Grim Tuesday
Smash Legend
Hi, I'm working on a fighting game at the moment and I was just wondering, what makes you prefer smash over traditional fighting games like Soul Calibur, Tekken, Street Fighter, Mortal Kombat, etc...
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Which is Tatsunoko vs Capcom despite the lots of characters part. Of course, it is harder to learn.So if I were to alter my traditional-fighting style game, it should be:
-Fast-paced
-Good, unique characters
-Simplicity
-Longer matches
-More players
m'right?
Is there anyway I could make it more fast-paced without adding too much of the aerial-based damage system Smash has?
Dude. High-Level Smash is ALL about predicting.Okay, so here is what I have so far, the things that make smash great, and what I'll put in my game to match them:
-Fast-paced - Fast characters, low emphasis on prediction and blocking, interesting ATs
-Good, unique characters - Pretty basic...
-Simplicity - Basic moves, but depth withing the moves themselves.
-Longer matches - ?
-More players - Pretty basic...
-No Health Bar - ?
-More Free Movement - No strafing, fast 360 degree movement.
-Learning Curve - Lots of ATs and emphasis on spacing.
-No Huge Combos - Once again, emphasis on spacing.
Thanks for the feedback everyone!
By that, I mean less standoffs where the two players are just thinkinh "Okay, he will be expecting me to do this, so If I do this followed by this, then he will probably respond with this and..."Dude. High-Level Smash is ALL about predicting.
IMHO, I only enter Smash tourneys because I suck at other games. Plus, the community is great.
That's called looking for an opening, and it's in all 3 of the smash games. In 64 it's careful spacing that looks a lot like soul calibur. In melee, it's dash dancing in and out of range, waiting for your opponent to screw up and take advantage of that opening. It's even in brawl, too. Especially since for a lot of characters in Brawl, if your attack hits a shield you're punished.By that, I mean less standoffs where the two players are just thinkinh "Okay, he will be expecting me to do this, so If I do this followed by this, then he will probably respond with this and..."
Please re-read my last post.That's called looking for an opening, and it's in all 3 of the smash games. In 64 it's careful spacing that looks a lot like soul calibur. In melee, it's dash dancing in and out of range, waiting for your opponent to screw up and take advantage of that opening. It's even in brawl, too. Especially since for a lot of characters in Brawl, if your attack hits a shield you're punished.
Trying to get inside your opponent's head is at the core of most, if not all competitive 1v1 games.
edit: But in some games like BB, a lot of characters have block strings and the like, which is just another form of looking for/creating an opening.
1. It's not like all fighting games are like this. A number of them like Guilty Gear, BlazBlue, and Street Fighter use mostly quick controller motions and one to three buttons depending on the move (most only require one). If anything, the 6 button string thing is a small combo string that mostly consists of normal moves.I enjoy being able to pick up a game and not have to worry about miss-entering a 6 button string for an attack that would have otherwise won me a match.
I enjoy being able to go as far left as I want without having to stop for anything short of death.
I enjoy not having to study every move a character has in order to play them
Also, Luigi. And Pokemon. And the Knee. But mostly Luigi.