Darkstalkers Resurrection Announced

Other things I wouldn't mind is an easier to understand target combo/chain system and definitely not the one from SF4. And I'm not sure if I would care if Dark Force ever returned.
Darkstalkers had a fairly universal chain system, I expect any new Darkstalkers game to implement the old chain system, which is mostly used by Marvel as well (depends on the character).
 
Darkstalkers had a fairly universal chain system, I expect any new Darkstalkers game to implement the old chain system, which is mostly used by Marvel as well (depends on the character).

I'm aware, and I used it a lot to great effect. DS3's chain system was the basis for SF3's. My problem was that while the theory is good, in practice there were certain moves that would never chain/combo for one reason or another. For example, Lilith's stamding roundhouse could not be combo'ed. And then there's canceling into special moves which was pretty specific. I would like to keep the short and sweet combos of Dakrstalkers, but with a little more flexibility and at some degree of easier understanding between cancelling into specials or not. Some hard rule like allowing cancels into specials as long as the chain didn't end on a fierce punch or roundhouse, would be one example.

I will try to elaborate more later when I'm my computer.
 
Basic rule of the magic series is most every thing combos into the same strength or higher strength attack.

As for canceling into specials, this has always been a property that was assigned as a matter of balancing. Basically, some pokes are special cancelable, and some are not, but the reasons for it are on a per character basis.

For EX and ES attacks however, the general rule of thumb is that you can cancel into command EXs (i.e. Morrigan's LP, LP, 6, LK, HP for Darkness Illusion or Lei-Lei's LK, HK, MP, MP for Tenraiha).
 
Basic rule of the magic series is most every thing combos into the same strength or higher strength attack.

As for canceling into specials, this has always been a property that was assigned as a matter of balancing. Basically, some pokes are special cancelable, and some are not, but the reasons for it are on a per character basis.

For EX and ES attacks however, the general rule of thumb is that you can cancel into command EXs (i.e. Morrigan's LP, LP, 6, LK, HP for Darkness Illusion or Lei-Lei's LK, HK, MP, MP for Tenraiha).

Ah yeah, thanks for reminding me about those "Raging Demon" input combos. Never could link them to standard combos, then again, I didn't know you could back then and they were always challenging to work with to be honest. I'm not sure whether I'd like to see them return; rather the moves that came from those inputs, sure, but the inputs themselves I think, might be a little unintuitive these days.

IIRC, when it came to Darkstalkers' combo system, you couldn't stack two mediums punches or kicks together, but you could for weak punches and weak kicks, but you couldn't flow from weak kick to weak punch or medium kick to medium punch. It had to be successive. In other words, you could go from weak kick to medium punch to medium kick to hard punch. I think there were some weird links where you could bend the rules depending on the character, but I think that while Darkstalkers 3 did have a pretty good combo system for its time, I don't think it would hurt to be a little more flexible.

Of course, I don't really wanna see Blazblue-style combos, but the more short-and-spry combo chains that you could do in SF3 and DS3. I'd like to see finishers, or special cancels become a little more universal or flexible and maybe even see some super cancels, but I don't know whether it would alter the balance for good or ill if everyone could do it. Maybe only certain supers could be super-canceled into.

While thinking about this, I had an odd thought. If there was a Darkstalkers 4, would you change the bulk of many characters' command throws to a 2-button input instead of a half-circle input? Considering that many characters had a special throw in the later games that required a half-circle (or in Demitri's case a full-circle input); in order to free up the half-circle input to add a new move here or there, would you consider switch some throws to a 2-button input? Normal throws would still follow the 1-button inputs like in the past games, and certain command throws would keep their legacy inputs. But others, like Felicia's or Talbain's would switch to a 2-button input. This would free up inputs currently taken up by the throws to allow new moves (or some old moves) to be brought in for various characters. Do you think this is a good idea?
 
Back
Top