History Main / MechanicallyUnusualFighter

18th Nov '16 9:15:56 AM ZombieAladdin
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* Milla in ''VideoGame/FreedomPlanet''. While Lilac and Carol are speed-based melee characters to varying degrees, Milla's is noticably slower than either of them, and her fighting style revolves around {{Attack Reflector}}s and conjuring and throwing blocks. Her HUD is also noticeably different than Lilac and Carol's, with only half the health and no Power meter. Also, though Torque is not officially playable as of yet, the game data reveals that he'll most likely be a ranged character in the vein of ''VideoGame/{{Vectorman}}''
* Almond in ''VideoGame/NoituLove 2'' is unable to directly attack enemies, instead requiring the player themselves to attack enemies in the style of a mouse-aimed light gun game. He can also shield himself from projectiles at will by ducking, and can be picked up and carried around with the mouse cursor.



[[folder: Beat'Em Up/Hack and Slash]]

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[[folder: Beat'Em Up/Hack and Slash]]Slash Games]]



* Almond in ''VideoGame/NoituLove 2'' is unable to directly attack enemies, instead requiring the player themselves to attack enemies in the style of a mouse-aimed light gun game. He can also shield himself from projectiles at will by ducking, and can be picked up and carried around with the mouse cursor.



[[folder: Puzzle]]
* There are some other non-fighting game examples in ''VideoGame/{{Meteos}}'': Although it's a FallingBlocks puzzle game, each planet has its own set of physics, usually manifested as differences in speed of certain actions and width of the playfield. For most planets, chaining ignitions together creates stronger rockets to clear blocks by pushing them up offscreen, but on [[LethalLavaLand Hotted]] and [[FloatingContinent Megadom]], ignitions after the second become weaker, requiring the player to pace his or her gameplay slower than most other players. [[AsteroidMiners Mekks]], [[DeathWorld Gigagush]], [[CityPlanet Grannest]], and [[WorldTree Wuud]] have fixed-height ignitions, requiring players to use the risky technique of letting their fields pile up to clear blocks. [[AscendedToAHigherPlaneOfExistence Hevendor]] and [[HeavyWorlder Gravitas]] are at the extreme ends of gravitational force; Hevendor requires only one ignition to clear blocks, making it play more like a traditional puzzle game, wereas Gravitas has such intense gravity that first ignitions are totally ineffective, requiring two ignitions to launch blocks away. On most other planets, the Speeder speeds up the game, but on [[GustyGlade Bavoom]], the Speeder will slow down the falling blocks but will send far more of them down at a time. On [[SlipperySoap Vubble]], a vertical [[MatchThreeGame matching of blocks]] has no effect, requiring players to only match them horizontally. On [[ItsAlwaysMardiGrasInNewOrleans Ranbarumba]], the strength of an ignition depends not on the rocket's size or number of ignitions, but by the total width of the blocks matched. And while it would otherwise play normally, [[AsteroidThicket Arod]]'s gravity is so feeble that the entire playfield moves in slow-motion--while this means Arod takes longer to accomplish anything than most other planets, it is also largely able to shrug off attacks from most other planets.

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[[folder:Platforming Games]]
* Milla in ''VideoGame/FreedomPlanet''. While Lilac and Carol are speed-based melee characters to varying degrees, Milla's is noticably slower than either of them, and her fighting style revolves around {{Attack Reflector}}s and conjuring and throwing blocks. Her HUD is also noticeably different than Lilac and Carol's, with only half the health and no Power meter. Also, though Torque is not officially playable as of yet, the game data reveals that he'll most likely be a ranged character in the vein of ''VideoGame/{{Vectorman}}''
[[/folder]]

[[folder: Puzzle]]
Puzzle Games]]
* There are some other non-fighting game examples in ''VideoGame/{{Meteos}}'': Although it's ''VideoGame/{{Meteos}}'' is a FallingBlocks puzzle game, each game in which matching blocks of the same color will launvch it and all blocks above it away. Each planet has its own set of physics, usually manifested as differences in speed of certain actions playfield size, gravity, ignition strength, [[LimitBreak Planet Impact]], and width even which colors will be available and in what frequency. The result is that there are plenty of exceptions among the playfield. planets:
**
For most planets, chaining ignitions together creates stronger rockets to clear blocks by pushing them up offscreen, but on [[LethalLavaLand Hotted]] and [[FloatingContinent Megadom]], ignitions after the second become weaker, requiring the player to pace his or her gameplay slower than most other players. players.
**
[[AsteroidMiners Mekks]], [[DeathWorld Gigagush]], [[CityPlanet Grannest]], and [[WorldTree Wuud]] have fixed-height ignitions, requiring players to use the risky technique of letting their fields pile up to clear blocks. blocks.
**
[[AscendedToAHigherPlaneOfExistence Hevendor]] and [[HeavyWorlder Gravitas]] are at the extreme ends of gravitational force; Hevendor requires only one ignition to clear blocks, making it play more like a traditional puzzle game, wereas whereas Gravitas has such intense gravity that first ignitions are totally ineffective, requiring two ignitions to launch blocks away. away.
**
On most other planets, the Speeder speeds up the game, but on [[GustyGlade Bavoom]], the Speeder will slow down the falling blocks but will send far more of them down at a time. time.
**
On [[SlipperySoap Vubble]], a vertical vertically [[MatchThreeGame matching a set of blocks]] has no effect, requiring players to only match them horizontally. horizontally.
**
On [[ItsAlwaysMardiGrasInNewOrleans Ranbarumba]], the strength of an ignition depends not on the rocket's size or number of ignitions, ignitions like how all other planets work, but by the total width of the blocks matched. matched.
**
And while it would otherwise play normally, [[AsteroidThicket Arod]]'s gravity is so feeble that the entire playfield moves in slow-motion--while this means Arod takes longer to accomplish anything than most other planets, it is also largely able to shrug off attacks from most other planets.
15th Jun '16 7:33:32 AM SolidSonicTH
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** Season 3 GuestFighter [[Franchise/Halo Arbiter]] has his Type-51 Covenant Carbine rifle bound to the Hard Kick button. Pressing HK by itself will have him shoot it. However he only has 18 shots for the entire match. Once HK is pressed 18 times, that's it, he no longer can use his rifle (so no reloads). Instead he will swing the rifle as a bludgeon instead (this can also be done on command before he's out of ammo by pressing forward and HK together).

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** Season 3 GuestFighter [[Franchise/Halo [[Franchise/{{Halo}} Arbiter]] has his Type-51 Covenant Carbine rifle bound to the Hard Kick button. Pressing HK by itself will have him shoot it. However he only has 18 shots for the entire match. Once HK is pressed 18 times, that's it, he no longer can use his rifle (so no reloads). Instead he will swing the rifle as a bludgeon instead (this can also be done on command before he's out of ammo by pressing forward and HK together).
15th Jun '16 7:33:17 AM SolidSonicTH
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** Season 3 GuestFighter [[Franchise/Halo Arbiter]] has his Type-51 Covenant Carbine rifle bound to the Hard Kick button. Pressing HK by itself will have him shoot it. However he only has 18 shots for the entire match. Once HK is pressed 18 times, that's it, he no longer can use his rifle (so no reloads). Instead he will swing the rifle as a bludgeon instead (this can also be done on command before he's out of ammo by pressing forward and HK together).
15th Jun '16 7:29:27 AM SolidSonicTH
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** In all his appearances Spinal has had the unusual property of his floating skulls, which are earned by absorption and consumed by performing special moves. He is less effective if he doesn't have any skulls to cash in.

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** In all his appearances Spinal has had the unusual property of his floating skulls, which are earned by absorption and consumed by performing special moves. He is less effective if he doesn't have any skulls to cash in. Kim Wu in the 2013 game has a similar system with her ethereal dragons.
22nd May '16 8:39:50 PM Usernumber2920
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** Mega Man has several basic attacks replaced with projectiles in order to mimic the run-and-gun playstyle of his original games.

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** Mega Man has several basic attacks replaced with projectiles in order to mimic the run-and-gun playstyle of his original games. And while all other characters that perform their standard attacks will stay in place or travel a short, fixed distance, this doesn't apply for Mega Man. He can walk forward while doing so. In turn, this means he doesn't have a proper forward tilt attack.



** Little Mac is a boxer, and so his [[ManaMeter power meter]] and focus on ground combat make him closer to a traditional fighting game character.
** Robin's home game has BreakableWeapons, so his/her [[ElementalWeapon Levin Sword]] and large variety of spellbooks have limited uses before they have to recharge. Robin is also the only character to have "Smash" Air attacks. The Smash versions use the Levin Sword (and consume its uses) while the standard ones use Robin's Bronze Sword.

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** Little Mac is a boxer, and so his [[ManaMeter power meter]] and focus on ground combat make him closer to a traditional fighting game character.
character. While charging his forward smash, not tilting the directional stick, tilting upward, or tilting downward can cause him to perform up to 3 different smashes, which consists of a straight punch (not tilting), uppercut (upward), and body blow (downward). Other characters, like Mario and Ganondorf will only change the angle of their forward smash diagonally thanks to the tilting mechanic.
** Robin's home game has BreakableWeapons, so his/her [[ElementalWeapon Levin Sword]] and large variety of spellbooks tomes have limited uses before they have to recharge. Robin is also the only character to have "Smash" Air attacks. The Smash versions use the Levin Sword (and consume its uses) while the standard ones use Robin's Bronze Sword. His/Her standard attack can be very limited if used carelessly, because of the Breakable Weapons mechanic. 2 slashes with the Bronze Sword is the beginning of his/her standard attack, then it can end with a small explosion from the Arcfire tome or a multi-hit combo with the Elwind tome, depending on how the attack button was pressed. If both tomes ran out of power, all Robin can do are the 2 slashes. Also, multi-hit combos for every other character can be performed indefinitely, but keeping up Robin's Elwind combo will eventually drain the tome's power and he/she will automatically toss it aside.



** Ryu's specials can be used with their inputs from ''Street Fighter'', which results in stronger versions. In addition, his Final Smash changes depending on his distance to an opponent (Shinku Hadoken at a distance, Shin Shoryuken up close), referencing his Ultra Combo Double from ''Ultra Street Fighter IV''. He also has weak and strong attacks depending on how long the attack button is held and even can even LagCancel into Combos which no other character in Smash can do. Even his JumpPhysics are uniquely abnormal, being relatively stiff with little ability to change direction in midair. In essence, Ryu, the archetype for the FightingGame character, plays ''exactly'' like a Traditional Fighter ''transplanted'' into a {{Mascot|Fighter}} PlatformFighter!

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** Ryu's specials can be used with their inputs from ''Street Fighter'', which results in stronger versions. In addition, his Final Smash changes depending on his distance to an opponent (Shinku Hadoken at a distance, Shin Shoryuken up close), referencing his Ultra Combo Double from ''Ultra Street Fighter IV''. He also has weak and strong attacks depending on how long the attack button is held and even can even LagCancel into Combos which no other character in Smash can do. Even his JumpPhysics are uniquely abnormal, being relatively stiff with little ability to change direction in midair. In essence, Ryu, the archetype for the FightingGame character, plays ''exactly'' like a Traditional Fighter ''transplanted'' into a {{Mascot|Fighter}} PlatformFighter!



** Bayonetta has a large focus on combos involving her special moves, and she also carries over the "Bullet Arts" mechanics from [[{{VideoGame/Bayonetta}} her home series]], where she can fire bullets with no knockback if the player holds down the attack button after some attacks.

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** Bayonetta is ''very'' unusual. She has a large focus on combos involving her special moves, and she also carries over the "Bullet Arts" mechanics from [[{{VideoGame/Bayonetta}} her home series]], where she can fire bullets with no knockback if the player holds down the attack button after some attacks.attacks. Depending on when her opponent attacks her while dodging, Bayonetta will perform Bat Within, where she'll receive less damage, while avoid flinching and knockback. It isn't advised to initially double jump, then use her up special for a third jump for recovery, as it doesn't cover enough air. You'd actually need to use her up special ''first'', then jump, then you can use her up special again. Bayonetta's forward aerial and forward tilt attacks both consist of 3 consecutive attacks, each attack happening on input as opposed to being automatic. Lastly, her up aerial and neutral aerial attacks will be extended if you hold down the attack button, which is coupled with the aforementioned "Bullet Arts" mechanic.
** Some characters have basic attacks (e.g. standard attacks, smash attacks, aerials, etc) that stand out more than others, because of their unique properties. Several have been mentioned above, but here are some others:
*** The forward smashes of Ness and Lucas can reflect projectiles.
*** There are several characters that can perform multi-hit combos during their standard attacks. First, they'll usually initiate with 1 or 2 attacks, then perform said combo. However, Meta Knight performs one right off the bat. One of the Hints in-game even states that he "doesn't do 'standard attacks'."
*** Corrin is normal for the most part, but has one minor, yet odd mechanic. Standing directly in front of him/her while he/she charges a forward smash will cause the opponent to receive weak, multi-hit damage, courtesy of his/her sword Yato.
*** Down smashes are low attacks where characters either swiftly attack one side, then the next (e.g. Luigi, Captain Falcon, and Cloud) or attack both sides simultaneously (e.g. Mr. G&W, Fox, and Wii Fit Trainer), which helps defensively. However, Zero Suit Samus, Robin (only with the Bronze Sword), Mewtwo, Lucas, Ryu, and Bayonetta have one-sided down smashes, attacking only in front of themselves.
20th Mar '16 6:07:23 PM CoCage
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* A non-fighting game example with Mercedes in ''VideoGame/OdinSphere''. While other characters use melee attacks to varying degrees, Mercedes wields a crossbow and is purely a ranged character. Being a fairy allows her to fly around indefinitely, and instead of a POW meter that acts as the character's stamina, depleting as you attack, but recharging if you idle long enough, she instead has an Ammo meter that can't be recharged until it's completely empty, and requires the player to manually reload (though absorbing Phozons still recharges it like they do for the POW meter.)
* Alastor in the first ''VideoGame/ViewtifulJoe''. Characters normally start out in their Henshin form, but revert to human form if they use up all their VFX and have to wait until the VFX gauge refills to transform automatically. Alastor, on the other hand, starts out in his human form and has to manually activate his [[VideoGame/DevilMayCry Devil Trigger]] to transform, at which point his VFX gradually decreases until he reverts back to normal, making playing Alastor a game of finding the right time to transform and lay the smackdown in Devil Trigger form. He's also the only character who can DoubleJump in his human form, and carries a sword to increase his melee range.
* In a game full of melee specialists, Lady's the only character in VideoGame/DevilMayCry 4: Special Edition with a focus on firearms. On top of that, she doesn't have a SuperMode (with her Devil Trigger gauge instead powering a ComboBreaker that involves throwing several grenades around herself).



* In a game full of melee specialists, Lady's the only character in VideoGame/DevilMayCry 4: Special Edition with a focus on firearms. On top of that, she doesn't have a SuperMode (with her Devil Trigger gauge instead powering a ComboBreaker that involves throwing several grenades around herself).

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* In a game full of melee specialists, Lady's the only character in VideoGame/DevilMayCry ''VideoGame/DevilMayCry 4: [[UpdatedReRelease Special Edition Edition]]'' with a focus on firearms. On top of that, she doesn't have a SuperMode (with her Devil Trigger gauge instead powering a ComboBreaker that involves throwing several grenades around herself).



* In VideoGame/TransformersDevastation, Grimlock's Dino mode plays very different from the Vehicle modes of the other characters. He can get to full speed quickly by mashing one of the buttons, he doesn't have access to the upgraded Rush Attack, his ranged weapon is a short ranged fire breath, and he can actually use melee attacks as a T-Rex.

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* Mercedes in ''VideoGame/OdinSphere''. While other characters use melee attacks to varying degrees, Mercedes wields a crossbow and is purely a ranged character. Being a fairy allows her to fly around indefinitely, and instead of a POW meter that acts as the character's stamina, depleting as you attack, but recharging if you idle long enough, she instead has an Ammo meter that can't be recharged until it's completely empty, and requires the player to manually reload (though absorbing Phozons still recharges it like they do for the POW meter.)
* In VideoGame/TransformersDevastation, ''VideoGame/TransformersDevastation'', Grimlock's Dino mode plays very different from the Vehicle modes of the other characters. He can get to full speed quickly by mashing one of the buttons, he doesn't have access to the upgraded Rush Attack, his ranged weapon is a short ranged fire breath, and he can actually use melee attacks as a T-Rex.T-Rex.
* Alastor in the first ''VideoGame/ViewtifulJoe''. Characters normally start out in their Henshin form, but revert to human form if they use up all their VFX and have to wait until the VFX gauge refills to transform automatically. Alastor, on the other hand, starts out in his human form and has to manually activate his [[VideoGame/DevilMayCry Devil Trigger]] to transform, at which point his VFX gradually decreases until he reverts back to normal, making playing Alastor a game of finding the right time to transform and lay the smackdown in Devil Trigger form. He's also the only character who can DoubleJump in his human form, and carries a sword to increase his melee range.
20th Mar '16 6:01:07 PM CoCage
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* The Creator class in ''VideoGame/DungeonFighterOnline'' dumps the common keyboard or game controller-based beat-em-up controls for first person shooter-style keyboard plus mouse (to the extent of redefining a hotbar to free up the 'WASD' keys for movement). In practice, you control your body like a puppet with the keyboard and fight independently with the mouse cursor. Anything you can click on you can hit with telekinetic strikes or by gating in various energies, and while your body is subject to status effects, nothing short of death can interfere with your spellcasting. While the class does have weaknesses, there's a reason it isn't available for PvP



[[folder: Hack and Slash]]
* In ''VideoGame/HyruleWarriors'', the DLC character Young Link functions a bit differently. Much like the aforementioned example of Gabranth in ''VideoGame/DissidiaFinalFantasy'', his strength and range leave a lot to be desired in his normal form. However, he does have the ability to sacrifice his special attack gauge for magic, and when he enters [[SuperMode Focus Spirit mode]], he turns into the Fierce Deity, becoming ''much'' deadlier. The trick when playing as him is to enter Focus Spirit mode as soon as possible, and stay in it as long as possible.

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[[folder: Hack Beat'Em Up/Hack and Slash]]
* In ''VideoGame/HyruleWarriors'', the DLC character Young Link functions a bit differently. Much like the aforementioned example of Gabranth in ''VideoGame/DissidiaFinalFantasy'', his strength and range leave a lot to be desired in his normal form. However, he does have the ability to sacrifice his special attack gauge for magic, and when he enters [[SuperMode Focus Spirit mode]], he turns into the Fierce Deity, becoming ''much'' deadlier. The trick when playing as him is to enter Focus Spirit mode as soon as possible, and stay in it as long as possible.
Slash]]


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* The Creator class in ''VideoGame/DungeonFighterOnline'' dumps the common keyboard or game controller-based beat-em-up controls for first person shooter-style keyboard plus mouse (to the extent of redefining a hotbar to free up the 'WASD' keys for movement). In practice, you control your body like a puppet with the keyboard and fight independently with the mouse cursor. Anything you can click on you can hit with telekinetic strikes or by gating in various energies, and while your body is subject to status effects, nothing short of death can interfere with your spellcasting. While the class does have weaknesses, there's a reason it isn't available for PvP
* In ''VideoGame/HyruleWarriors'', the DLC character Young Link functions a bit differently. Much like the aforementioned example of Gabranth in ''VideoGame/DissidiaFinalFantasy'', his strength and range leave a lot to be desired in his normal form. However, he does have the ability to sacrifice his special attack gauge for magic, and when he enters [[SuperMode Focus Spirit mode]], he turns into the Fierce Deity, becoming ''much'' deadlier. The trick when playing as him is to enter Focus Spirit mode as soon as possible, and stay in it as long as possible.
* In VideoGame/TransformersDevastation, Grimlock's Dino mode plays very different from the Vehicle modes of the other characters. He can get to full speed quickly by mashing one of the buttons, he doesn't have access to the upgraded Rush Attack, his ranged weapon is a short ranged fire breath, and he can actually use melee attacks as a T-Rex.
13th Mar '16 6:57:13 PM harharhar
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[[folder: MOBA]]
* ''VideoGame/DOTA2'' has a few heroes who are not standard in the terms of 4 abilities / passives.
** Invoker has Quas, Wex and Exhort, which are orbs that float around his head, giving him different stats. By using his ultimate, Invoke, which he unlocks at level 2, he gains and can store up to two abilities determined by his current set up of Quas:Wex:Exhort.
** Meepo has an ultimate which creates multiple copies of himself, and can be unlocked at level 2, unlike almost every other ultimate, which are unlocked at level 6.
** The Techies plays like a trap setter instead of the usual brawling heroes, possessing a skillset dedicated entirely to trap-setting (except for a SuicideAttack) with very limited capabilities in direct combat. As such, playing as Techies encourage you not to stay in lane very long, but wander in jungle, placing mines in strategic places and hope some poor schmuck stepped on them while trying to reach for other objectives.
* ''VideoGame/HeroesOfNewerth'' has Nitro, the only hero to not have a regular autoattack. Instead, one of their skill, Ballistic, serves as a replacement instead, giving them a long-range shot that scales with damage and attack speed like a regular attack, but requires aiming. They still have access to a regular autoattack when split up (via Mauser, a melee pet), but the main cannon can only attack via Ballistic.
[[/folder]]
28th Feb '16 4:33:13 AM Demovere
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** [[VideoGame/FinalFantasyV Exdeath]] has very few dedicated Bravery attacks, and his normal Bravery and HP attacks are slow and highly telegraphed. He also has ''four'' types of block moves at his disposal which, if used on the right incoming attack, allows him to counter using faster, more powerful versions of most of his attacks. The prequel gives him the ability to cancel his normal HP attacks ''into'' those block moves, making his normal moves more useful in baiting the opponent.
22nd Feb '16 1:51:17 PM DragonGeyser
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** Phoenix Wright plays entirely around "evidence" and StanceSystem: Investigation Mode (his weakest form) is mainly to find evidence, the Trial Mode is used to use the evidence as weapons. When he has 3 pieces of evidence ready, during this mode he can pull off an OBJECTION! which, if it hits, will allow him to go to [[SuperMode Turnabout Mode]], with improved normal and special attacks, as well as his Lv 3 hyper that's the second-strongest in the game.

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** Phoenix Wright plays entirely around "evidence" and StanceSystem: Investigation Mode (his weakest form) is mainly to find evidence, the Trial Mode is used to use the evidence as weapons. When he has 3 pieces of evidence ready, during this mode he can pull off an OBJECTION! which, if it hits, will allow him to go to [[SuperMode Turnabout Mode]], with improved normal and special attacks, as well as his Lv 3 hyper that's hyper, which is the second-strongest second most powerful attack in the game.



** In ''Xrd'' Sin has an Appetite Gauge which can be filled with a special move, allowing him to eat. If the gauge is empty, Sin will occasionally drop his combos.

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** In ''Xrd'' Sin has an Appetite Gauge which can be filled with a special move, allowing him to eat. If he has the gauge is empty, Sin will occasionally drop Appetite Gauge filled, he can cancel his combos.special moves into his other specials, but if the meter is empty when he does a special move, he has a much longer recovery period afterwards, making him vulnerable to attack.
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