What is it you like about every fighting game?

franman

[12] Conqueror
Whether you played them or not, whether you even like them or not there maybe some attractive feature(s) that leaves a signature mark for that fighting game.

I'll list some fighting games:

Tekken: I love the fact that there is a button assigned for left punch, left kick, right punch and right kick it makes things harder to mash but to me it has a stronger potential to do more specific moves with a certain attack.

DOA: the fact that there is a difference between tapping and button and pushing a button adds more simplicity to the controls. Why do I need to push fierce punch when I could have pushed one button to do exactly that; same thing when doing light/quick punches just instead of doing LP tap the same button lightly.

Smash Bros: tapping the analogue stick left or right that makes the character do dashes is better than double tapping with the d-pad and even the analogue stick itself.

KOF: the biggest feature that this game pulls off are the 3 levels of jumping. I don't know how the control works for this scheme but if it were in my own fighting game I would use DOA's concept of pushing and tapping buttons to do short hops to big jumps.

Street Fighter: What I notice that plays a big role from SF is the execution. I believe the more stuff like this the better because you want to specifically attack in a certain way and based on the directions you pushed in combination with a button you perform that move specifically. Another attractive feature are move cancels whether it is used as a scare tactic or within combos cancels set the bar of making SF attractive to watch and perhaps play.

Soul Calibur: The most I get out of this game are horizontals and verticals, but if it were my game horizontals and verticals won't be performed by a button that represents each. Moreover, like SF it will be based on execution.

So these are basically the concepts and features I like most about each fighting game; as you can see, I'm sorta hinting to the features my fighting game will likely have.
 
I love how some fighting games make you go on long adventures of doing several missions to unlock legendary gear. To make the game last longer & make it more interesting. I love how some fighting games allows you to change your moves list to create devastating combo's & different ways to fight your opponent. I love how fights last more then 5 minutes.

I need a new fighting game by the way. One that involves mmo, rpg mechanics, co-op forming, skilled combat mechanics, adventures/missions to obtain legendary gear, heart racing boss levels, classes, CaS, & TDM or 1v1's. With no fuckin fee to play online.
 
Soul Calibur: The most I get out of this game are horizontals and verticals, but if it were my game horizontals and verticals won't be performed by a button that represents each. Moreover, like SF it will be based on execution.
In addition, I want to add that the biggest improvement for its time was 8 way run system. It is an aspect that makes this more of a 3D fighter though there are others that felt 2Dish. Things like crouching, and jumping you can only move back and forth; it's not a complaint as I respect the style that Daishi had intended it but the point is the 8 way run system gave rise for other aspects to utilize such as crouching and jumping as I've mentioned.
 
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