Grit
Well-known member
I been trying to figure out how to go about it with regards to converting Street Fighter into beat em up. I came to the conclusion that the system must cater for stand up, ground attacks and air juggles, throws are always a plus.
I'm removing fireballs and supers from combat, focusing on more devastating combinations that can be chained together by command attacks.
I prefer 2 attack buttons, 1 for punch and 1 for kicks respectively and each attack should flow naturally into the next one.(very important)
While most of the greats have 5 hits in there basics combo, I prefer 4 hits and 4 kicks which allow for a decent amount of button combinations.
SOR4 be limited in this regard but a perfect example of game where the player use all the tools, at least I did.
Games that fall short but I like for the gore would be Mother Russia bleeds and Skinny/Franco.
So much potential there though.
Street fighter's combo strings, would always fluctuate between characters back in the day.
Sagat, none existence, Gen on the other hand though.
Ryu & Ken combo strings looked off to me since Alpha. It's like they practicing some basic form of Karate and not assassination fist.
There are games that address this with their that Karate base characters Ryo,Sho,Ein are examples.
In Tekken 7 Akuma's combo strings are limited even though I can string together and attacks and still end it off with a Raging .
This limited strings are even seen in SVC chaos, Dimitri is a beast with combo strings when the shotos are stuck in same boat, Snk handle combo strings better back then with the Real bout series and kof.
As important as attacks are I feel defense should be done manner that is fair and not punishing to the point it's annoying.
Sagat been my main focus right now with him being the King of Muay Thai.
I aim to deliver on that.
That's all I got for now, will drop videos that display what I'm on about.
I'm removing fireballs and supers from combat, focusing on more devastating combinations that can be chained together by command attacks.
I prefer 2 attack buttons, 1 for punch and 1 for kicks respectively and each attack should flow naturally into the next one.(very important)
While most of the greats have 5 hits in there basics combo, I prefer 4 hits and 4 kicks which allow for a decent amount of button combinations.
SOR4 be limited in this regard but a perfect example of game where the player use all the tools, at least I did.
Games that fall short but I like for the gore would be Mother Russia bleeds and Skinny/Franco.
So much potential there though.
Street fighter's combo strings, would always fluctuate between characters back in the day.
Sagat, none existence, Gen on the other hand though.
Ryu & Ken combo strings looked off to me since Alpha. It's like they practicing some basic form of Karate and not assassination fist.
There are games that address this with their that Karate base characters Ryo,Sho,Ein are examples.
In Tekken 7 Akuma's combo strings are limited even though I can string together and attacks and still end it off with a Raging .
This limited strings are even seen in SVC chaos, Dimitri is a beast with combo strings when the shotos are stuck in same boat, Snk handle combo strings better back then with the Real bout series and kof.
As important as attacks are I feel defense should be done manner that is fair and not punishing to the point it's annoying.
Sagat been my main focus right now with him being the King of Muay Thai.
I aim to deliver on that.
That's all I got for now, will drop videos that display what I'm on about.