan service(besides… the damage to guys will be 1% per few seconds, so it would be 2% to women… not a huge difference) and she will also be the main fan service character(her taunt is going to be her pulling her top off… not sure if it’s going to be censored or not). 4 special moves(kiss, uppercut, projectile, air projectile), 3 supers so far(need a 4th).
Second female, counter character, stronger and more defense than most female characters have, her game play will be geared towards a Rock/Geese style where she can be offensive but she’s most effective at baiting opponents to catch them with a counter. 8 specials(5 counters) and 3 supers(need a 4th).
Male character, projectile users, his gameplay centers around projectiles… as 4 of his 5 special moves are projectiles, a single, double, triple and beam shot attack with an uppercut as the last. 4 supers.
Male character, going to be fire based, have an idea of some of his special moves(a Twelve N.D.L. type fire attack most likely to be included). No idea on his gameplay style yet.
Big bruiser male, a departure from most big guys, will have the fastest run in the game, will have an uppercut and a projectile and have very little in the way of command grabs. Has 4 specials and 3 supers(need a 4th).
Wrestler character, NOT a luchador or big bruiser, think more technical like Bret Hart, will have 4 command throws and a passable anti-air attack that can allow him to deal with projectiles. 3 supers, need a 4th.
Bigger bruiser male, stat booster, limited special move options, geared to be an absolute monster if played correctly(come to think of it… it almost doesn’t matter what dedication he picks as he can pump up his stats…) and the correct dedication and groove are selected. 4 special moves and 4 supers.
Male/female character, very, VERY combo friendly(not sure if I want her to be a Yun though when Genji is in use), swaps between a Ryu and charage character play style with lots of mix up options. Male so far has 3/4 special/super moves, female 4/4 special/super.
A couple things I have left out.
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Taunts will be like in 3S, build a bit of meter and actually do something for the character(stat boost, refill guard meter).
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A major selling point of the game will be a system mechanic I came up with, it will be a system that revolves around comboed throws. Think sort of DoA/Tekken where you perform a throw then you put another input in to go into another throw or move. Each character will have a specific requirement for their set up move(opponent facing them, in the air, on the ground, etc) and when performed can lead to either a juggle, a knockdown or string into another throw. Landing the set up will NOT be guaranteed damage, as you can tech the set up, have a small frame window to perform a dodge/counter attack(if using the correct groove), special move or throw of your own. This is my main idea for customization as I don’t really want characters to be limited to just a handful of “bread and butter” combos… I want to see a lot more options than just cLKx2 xx Super or cMK xx Super, etc.
Granted I know this whole combo throw system could be narrowed and exploited to one or two options, if used at all, but I like the idea of linking throws together and having a throw be included into a combo.
One thing I would love to see is something like this: Jump in HP, sLP, sMP, cLK, set up throw, follow up throw, special/super.
And granted, not all of these combo throws will be able to do that, as I said some may have a requirement for the opponent to be in the air, on the ground, maybe even attacking you or even having to be dizzied to use it.
Ideas, thoughts, especially about the groove/meter system will help out.