Re-inventing the mechanics of 2D Fighters

I imagine the fatigue bar would slowly decrease as well right?

This was already done in Glove on Fight.
There’s also an option to turn it off in that game.

I know Zelda: Wind Waker had some damn good and fluid facial expressions. Personally I could see 3D replace 2D graphics it is just that no one wants to try anything right now, 3D effects are already common place in more recent fighters.

Speaking of better backgrounds, I was thinking it would look cool in the survival mode if all the characters where standing in the background. Then each time you efeat a character the next opponent jumps in out of the background.

As you reach further down the survival mode less people should be standing in the background

All fighting games should have Survival mode, BTW (well, at least the good ones). I remember wanting one of those when I was playing MvC2, as the CPU is basically just for combo practice if you’re decent at the game.

SF2:CE on the Genesis (or SF2 Dash on the Mega Drive, depending on where you come from) had a Group Battle mode which were also in the SNES/Genesis versions of SSF2…that was cool. You could either do Point Match, or, the good one, Elimination, where you can win the match back for your team if you’re the last one left. Also something that sould make it into more fighting games (obviously the KOF games don’t have to worry aout it). About time a tag mode became popular…it was in SNK vs Capconm on the Neo Geo Pocket Color, and it’s going to be in the PSP version of SFA3, but it’s worth having in a lot of games. Team Battle on the home versions of A3 could have been completely borken, because in A3 you start with 100% meter…and you don’t share meter…so that could cause some problems. Maybe it helps, who knows…

There was a Tournament mode in the home versions of SSF2, aslo…could really have used a few tweaks, but it’s the only mode of that type that I ever remember seeing (not conuting Fire Prowrestling S on the Sega Saturn some years later).

urkang- Sounds sort of like the TOP thing from Garou, with the bonuses to the special moves/damage, etc. I like the ideas, but I don’t know if you’d really want to call it an SF2 clone, you know? Two things to watch out for would be any character with crazy priority…since you want a system where counter hits give you the chance to land big combos, any character with a move that’s too good can abuse it. Of course, you can’t make everything suck, either. I have to say, I think that system sort of discourages poking for characters not of that type. You’d see an increase in throw games, I suppose, but you’d probably have a character or two who could play it both ways.

I have to say I’m not particularly liking the fireball counter move statment. Taking Bison from SSF2T as an example…you don’t even really need to have an anti-air special. Bison doesn’t even have a super-reliable anti-air NORMAL, and is one of the best characters in the game. Likewise, he doesn’t have a move made to counter fireballs (counter projectile, 'Gief green hand, etc)…he can use the headstomp, but that’s more for avoiding than for direct counter (depending on the game). Despite these faults, he’s one of the best characters in ST. I feel it would be best to make characters who feel right, and then worry about adding moves later, you know? You wouldn’t want to weaken the fireball characters by letting everyone avoid projectiles for free. Likewise, I think anti-air stuff is something that can be left to normal attacks a lot of the time, instead of making specials which serve no purpose (see: Kim Kaphwan. Has 2, for no reason. ).

Blah blah blah…

It’s nice to think of little tweaks to separate the game from the competition but in the end the basic fundamentals have to be in the roots.

I think cool character designs and well balance moves are what helps make the fighting game fun.

I think this is the key. It has to be fun, have flexibility, and allow the players to be creative in how they build their own style of gameplay while still maintaining a good level of balance. That’d be great, but damn, that’d be hard. Maybe we need another thread that asks whether a 2D fighter can be made that truly has no tiers, and completely equal character useability.

I would really like to see a more competitive/in-depth take on the Naruto GNT4 fighting engine. Take out the guaranteed supers on waking opponents/infinites/etc., change the commands to:
LP/HP/Tech
LK/HK,

and change the special attacks to Street Fighter-ish commands(f,d,d/f+p_charge b,f+p).

The Tech button would encompass a number of actions based on the direction you press simultaneously with Tech or what state you are in(blocking/air recovery/wakeup/super).

Back+Tech would be a quick, far backdash with auto-guard at the cost of 25% super meter, you could also do this while blocking to escape blockstrings and reset momentum but there’d be intuitive ways to punish this. Down/Up+Evade would be dodge. You would just move to the side a bit then the animation would end with a bit of recovery tacked on for balance. Dodge would be mostly for projectiles but it would not make projectiles obsolete since projectiles would be significantly beefed up in this game.

Forward+Tech would make your character move forward with a quick attack that stuns the opponent on counter hit to guarantee an followup attack. On normal hit just gives you frame advantage, on block it is very punishable on block and does chip damage. Backward+Tech would deplete 25% meter to do some kind of hard-hitting attack that knocks the opponent back a bit on block(think of EWGF) with chip damage and on hit would knock the opponent down and far away(think of Devil Jin’s fully charged Infinite Power). If done during block stun, backward+tech would work like an Alpha Counter. Pressing Tech while hitting the ground will do a techroll. After techroll you will be at a frame disadvantage and during that disadvantage you would need meter to block(each blocked hit would take a bit of meter and if there is no meter then you cannot block) and that window could be increased by successive blocked hits. If an opponent where in the corner or your character has the tools, you could bait them into techrolling then force them into a block string cancelled into a special/super to deplete their super meter and maybe some health as well.

Instead of whiffing normals for meter the only ways to gain meter would be if your normal attacks hit/are blocked, you do a special(cancelled projectile counts) or you powerup.

Some characters’ projectiles would move at LP Sonic Boom speeds and home in on the opponent, allowing the user to create setups. Others would have incredibly fast, straight path projectiles that require strict timing to dodge, so much so that lesser skilled players would choose to block it and take the chip damage instead of risking a dodge. Some projectiles could be delayed/cancelled(“Hadou…ken”/“Hadou.”).

Preset combos would stay in but they would require timing skills(at least as much as Tekken) and few would be safe on block so you’d have to cancel into a safe special attack. These set combos would mostly require counterhit to truly be a combo.

I think in some games they make characters so strong like shin akuma that characters like dhalsim don’t stand a chance.

Maybe in order to balance things out there should be an absorbtion technique.

Maybe if the character does a super move if the opponent can do an absorbtion technique it would then power up their health energy again.

Sounds like ‘Just Defend’.

I liked how they did things in waku waku 7 for neo geo. you can get smacked against a wall and press C or D and you can jump off the wall to counter attack. if you get knocked down you press up to attack while standing back up. its those extra attacks and techniques that add a special flavor to it.

you know …

marvel super heroes would be better if they got a newer and balanced version .

marvel super heroes is still a GREAT game ! …

I like the idea of only being able to do chains after counterhits. I would probably have it be 3-D and cell-shaded. From there I would set the attack buttons up to be something closer to a boxing game. So maybe if you hold LP+LK and move the joystick your character will sway in a certain direction to dodge certain things up close. I would also allow you switch which way your character was standing. So (only as an example) if you were Ryu you could either be standing with Ryu’s front or back towards the screen. Maybe characters moves would change depending on whether their left or right side was closer to the opponent. I’d probably have moves that naturally switch your stance, so you can do things more fluidly. I dunno, I saw a lot of cool ideas so far, this was all I could come up with…

anyone agree with this >__>;; …

and also …

what must we do to make air-combo much more better and NOT broken ? not broken as MVC2 >___> , sigh i’m getting old can’t think of games that has retarded air-combo infinites .

MSH has air-combo infinites , mostly BEcause of OTG like spider man …

and just for additional info .
the game that has the dullest air-combo would be rival schools 2 >_> …
people get sick of ProJus within a year . due to the limitations of jabs and shorts …
maximum is 2 hits >
> .

i can explain this even though it might not be a good reference about air-combos .

in normal fighting games with air combo , most charas can do air jab jabjabjabjabjab until it lands to the ground .
while in projus … , everyone are only able to do 2 air jabs maxed …
don’t know why it was made that way ?

edit : HNK is a fantastic game …another good innovation .