Speaking of Fighter’s History, in the SNES version Fighter’s History: Mizoguchi Kiki Ippatsu!! I think that game had something called Extra mode where you could tag in another character. That game came out in 1995 BTW, and sorry if it was mentioned already.
XvSF: variable attack(switching partners), variable counter(calling your partner to counter attack), variable combination(tag team supers)
MvC: summon strikers, duo team attack
Was Miziguchi’s proximity based standing overhead poke in FHD the first standing overhead? FHD is 94.
i remember a friend telling me about an overhead in aof1 or 2, something about how it was overhead but not vs certain characters or something weird. i dunno enough about aof games to know
Street Fighter was the first franchise to use unusually muscular chicks?
Wouldn’t Dictator’s Head Press-> Skull Diver count as the first multi-part move? Or Claw’s Barcelona Attack? Or Zangief’s Lariat -> move forward or backwards?
ADK’s World Heroes 2 allowed players to return projectiles. It also had a target combo system, and was released before Darkstalkers.
You could fake your own dizzy in World Heroes 2 Jet, so I nominate that as the first feint move.
CPU Raiden’s breath could not be blocked in Fatal Fury 1.
Chain combos (light attack + Short+Fierce) - SF2
Back-dashing (CPU only in WW; player enabled in CE and later) - Street Fighter 2
Close and far versions of a command throw - SSF2
Dramatic Battle - Street Smart
Missed throw animation - Fatal Fury 1
Taunts having an in-game function - Art of Fighting
Throw softening - Art of Fighting 2 (came out in the same month as ST)
Mid-air Super moves - King of Fighters '95
Guard Cancel - King of Fighters '94. Does not damage, and I don’t even know the command but it’s possible.
‘ES’ stands for Especial, not Energy Special
Team battle: SF II Turbo Gensis 93’
Nope. Power Instinct did it first in 1993 with Angela Belti…then Felicia came along (she got a more girly, skinny redraw for ds3) a year later in Darkstalkers. Then along came Rilla in Breakers in '96, then Mitsuko in Bloody Roar…and dragging her ass over the finish line in last place came 3rd strike Chun Li.
I love this thread, everything is interesting =)
Have read everypost lol
Hmm, is Data East a sort of offshoot of SNK?
So variable attack is tag and variable counter is striker?
And whats the difference between duo team attack and tag team supers?
You sure about this? Can’t find information on it anywhere.
I know, it’s sort of like a mini-history of fighting games.
Publisher/developer, like ADK. They made games for the neogeo.
Didn’t SNK come up with otg combos?
When the first CvSNK game came out,it had the choice to either use Capcom or SNK groove,but when CvSNK2 came out,it improved on the original groove system by making better.That’s what really made the series stand out IMO & doubt that it will ever be duplicated
i really hope someone tries to duplicate it because the grooves are a really great form of variety
Samurai Shodown 6 already “duplicated” the idea since then, having SS1, 2, 3, 4, 5, 6, Beast, Demon and Custom grooves
Doesn’t Melty Blood AA have a system like that? They talked about it on the SRK podcast.
Also, Last Blade has that Power/Speed thing going.
woah, this owns
Also KOF97 and 98 had Advanced and Extra modes (kinda grooves)
^ yea then theres samurai shodown III with the Bust and Slash
Yea basically that what it is but variable counter is like tagging during block
Duo team attack is where both characters on your team comes in at once with limited amount of time and unlimited supers. I think you can control one character while the cpu control the other
Tag team supers is your team doing a super together
Those just dealt with evasion techniques and meter gain/storage. Not much change there. Also, don’t forget Monster. That was a pretty interesting way of doing things.