Fighting Games Weekly | December 24-30 | How will we free Lando now?

IIRC, the characters in Darkstalkers that are free from those oddball inputs are usually charge characters, and that's because they don't have to worry about command overlap as much. Wasn't a hard and fast rule, but I think it was mostly consistent. DS doesn't use 2xQCF motions for anything, so motion characters usually have movesets consisting of motions for specials, motion+2ATK for EX, and raging demon style for supers. Charge characters can use motions for supers because they aren't already taken up by specials.

For me, it's mostly just an issue of using a 6-button pad as my controller of choice. It just doesn't work unless I get used to claw style or finally get off my ass and learn stick.
 
"IIRC, the characters in Darkstalkers that are free from those oddball inputs are usually charge characters, and that's because they don't have to worry about command overlap as much. Wasn't a hard and fast rule, but it was mostly consistent. DS doesn't use 2xQCF motions for anything, so motion characters usually have movesets consisting of motions for specials, motion+2ATK for EX, and raging demon style for supers. Charge characters can use motions for supers because they aren't already taken up by specials."


Not really, very few characters are *really* charge characters. Furthermore, most of those oddball inputs are only for individual supers per character, not really their whole moveset. Q-bee is neither a charge character nor has a single RD-input move. Same with Sas, Jedah, or Felicia. That's 4 out of what...14? characters who are neither charge characters nor have RD style input moves. And again, those RD-style moves aren't really things like fireballs or DPs or things like that, very situational/setup style moves. Victor has a few charge moves but also has mostly normal motions and 360s.
 
Charge moves tend to define a character and how they play, case in point Guile and Kain from Garou. Charge supers on the other hand need to go, the only reason to utilize a Charge motion for a super is if a super move has specific properties.

dio-lazers8jrs.gif

Jacket Dio is in the Capcom fighter but he is not playable.
The Capcom JoJo fighter is neat, but the upcoming one is gonna overdo it primarely due to, hmm what's the word, the 'feel', each character's animation and attacks are fantastically done, that even if the combat/gameplay is simplistic it's gonna be fun re-enacting stuff from the manga in video game form.

Hakan is such a fucking cool character.

I hope they include him in every Street Fighter game made from this day forward.

Ono did the SF series good with SFIV for the great character designs we got out of it alone, bar AEs additions. EDIT: and Rufus oh god kill it with fire

Hakan's my fav. SF character design-wise. i also like the concept for his playstyle, but I've always liked Grapplers since SFEX2 anyways haha.
 
Double QCF is the worst. I prefer Mahvel's single QCF+PP/KK. ASW can get a little crazy as well with their inputs, but at least few of them are as messy as KOF or Vampire lol. Something about moving the stick twice in any direction that isn't a dash input(back/forward/IAD) just annoys me greatly. I just bite the bullet for characters like Lei Lei and Parasoul.

Yeah, SNK and Capcom went a little crazy with the inputs back in the '90s. SNK was the worst offender by far, but Capcom had some really weird motions in games like Cyberbots and Slam Masters. I would have liked to see the tapping motion (forward then back or down then up, no charge) survive a bit longer, though - it felt more natural for the moves that used it, which were usually moves that came out really quickly. It was also a lot easier to use than the Zanretsuken motion (forward, back, forward) SNK was messing around with.
 
I can't think of too many Darkstalkers characters that have particularly strange or difficult inputs. Really, Tenraiha isn't anywhere near as scary in practice because unlike raging demon you don't have to worry about the moves in the sequence hitting your opponent (in fact you want them to, more often than not). So when you look at it in a move list it looks like WTF, but in reality, there's not any significant difficulty to performing it. Besides, you could just play Q-Bee.

Push block aside.
Yeah, it's not so bad if you dedicate yourself, but I can see how that would put people off. I'm reminded of Karsticle's mean aversion to BB's wild character variation when it comes to combos and BB is easy as it gets in ASW land. Throw some raging demon inputs on top of that and only the most dedicated will try it despite how insanely short and unique combos turn out to be in VSav.
Oh, is the Skullgirls PC port finally happening or is this just some wishful thinking on your part?
Oh Jeez

I completely forgot that it has yet to be formally announced. The PC version is something that will pretty much act as a profit base for them since the pay is more frequent, the sales are frequent, the competition is scarce and the audience is huge. It is something that they talk about openly just about every other week. You'll hear it from Mike, Peter, Alex or Kinuko if it is brought up so I forget that it is not 100% yet. Also, the fact that you can already preorder Skullgirls on Gamersgate with Steamworks as the DRM can really make the port's future appear way more certain than it is.

Still crossing my fingers though...
 
Oh Jeez

I completely forgot that it has yet to be formally announced. The PC version is something that will pretty much act as a profit base for them since the pay is more frequent, the sales are frequent, the competition is scarce and the audience is huge. It is something that they talk about openly just about every other week. You'll hear it from Mike, Peter, Alex or Kinuko if it is brought up so I forget that it is not 100% yet. Also, the fact that you can already preorder Skullgirls on Gamersgate with Steamworks as the DRM can really make the port's future appear way more certain than it is.

Still crossing my fingers though...
Ah, so it hasn't been announced yet than. That's too bad. There is a huge lack of fighting games on the PC so I totally agree with you that they could potentially make a killing from things like Steam sales. I just hope people don't outright dismiss it over the all-female cast.

I hope they consider adding the game to one of the Humble Bundles since those are always a great way to get more exposure for your game.

Man, I want them to succeed so bad.
 
Speaking of weird inputs, Jojo's has some bizarre-ass inputs for moves. 6CA6S

Jacket Dio is in the Capcom fighter but he is not playable.
The Capcom JoJo fighter is neat, but the upcoming one is gonna overdo it primarely due to, hmm what's the word, the 'feel', each character's animation and attacks are fantastically done, that even if the combat/gameplay is simplistic it's gonna be fun re-enacting stuff from the manga in video game form.

.

You basically just admitted that it's going to be a worse fighting game. And yeah you can play him with cheats. Getting bored after reinacting the Jotaro/Dio battle once isn't what makes a good game. And it's not like the Capcom one didn't have story stuff going on. Even had minigames based on the story events.
 
Whoever said 2012 wasn't a great year is full of crap. Best year since 1998, and best year for 3d fighters ever, with a competent Soul Calibur game (even if it crapped on casuals) , a good VF release, and a good Tekken release.
Only thing missing was a new Toshinden. ^_^

I thought I was going crazy for a second there. I don't even have a good grasp on what is going on in Japan and even that seems largely positive.
 
You basically just admitted that it's going to be a worse fighting game.
It couldn't be worse than the broken-ass-ness of the Capcom fighter though. ...and a game being simplistic doesn't make it a bad game.

And yeah you can play him with cheats.
I'm too lazy for that shit =/ Besides I mostly play the PSN ver.

Even had minigames based on the story events.
Eeeeeeeh not in the mood to try out a water down PSX port sad to say, although I am fine with the SFA3 PSX port for some reason...prob. nostolgia since me and my bros played it a lot back in the day.
 
Yeah Ifrit has been pretty bad once he took the "pick a top tier" approach. Doom isn't doing much for him, he performs better with Drones.
 
Q is a mess overall

I'm just hype for BBCP in 2013 gonna be the first BB game that feels like an upgrade from GG
Late on this, but I can't seem to find any source that announces it will be in fact coming to PS3 in 2013. Is it just assumed because of the timing of the arcade release?
 
Late on this, but I can't seem to find any source that announces it will be in fact coming to PS3 in 2013. Is it just assumed because of the timing of the arcade release?

If BBCP doesn't come out next year before summer time I'll be really fucking shocked.

BBCT Release dates:
Arcade
JP November 19, 2008
PlayStation 3 & Xbox 360
JP June 25, 2009
NA June 30, 2009

BBCS Release dates:
Arcade
JP November 20, 2009
PlayStation 3 & Xbox 360
JP July 1, 2010
NA July 27, 2010

BBCS2 release dates:
Arcade
JP December 9, 2010
NA May 18, 2011
EU May 19, 2011
PlayStation 3 (downloadable update)
JP May 12, 2011
NA May 17, 2011

BBCSE release dates:
Arcade
JP October 2011.
PS3, X360, PSVita
JP December 17, 2011
NA February 14, 2012
 
Ah, so it hasn't been announced yet than. That's too bad. There is a huge lack of fighting games on the PC so I totally agree with you that they could potentially make a killing from things like Steam sales. I just hope people don't outright dismiss it over the all-female cast.

I hope they consider adding the game to one of the Humble Bundles since those are always a great way to get more exposure for your game.

Man, I want them to succeed so bad.
It has gotten to the point where I care more about the team's success than I do about the IP.
My predicted date: July 10th.
That is so far away. The wait is just gonna suck.
 
It has gotten to the point where I care more about the team's success than I do about the IP.

That is so far away. The wait is just gonna suck.

I feel the same way on Lab Zero. I don't care for Mike Z's design skills at all, but I love the art and the bells and whistles- it's everything I'd aim for if I ever was to design a fighter.

That said, Skullgirls was a shoutout to my least favorite fighter of all-time (MVC2)

I'm not sure I'll dig BBCP, I liked Persona but anime games aren't what I'm good at.
 
It couldn't be worse than the broken-ass-ness of the Capcom fighter though. ...and a game being simplistic doesn't make it a bad game.

Yes, because broken-ass-ness is the metric of judging a fighter and why Virtua Fighter 4 was more popular than MVC2. And for the record, Jojo's wasn't as unbalanced as people say. There just weren't enough people playing to accurately judge tiers.
 
I feel the same way on Lab Zero. I don't care for Mike Z's design skills at all, but I love the art and the bells and whistles- it's everything I'd aim for if I ever was to design a fighter.

That said, Skullgirls was a shoutout to my least favorite fighter of all-time (MVC2)

I'm not sure I'll dig BBCP, I liked Persona but anime games aren't what I'm good at.
Don't get me wrong. I absolutely love everything about Skullgirls. The world is fresh, the characters are interesting and the overall Darkstalkers theme has been revisited after fifteen plus years of dormancy. I'm not the biggest fan of Filia, but whatever. :P

The team itself is a freaking dream team as far as animation, efficiency, art and price are concerned, though. The key thing in all of this is that they aren't necessarily tied down to the genre either. Even Mike himself is open to the idea of making other types of games and I think they would be more appreciated in other genres. They may be financially challenged, but they are the big fish in the pond when it comes to efficiency, skill, price and tenacity. That counts for a lot in my book and I think they'll get noticed if they make something that isn't a fighter. I know I probably sound like a brown noser, but I got no problem admitting when someone or something has potential.

Also, are you really sure about your choice of words when you say you "don't care for Mike Z's design skills at all"? His choices are one thing, but in the span of a single game and a patch he managed to put together a system(with the help of colleagues, I'm sure) that manages to support a memory intensive game like skullgirls, he managed to make a foolproof system that kills infinites and has managed to design the most open assist system the genre has ever seen without a major backfire(yeah, Double's vanilla hornet bomber wasn't shit compared to hidden missiles, phoenix wright's golden assist or any number of MvC assists I can't recall atm). His choices are one thing, but the game is well put together even if it doesn't play the way you like.
 
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