Lots of things were just placeholders and they only used those three because those were the first three characters they designed. Kairi is 00, Hokuto is 01, and Garuda is 02. I learned this firsthand after I asked Mihara about Nanase for Master Chibi (Mihara said Nanase is all the way back with the cycloids).
If they made FL only characters first then George, Tetsuo and Janis would probably get dibs then after all.
Personally, the game feels more like FL than it does any EX game, but FL was built upon EX.
When I say itâs going more toward FL than EX is because it doesnât seem to feel like they are heading toward a SF design with this game. Mihara did mention that when they originally worked on the EX games, Capcom basically gave them guidelines to follow to not stray away too far from SF as a whole.
Of course the game will be similar to SFEX and SF as a whole, Arika staff are mainly ex-Capcom afterall with the company head being the cocreator of SF2, Akira Nishitani.
But they are definitely going toward a different direction from SF/Capcom, not to forget the elemental system they are hinting at (which for the sake of the build I played were just there as placeholder decorations).
I hear Darun in the background at the end of the trailer as the screen is blurred.
Also, so fucking happy right now. It looks great. A bit choppy, but the speed and amount of things going on on the screen is how it is supposed to be. This is what a fighter should be like.
AND FUCKING GARUDA! Please bring Skullomania, D. Dark and C. Jack as well.
So you admit to not knowing much if anything about this series, got it.
This is what I donât understand. How can you knowing about SFEX look at that demo blindly and not pick up that it is EX. How exactly was your first impression that this is a fighting layer game?
The new game doesnât have âdedicated arenasâ though. It is employing the same trick that SFEX did. As you attack someone in the corner, the camera shifts back and to an angle. All you are basically doing is fighting in a circle. As you get to a corner, the more attacks that you receive or block, the more the camera is pushed around. Actually watch the background.
Youâll see a character in the corner âblockedâ by some debris, as they get hit or block the debris is pushed into the background allowing the character to be pushed back some more. This is the exact same thing that happened in all of the SFEX games. The circle is just smaller in this demo. But still larger than it was in FL.
Closest thing is the bridge, but that is honestly more rectangle shaped. It still follows the exact same rules as the SFEX arenas, just much much smaller.
universal system speaking
New game has
chains
easy combination (dashing attacks chain)
links
universal running
universal dashing
short jumps
long jumps?
side steps
lv3 bar
normals
specials
supers
cancels
super cancels
no gauge bonuses
receive gauge for getting hit
2 button throws
2 button chargeable hard blows
recovery roll
also has
SFEX characters
SFEX music
SFEX sfx
SFEX announcer
SFEX has in various installments (trying to ignore the gimmicks of excels and tagging and sticking to the core gameplay)
chains
links
lv3 bar
normals
specials
supers
cancels
super cancels
no gauge bonuses (EX1 arcade)
receive gauge for getting hit
2 button throws (EX3)
2 button hard blows (EX3) only nanase was chargeable
flying screen
fighting layer has
chains
links
cancels
super cancels
normals
specials
supers
side steps
lv3
clash
hard reversal
easy elusion
gauge bonuses
receive gauge for getting hit
1 button throws
2 button chargeable hard blows
To which I still contend that the only unique things that FL brought that he has similar with this is side steps and a universal dashing mechanic.
Given the trend in where fighting games are going with dashes, and ARIKA adding it to FL. Do you really think that they would have not have added it to a future SFEX installment? Especially when they already had some of the coding in there for all of the characters. I find it hard to really give FL a sole contribution mark for dashing and back dashing.
So in the end all FL contributed to this was a side step.
You argue that porting over all that SFEX data doesnât matter, well why didnât they port over any of the FL characters? Music? Announcer? Stages? Just 1 of those would make me admit that itâd be some FL/EX hybrid. Which if this ever gets made and not canceled like Capcom Fighting All Stars I do admit that it would likely be some type of hybrid of the two series unless Namco are dicks about the Fighting Layer specific characters.
Owning the arcade boards means that I probably put in more time playing all of these games than you have and would be more knowledgeable than you in making these comparisons. Similarly running SFEX side tournaments and FL at various majors also means that I would be more qualified than you to make a determination of the game. Especially when you fully admit to not having played much if any of the SFEX games.
Have you imported all of the VHS tapes released by gamest mook and âall aboutâ? Have you purchased the Laser Disk All About SF EX and solely bought a LD player to play it?
Have you purchased the All about SFEX book? The Gamest Mook for SFEX2 and EX1?
So again are you just trying to earn some âpovertyâ points here?
I never said it was a Fighting Layer game. I said it has more in common with Fighting Layer than it does EX, which is why people are not discussing it in this thread, because itâs not an EX game, and it still isnât. Even by your own listing you still came to the conclusion that there is more in common with FL than there is with EX specifically, as in things that do not appear in both games and are thusly negated. Also, you are flat out incorrect about there not being dedicated arenas,there are clear obvious god damn walls you cannot get past. In EX, you would get backed up to an invisible wall and someone would hit you with a combo ender and you would get sent flying away like there never was a wall there in the first place. That does NOT happen in this new game. You can get pushed away from the wall, but you cannot get hit THROUGH the wall. That is a massive difference. Itâs especially apparent when you sidestep on the castle stage and are locked face to face with your opponent and have no room to move. That would never exist in EX. Youâre also adding pointless fluff that means absolutely nothing like what are very clearly obvious placeholder sound effects, music, and voices because this is not a product that is currently in development that has a music composer, sound director, and new voice actors. This is a pitch build. EX characters is similarly a non-argument. Fighting Layer has EX characters, is Fighting Layer an EX game? No, it isnât.
Youâre so quick to boil everything down to âItâs just a sidestepâ as the only comparison to Fighting Layer that youâre ignoring the statement that originally started the debate in the first place. The game has MORE in common with Fighting Layer than it does EX. It does, you even admit it yourself in your lists, but youâre so adamant that this game youâve never put hands on totally plays exactly the same even though there are all of these numerous differences between this game and EX. This game is not an EX game. Itâs a new game, itâs a mashup of ideas that were in EX and Fighting Layer along with new ideas, and we havenât even seen the fully fleshed out version of the game yet, which would no doubt make the game even more different than EX than it already is. Thatâs my point. Thatâs why Iâm here. You can stop deflecting with this nonsense idea of âpoverty pointsâ, because Iâm here to tell you that people arenât talking about the game in this thread because itâs not an EX game. Youâre so boned up on pushing your OG cred and making sure everyone knows how pro you are that youâre bragging about your purchase history as if that means anything. You got me bro, youâre more of a fan of EX than I am and youâve got the receipts to prove it. Thatâs got nothing to do with anything however.
Youâre picking an odd point to argue. Regardless of which series itâs most similar to at this extremely early and unfinished point, itâs clear that Arika are trying to drum up interest based on the EX series, hence them choosing to use those characters, music, etc., first. Arikaâs priority with character development was stated as EX -> FL -> New. It was really clear to me at the event that Arika are prioritizing and looking to work off of EX as a base first and foremost, but are not holding themselves to Capcomâs restrictions, hence the more FL-like aspects.
This thread is as good as any for discussion, but since no-one apart from Kazunoko had much time with it, and since the game itself is still in extreme early days, thereâs not much to discuss in a detail-oriented thread like this (as details are currently and extremely subject to change).
But with that said, Iâm wondering what people think of the âEXARROWâ super jump. Itâs the move Hokuto does at around 46 secs into the trailer but itâs part of the universal system, not a unique movement for her:
The current implementation is basically a homing jump that can arc over projectiles and can be attacked from. Basically allows fast, full-screen jump-ins.
hopefully this game has a excel mode ( ex 2 was always my favorite out the series and sadly I never got to play fighting layer but it looked cool from what I saw) excels cause of the activation in the clutch and what not
I like the new systems they have but I wonder is that homing jump unsafe.
the side step makes it seems like a 2.5d game
Then why didnât they use FL place holders? And still ignoring that outside of sidesteps, it was basically SFEX. More chains as people love those these days, easy combinations, dashing, fall recovery. All things that were introduced in other fighting games that this game has a chance to employ. Some of the criticisms that SFEX faced during the early 2000 and upcoming decade were all addressed. Could be seen as a next advancement of where SFEX would have gone. Hence why it should be posted in here. Course a mod changing the name of the thread to âAll Fighting Games Made By ARIKAâ or something would fix the woes. Game looks to play a lot like SFEX with added systems. If you disagree then I guess whatever, we just donât agree on it.
The bridge is still the same as a SFEX circle, it functions the exact same way just a fuck ton smaller.
To another point, where else on SRK are you going to get a group of people who played both SFEX and FL besides this thread? Seriously, if you want the system breakdown this is likely the thread thatâll produce the most content.
I donât care about OG cred, what does that have to do with anything? A higher percentage of SFEX core systems were in this game compared to FL. That is the comparison that Iâm making. But Iâm talking about percentage, your talking about numbers.
And John, people are actually now talking about this more than the two other threads on SRK. At least talk in those other threads died down and this is still ongoing. Even if it is because weâre both being stubborn.
Cheech, you can play EX2p online with epsxe. there was a scene for it a few years back. Or at least a resurgence of one by Chanwa1522. Though his u2b account has not been banned for whatever reason. A number of his subscribers had info on their channels about online play for this.
Similarly there is an SFEX2p scene on facebook were I believe Min goes over the emu settings for online play and the like.
Alright, I need your guysâ help⊠So I was talking to someone about an EX3 match I saw a Dhalsim/C.Jack team use block string that turned into a combo, and whenever the combo dropped, the player went back to rushdown tactics using the same combo as a blockstring⊠The vid was sooo long ago. Do any of you possibly remember this vid and where it is??? I scoured YT, and canât find it on NicoNico⊠I remember it being on one of those sites⊠Iâm thinking sometime around '08-'10 maybe⊠Thanks!!! bows graciously
But if I had to figure it out, with C.Jack it would probably be something along the lines of a few normals, into either dash straight or batting hero, kick momentary, punch momentary (dash) then 360 punch grab, Then mixing it up with the dash momentary or canceled from the normals which should open up the defenses.
Also on a downed opponent you can do a meaty dash straight which would give you enough frame advantage do link a normal for either a combo of block string.
With Sim, it would be something along the lines of back normal, yoga fire, kick momentary, which pushes the opponent far enough to get them a yoga catch. Or on a downed opponent, meaty yoga flame, punch momentary, then yoga catch.
If you catch them with the yoga catch you can link a b.lp, b.lk, or cb.lk into yoga blast, then either go into jumping hp into yoga drill, or mk slide into yoga legend.
I tried something similar in this video about 5 minutes in. Didnât really work out that well for me.
This was BTW the only time I saw a sim jack team in all my videos and videos from the dominican republic and peru.
I used to see Sim/Jack for combo videos cause they are both good jugglers, but not generally for a team in match play.
So could someone explain to me how juggling works in EX3? I noticed theres an option for it in training mode but no mention of it anywhere else. And the timing seems to be really strict without it on. Iâm just having a time doing these rosso momentary juggles
Generally each move within the game has a set juggle frame limit depending on the type of knockdown or non-knockdown the move has. Throwing out some numbers, you could have a s.lp that has a juggle limit of 20 frames after hit. Meanwhile a c.hk might have a juggle limit of 5 frames. Or certain specials or normals may have a juggle limit of until the opponent hits the ground (yoga blast, B.Hokutoâs launcher, Guiles first hit of his c.hk).
With most normal c.hk, you donât recover fast enough to actually have a chance to juggle the opponent afterwards. Meanwhile a s.lp recovers fast enough and has enough juggle frames after wards that you can walk up a few steps and hit them with another s.lp. Eventually theyâll be out of reach for you to juggle and theyâll fall to the ground.
The juggling option in EX3 just works in training mode, and basically allows you to juggle a person regardless of what type of knockdown as long as the opponent hasnât hit the ground yet.
So say for instance, a c.hk will normally only be jugglable for a few frames after it hits (really only possible if you hit tag first, then hit c.hk, then your tagged in character can quickly hit c.lp or something), but with the juggling option you might be able to hit something without the use of tag because theyâll remain comboable until they hit the ground.
Similarly say you launch an opponent with a yoga blast, theyâll be comboable until they hit the ground. If you follow it up with a s.lp, then that changes their juggle state to only 20 frames or so. With juggling on, they maintain their juggle state until they hit the ground.
So basically outside of the flying screen knockdown, all knockdowns and AAâs will keep the opponent jugglable until they hit the ground.
Itâs kinda cool to at least see something that you normally canât see within the game, but otherwise useless in training. Much cooler to figure out which special moves would unexpectantly leave the opponent in a juggle state (Zangiefs SPD or FAB for instance).
thanks for the info!
Reason I was asking is because Iâd been trying to see if you could juggle off the 2nd hit of rossoâs rekka if you momentaried into his dash. I remember doing it before but I donât know if juggle was on or not. And if I can do it (Jumping MK specifically) then can I follow up with anything else of note. What kinda damage can I get? that type of thing.
I donât remember if you can combo the c.lp, s.hk into a torre pendente though. I would think you can. But that might also be character dependent. Besides some characters having smaller hitboxes than others (Darun compared to Sakura), they also have different weights. So Darun would not be launched as high in the air as Sakura and would not be in the air as long. Meanwhile Darun or a heavier character might be perfect for a specific juggle, and other characters like Chun Li would fly away.