What aspects of a fighting game encourage aggresive play?

Hi everyone! I am helping to make a fighting game for fun. We want to make an aggresive fighter that encourages combo extenstions and rushdown playstyles. The problem is that we aren’t very sure what mechanics are the best for the game. Here are a few mechanics we are unsure on how to implement:

Combo system: How lenient should the buffer system be? How difficult should combos be? Some of the people I am working with do not like the idea of combos which look like you are punching a body bag. Is there any effective alternative?

Health system: Should there be some type of regen? How much health should you have compared to damage dealt?

Movement: Are there any movement mechanics that are essential for aggresive gameplay?

Projectiles: Should projectiles be a non-factor? Or should projectiles be used as some type of combo starter/extender?

Defense: How should we approach defensive options and possible counters to aggression that are not zoning focused? I myself have not played many traditional fighting games so I am not sure how this has been handled in the past.

Finally, is there anything else that we should keep in mind to create an aggresive fighting game? This is supposed to be a more casual game that you fun with and play with friends. We just want to have some layers of complexity to create a skill gap. If you have any ideas for any of these questions a reply would be greatly appreciated. Thanks everyone!

Put Balrog in it.

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I was gonna be a jerk and link him to fgd but I can’t even fucking find it. The state this website is in smh.

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https://archive.supercombo.gg/c/fighting-games/fighting-game-discussion/21

Here it is…

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You just linked us to GD…where is FGD?

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Edited it…thanks.

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No Regen, no Health Bar ether.
Like Bushido Blade was.

Combos are great and its why fighters caught on in the first place.

let bring in, here come projectiles.

Wait, what? Are you trolling us now?

Play Some fighters first.