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Evolution of fighting game systems (Read 8987 times)

Started by PotS, January 14, 2008, 09:55:25 am
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Re: Evolution of fighting game systems
#21  January 14, 2008, 10:53:03 pm
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Re: Evolution of fighting game systems
#22  January 14, 2008, 11:05:04 pm
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it depends if mk was out before sfiice

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Re: Evolution of fighting game systems
#23  January 14, 2008, 11:13:14 pm
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Well there's two different damge statuses I can think of.
Stun(dizzy): already discussed
The character looks knocked out, and can't do anything for a few seconds.

Stagger: The character is hit and moves back a little. The character can't move for maybe one second. It looks kind of like an unusually long damage pose. What game do you think invented the stagger?
I know that Guilty Gear has it currently.
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Re: Evolution of fighting game systems
#24  January 14, 2008, 11:37:33 pm
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Instant Kill - Guilty Gear (which one?)
The first one.
Re: Evolution of fighting game systems
#25  January 15, 2008, 07:10:46 am
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i know it's not welcome here but... i think Smash made some leaps, in terms of Ring Out Dependent gameplay... then again what do i know??

oh and much credit for Rival Schools Stages + High Jumping = Worlds largest morphing classroom stage
Re: Evolution of fighting game systems
#26  January 15, 2008, 07:36:44 am
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Feint and feint combo (like Garou MoTW)
Also not sure about this one, Ryu had a fake fireball in SFZ2 (1?).

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Tag - X-Men VS Street Fighter
I would say Kizuna is earlier than XVSF. Also the WWF arcade games also included 2vs2 and tag battles.
GameFAQs isn't very conclusive of which is earlier... dunno. Either way I completely forgot about WWF games.

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Would you consider the endurance modes found at Mortal Kombat count as a dramatic battle? If so, MK is earlier than SFZ
You didn't fight them simultaneously as far as I remember, did you?

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And counter juggle advantage was first seen at KOF 96.
You sure? I can't pull it off in that game, is it because only certain moves can juggle from it?
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Re: Evolution of fighting game systems
#27  January 15, 2008, 02:11:25 pm
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Yes, I am. As long the enemy is not sent to diagup like hit anim by the attack, you can juggle him after the counter attack.

Edit: And the same thing happen in KOF97, which was released before SF Alpha 3.
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Re: Evolution of fighting game systems
#28  January 15, 2008, 04:01:02 pm
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GameFAQs isn't very conclusive of which is earlier... dunno. Either way I completely forgot about WWF games.

According to KLOV, Kizuna and XVMSF are from the same year. But then again, the WWF games came earlier

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You didn't fight them simultaneously as far as I remember, did you?

No, it was more a survival match with no life gain between fights. Maybe it would be better as a new addition "endurence fights" or survival, as this was later followed in other games for the boss matches (Saisyu-Omega Rugal, Krizalid 1-Krizalid 2, MvC Abyss, for example)
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Re: Evolution of fighting game systems
#29  January 16, 2008, 06:10:28 am
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Wrestling games shouldn't be considered fighting games according to some stuff that I can't remember now, but you should think about it. :x
Re: Evolution of fighting game systems
#30  January 16, 2008, 03:44:39 pm
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Wrestling games shouldn't be considered fighting games according to some stuff that I can't remember now, but you should think about it. :x
Some of the old wrestling games were just fighters.  Didn't even feature pins or submissions.
Re: Evolution of fighting game systems
#31  January 16, 2008, 04:10:39 pm
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Yeah, one of the WWF games I had on Genesis just had a sort of Beat'em up gameplay, but in a ring, with all the same techniques, and one particular special attack. You could go out of the ring to go hit the opponent with a chair, and it had tag battles and survival modes (not getting thrown out of the ring)
Re: Evolution of fighting game systems
#32  January 16, 2008, 07:33:45 pm
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Super Smash Brothers Series Pioneered... :crickets chirp: perhaps it has all been done before
Re: Evolution of fighting game systems
#33  January 16, 2008, 07:55:16 pm
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OZ

Re: Evolution of fighting game systems
#34  January 16, 2008, 08:22:59 pm
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Re: Evolution of fighting game systems
#35  January 17, 2008, 12:54:39 am
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Duh omg a fighting game with battle damage and physics working together. this combination made for a brand new game... i could state other things, but they weren't done first i believe
Items in a fighting game as early as Agressors of Dark Combat
Free for All in a 3d arena?? first two other games that come to mind are Wu-Tang and Power Stone
All characters double jumping??
The ability to win without attacking or even attacking only once
complex yet unique commands system
...a list that just goes on when talking about the basics