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haamel June 14 2010, 07:25:07 UTC
Fighting games have proceeded along several different lineages, each with its adherents. The Soul Whatever series has always placed a lot of stock on so-called "dial-a-combos", where a sequence of inputs produces a result. The Street Fighter lineage, on the other hand, grew out of natural character motions (e.g. crouch transitioning to forward and launching an attack, i.e. forward quarter-circle punch aka "hadou-ken"). Both styles have their adherents (and detractors), but to the extent that Street Fighter is still the head-to-head fighter of record, its move philosophy has caught on in many other games. Guilty Gear X, and BlazBlue after it, all retain the same basic move concepts -- not that this should make your experience any better, but it at least explains where the dynamics came from ( ... )

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kazuhiko04 June 15 2010, 01:41:35 UTC
Thanks. "Dialed" combos vs. move based combos makes a lot of sense and probably, at least partly, explains why soul caliber is one of the few fighters I actually get on with.

That BlazBlue runs that much processing power honestly seems a bit silly but I guess they know more about console programming than I do so I'll take their word for it :)

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jsdfhjd October 12 2016, 03:01:07 UTC
kazuhiko04

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