franman
[13] Hero
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'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.