Why were charge characters invented? and are there any advantages?

but with the magic/bug of charge partitioning you can dash in and use charge movements. So you have mobility and acess to a reliable anti air

Word Warrior is the trendsetter of charge characters… the innovator.

Other fighting games grew from World Warrior’s contrived methods of notation and charging into the variety of fighting games that we have today.

There really needs to be a good reason for the move to be a charge move otherwise you end up with mvc3 shuma where mediocre moves are attached to having a charge time in a game where they really aren’t fit to exist/

not really the same though. being able to dash between charges generally just creates setups, but it doesn’t give you freedom of movement.

A long time ago it was devised as a way to make the character easier to play. This is exactly what was described for Guile in one of the old SF2 books.

Shortly after being implemented, it was discovered that it had all kinds of interesting strategic implications:
think about how crossing up Honda makes him lose charge for headbutt unless he is clever about the input, but that crossing up Guile does not result in him losing charge (though he still has to worry about Guile flash kicking in the wrong direction). Guile can only move forward in very particular ways if he wants to retain charge. Dictator Bison’s walk speed is incredible for his throw game, but walking forward means losing charge for scissor kicks. If Guile blocks an overhead, he is guaranteed to not be able to perform a reversal flash kick on the ensuing tick throw attempt.

Even characters that can kind of break how charge works by charge partition cannot move in arbitrary fashions and unleash charge moves; for instance, Urien can dash forwards and backwards and then pop a headbutt or a tackle, but he sure as hell can’t walk forward 5 steps and then pop a headbutt. Charge partition gives you more freedom, but being able to utilize it fluently outside of combos or set plays requires substantial knowledge and technique.

http://img37.imageshack.us/img37/470/1010010c.jpg

Yeah for every person that complains about charge motions, there’s another that prefers charge motions cuz they hate circle motions.

Introduces a bit of variety to the game. Generally speaking, charge characters are given better normals and powerful special moves to compensate for the fact that they don’t have 100% control over the timing of their moves, and they have charge restrictions to prevent over-abuse. Some people prefer this type of style.

Good Lord. Can you imagine what it would be like if Guile could sonic boom whenever he wants? Oh wait, they already have that, it’s called the 3ds version of SF4, and Guile was broken as shit in that game.

Plus they also have lower execution requirements once you understand the basic concepts of maintaining charge and knowing when to choose instead to walk forward, jump, or walk backwards. This way you don’t need a lot of dexterity in your left-hand inputs to do special moves.

Also, pretty much every fighting game ever made has included a lot of elements from the original SF2.

because they are awesome.

Some characters are too strong so they need to hold back.

get out!

Sheesh, looks like my Shuma-Gorath isn’t wanted here. But I can understand. Shuma is too strong so he needs to hold back.

Most charge attacks are rush moves or motion moves example scissor kicks, Barcelona/izuna drop, dash punch, sumo headbutt and others. Now imagine those… as command motions…

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Sometimes the impact of charging is negligible, eg. in KOF where you can easily charge both ways during one combo,

Charge moves would generally be too cheap with QC movements.
You can assign special moves to buttons in SFA:3 MAX on PSP , which is even a bit cheaper. And you can Sonic boom trap people all day. Guile could completely trap people in the corner if he could walk forward while Sonic Booming.
Boxer would also be incredibly cheap with perfect offense.
Bison would instantly head stomp you and abuse Scissor Kicks.
Honda could also spam you to death.
Blanka would also be really cheap with instant rolls.
Vega,Gen and Deejay wouldn’t be that cheap and Scarlet Terror would be a good anti-air actually.

Instant ex psycho ex reverse on wakeup without worrying about losing my charge off a crossup… do want!

He says “Because some people can’t do button combos” (nothing about stick movement), and the question is “How did you come up with** special moves**” (not “how did you come up with the stick motion vs charge motion split”).
Inclined to believe the question refers to all special moves and the answer refers to “Why we did stickmovement and/or charging instead of pressing smth like AABCA quickly to have a special move come out”. Then again, translation ruins a lot~

Look at a SF2 movelist, it’s really obvious it means DP/QCF and the like. All the charge characters are either all charge (Guile, Bison), charge + tapping (Blanka, Honda, Chun) or charge + all 3P/K (Balrog, Vega). No character in SF2 has charge specials + qcf/dp/etc specials.

Stick motion is a terrible way to refer to them since charge motions require stick motions.

anyone who uses keypad notation for movements need to be shot

:qcf: :360: :dp: :snka::s::s: exist for a reason

:rofl: If guile had a DP Flash Kick he would be giving Rugal’s Genocide Cutter a run for his money.

If Rog didn’t have to charge his offense would be insanely disgusting. He’s fine the way he is

Spoiler

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Some charge characters are very unique i must say. Like one of my favorites Bishamon from Vampire Savior. Never really digged charge characters back then until I played him.