What did Capcom and SNK bring to the fighting game genre?

We need to check everything out (whether by searching in google/wikipedia or playing the games) and make a post summarizing the facts. Otherwise, the thread will get very confusing, IMO.

Actually, Mortal Kombat introduced juggles.

Really! I’d aways assumed that Namco’s Weaponlord was the originator of that with “Thrust-Blocking.” I actually thought you had the info wrong then realized that WL came out a year later.

That said, that game was made by a team led by ex-Capcom designer James “DJames” Goddard (guy who designed DeeJay) and according to him, Soul Calibur was actually partly inspired by that game (more precisely GI was copied from Thrust Block according to DJames). So in a wierd, “six-degrees” manner Capcom actually had an indirect hand in influencing that franchise. But that’s maybe pushing i for the purposes of this thread.

Um, they brought the genre to the genre.

Yie Ar Kung Fu brought genre to the genre

SF2 CE has some form of juggling (multiple hits to airborne opponent), it was released in Spring 92. MK1 was released in Fall 92. So it’s basically both games.

If you say supers were invented by SNK [lots of people], you’re soundly wrong.

SUPER bars as we understand today [meters used exclusively to unleash a powerful move, know today as Super Move] were brought by Konami’s Teenage Mutant Ninja Turtles: Tournament Fighters for the SNES in 1993 . AoF had a bar that was used for any special move, and Haow-ken for an example was just a VERY strong special move that was treated like a super, but isn’t a real super as we understand it nowadays.

Making a detailed list of things [not necessarily gameplay mechanics], we could say:

CAPCOM

Multi-Character choice - SF2 [Fatal Fury 1 doesn’t count here, as the 3 characters are almost equal]
Special Moves - SF
Projectiles - SF
Grappling Moves - SF2
Invincibility Frames - SF
Combos - SF2
Crossups - SF2
Reversals - SF2CE
Aerial Special Moves [not sure, excluding bootlegs] - SF2T
Negative Edging - SF
Command Attacks - SF2
Multi-Level Super Bar - SFA
Alternative Versions of Same Character - SSF2T
Dizziness - SF2
Custom Combo - SFA2
Dramatic Battle - SFA2
Super Canceling - SFEX
Air Blocking - Darkstalkers: NW
Chain Combos: Darkstalkers: NW
Guard Break Attack: SFEX
Having features cheaply copied by SNK - Since the dawn of time

Plus graphical innovations like perspective [e.g. the ground moving as the screen runs]

SNK

Spirit Gauge [NOT Super Bar] - AoF
Secret Boss - FFS
Two-Plane Fighting - FF
Out Of Bounds - FFRB
Crouch-walking - FF2
Putting Throws in Combos - KoF ‘94
Dodging - Kof’ 94
Knockdown Attack - FF2
Rolling - SS2
Stepping - FF2
Running - SS
Gauge Selection - KoF '97
Parrying - SS2
Taunting - AoF
"Exceed" Supers - FF3
Fighting Grade - FF3
Guard Canceling - FFRB
Guard Break [standard] - KoF '96

I’ve spent hours playing/researching to post this. I hope it helps!
I could post more and more, but I’m out of time by now. Gotta work!

These links may tell something, too:



See ya.

Was KI the first game to introduce the combo counter and an appropriate adjective based on the number of hits?

No, SSF2 already had a combo counter. However, It didn’t give any rate to combos besides the score yield.

Not only Capcom and SNK, games like Primal Rage introduced things like:

http://www.shoryuken.com/showthread.php?t=128765&highlight=primal+rage

Also MK games innovated lots of stuff in their “fight” to be different to SF…

I am pretty sure KOF invented super canceling BEFORE SF EX.

Pretty sure SNK invented instant blocking ("Just Defend).

Where? When? Name your claims.

There was super canceling in Kof '98 as soon as I know of by SNK, and it was accidentally. Actualy, the only super-cancelable move I know of in that game is Kim’s Haku Kyaku [d, d+K], obviously cancelable into his Hou’ou Kyaku. Many people have played '98 for ages and haven’t noticed this, and since it’s the only super-cancelable move I know of in that game, there’s a 99% probability that’s a bug.

Ps.:

Whew, that’s surely a lot of stuff. I haven’t ever played PR, but I liked to watch grownups play it when I was a kid. Really willing to play it right now. Thanks for the info, pal.

Super cancels came in kof 99 and sf EX came out out 1996

SNK gave us small jump and super small jump.

Hmmm nope my friend. Primal Rage created the diferent jump heights in fighting games.

Actually, I think you can super cancel in Cyberbots (95). At least with Riot, you can cancel some normals into pretty much anything. You can even cancel Weapon into things before it fires, or if you time correctly after one shot is fired. I don’t use super cancel with Riot tho, since his super has piss poor startup, but yeah… Just tested and you can cancel at least s.HP, dash.LP and s.W into Super, it just doesn’t combo.
Cyberbots ftw.

(Unless we’re talking special into super and I’m being stupid with the terms… Cuz that doesn’t work. Unless you count Weapon as a kind of special)

Fantastic work Golimar!

I will update my original post in a bit accordingly and try to keep up with everyone’s posts. I might have to expand this to all the companies, but that might get a bit busy?

On it! Obviously I can’t tell what is incorrect and correct. So if anyone sees anything incorrect, make a post and if I miss it, message me.

Street Fighter 2 introduced links.

Samurai Shodown 2 introduced short hops I believe.

What significance does Fei Long’s Rekka attack have? It’s a multi-part command where you can vary the speed of every attack. I don’t think multi-part commands were attempted before SSF2.

My friends, I believe there’s a little misunderstanding about the mechanics here. “Super Canceling” is not about canceling a normal into a super, but canceling a Special Move into a Super, just like Yin suggested. That was surely introduced in the SFEX series.

Whew, thanks for the compliment, it surprised me [really]. I’m overall 99% sure about my statements, but there are always underground games we don’t know about, so I could be wrong in some cases. Can someone tell me if there were any aerial special moves before SF2T? [I’m most unsure about this]

And of course, if we extend it to other companies, it will surely be a hard time. But it pays off, as long as we don’t stop eating to find info on that.

Hmm, that’s true. Kyo only had his moves changed in '97, and Genjuro’s similar move came after Fei Long’s, as SSF2 was released September 10 1993 and SS2 only October 28, 1994. Ah, plus, SS2 introduced ducking, too [d+BC]. Not sure about short hops, as SS2 and PR were both released 1994, but I couldn’t find exact release date for PR. Most probably it has been released before SS2, but since both were produced roughly at the same time, I guess we could credit both of them.