History Main / MechanicallyUnusualFighter

19th Jun '18 6:32:11 PM FirstStrike
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** Yoshimitsu has a number of different quirks befitting his status as a FightingClown, and each one of them could've made him an example all by itself, but combined he takes it UpToEleven. For one, he has by far the most moves in the game. Many of them do little more than [[ConfusionFu confuse]] the opponent, but mastering each stance is what separates the best from the average. While other characters have stances, his are by far the most unique as they include sitting, flying while using his blade as a helicopter, and bouncing on his sword like a pogo stick, and ''all'' of them give him additional options. He's one of the few characters capable of self-harm with moves that CastFromHitPoints, even having an enhanced dodging mechanic that can get him out in a pinch but at the cost of his health, and he even can [[{{Seppuku}} stab himself]] with a move... [[TakingYouWithMe and take the opponent down in the process]]. Some of his moves can even harm himself if performed incorrectly, meaning that there's no margin of error when using them. Others are [[CounterAttack reliant on baiting the player]] and thus must be timed right, and this is in a series that doesn't feature an active counter system. Oh, and he's also the only character who can [[HealThyself heal himself]] mid-match. Finally, he can make full use of TeleportSpam to further confuse the opponent. As you can tell, Yoshimitsu is what happens when someone with ComboPlatterPowers is made into a fighting game character.

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** Yoshimitsu has a number of different quirks befitting his status as a FightingClown, and each one of them could've made him an example all by itself, but combined he takes it UpToEleven. For one, he has by far the most moves in the game. Many of them do little more than [[ConfusionFu confuse]] the opponent, but mastering each stance is what separates the best from the average. While other characters have stances, his are by far the most unique as they include sitting, flying while using his blade as a helicopter, and bouncing on his sword like a pogo stick, and ''all'' of them give him additional options. He's one of the few characters capable of self-harm with moves that CastFromHitPoints, even having an enhanced dodging mechanic that can get him out in a pinch but at the cost of his health, and he even can [[{{Seppuku}} stab himself]] with a move... [[TakingYouWithMe and take the opponent down in the process]]. Some of his moves can even harm himself if performed incorrectly, meaning that there's no margin of error when using them. Others are [[CounterAttack reliant on baiting the player]] and thus must be timed right, and this is in a series that doesn't feature an active counter system. Oh, and he's also the only character who can [[HealThyself heal himself]] mid-match. Finally, he can make full use of TeleportSpam to further confuse the opponent. In ''VideoGame/SoulcaliburVI'' he gains ''yet another'' ability unique to him: Landing successful combos will actually [[EnergyAbsorption drain]] the ManaMeter of his opponent and add it to his own, making him the only character who can actively prevent you from using meter-based abilities provided they have enough skill. As you can tell, Yoshimitsu is what happens when someone with ComboPlatterPowers is made into a fighting game character.



** ''VideoGame/SoulcaliburV'' introduces Z.W.E.I. and Viola. On top of the two being unusual aesthetically (looking like fantasy characters in what is supposedly a historical setting), both of their playstyles involves [[ExcuseMeWhileIMultitask multitasking]]. The former must balance out normal combos with his [[PuppetFighter minion]] E.I.N., and knowing when to summon the spirit wolf is absolutely crucial to his style of play. The latter uses an orb that the player actively controls and assists her during her attacks, while the orb stays where it was last placed, so the player must be mindful of where it is at all times.

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** ''VideoGame/SoulcaliburV'' introduces Z.W.E.I. and Viola. On top of the two being unusual aesthetically (looking like fantasy characters in what is supposedly a historical setting), both of their playstyles involves [[ExcuseMeWhileIMultitask multitasking]].multitasking]] as opposed to the straightforward fighting of the rest of the cast. The former must balance out normal combos with his [[PuppetFighter minion]] E.I.N., and knowing when to summon the spirit wolf is absolutely crucial to his style of play. The latter uses an orb that the player actively controls and assists her during her attacks, while the orb stays where it was last placed, so the player must be mindful of where it is at all times.


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** ''VI'' also gives us ''Franchise/TheWitcher'''s Geralt of Rivia. He's explicitly designed to feel like someone who plays true to his home series but adjusted to fit a fighting game. Because of this, he has very unique abilities exclusive to him that the others don't have. While other characters do use magic here and more prominently than before, he specifically has a unique system involving "signs" which give him effects like [[PlayingWithFire fire-based projectiles]] and [[CounterAttack a unique counter]] that's not tied to the universal Reversal Edge system. He can also use various potions, blade oils and bombs for combat enhancements and additional options. Finally, his whole playstyle feels different not just with the above factors, but the fact that it's more precision-based, involving combat rolls and using a ChoiceOfTwoWeapons as opposed to a single or dual-wielded one.
18th Jun '18 8:28:28 AM FirstStrike
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While FightingGame characters often have different attacks and playstyles, they usually still share the same basic commands. Pressing A results in a light melee attack, back results in blocking, double forward results in a dash, and so on...Except this character. This character has bizarre mechanics going on compared to other fighters. Maybe this character levitates instead of dashing. Maybe this character's crouching actually makes her taller. Whatever it is, playing this character won't be anything like playing the others. Mastering these gimmicks is a major part of this character.

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While FightingGame characters often have different attacks and playstyles, they usually still share the same basic commands. Pressing A results in a light melee attack, back results in blocking, double forward results in a dash, and so on...Except this character. This character has bizarre mechanics going on compared to other fighters. Maybe this character levitates instead of dashing. Maybe this character's crouching actually makes her taller. Maybe this character uses a separate or all together different ManaMeter as a resource. Whatever it is, playing this character won't be anything like playing the others. Mastering these gimmicks is a major part of this character.
18th Jun '18 1:40:33 AM FirstStrike
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** Yoshimitsu has by far the most moves in the game. Many of them do little more than [[ConfusionFu confuse]] the opponent, but mastering each stance is what separates the best from the average. Yoshimitsu is the only character who can be both airborne and sitting, which function as stances. He's one of the few characters capable of self-harm with moves that CastFromHitPoints, but he even can [[{{Seppuku}} stab himself]] with a move... [[TakingYouWithMe and take the opponent down in the process]]. Some of his moves can even harm himself if performed incorrectly, meaning that there's no margin of error when using them. Others are [[CounterAttack reliant on baiting the player]] and thus must be timed right, and this is in a series that doesn't feature an active counter system. Oh, and he's also the only character who can [[HealThyself heal himself]] mid-match. Finally, he can make full use of TeleportSpam to further confuse the opponent. As you can tell, Yoshimitsu is what happens when someone with ComboPlatterPowers is made into a fighting game character.

to:

** Yoshimitsu has a number of different quirks befitting his status as a FightingClown, and each one of them could've made him an example all by itself, but combined he takes it UpToEleven. For one, he has by far the most moves in the game. Many of them do little more than [[ConfusionFu confuse]] the opponent, but mastering each stance is what separates the best from the average. Yoshimitsu is While other characters have stances, his are by far the only character who can be both airborne and most unique as they include sitting, which function flying while using his blade as stances. a helicopter, and bouncing on his sword like a pogo stick, and ''all'' of them give him additional options. He's one of the few characters capable of self-harm with moves that CastFromHitPoints, even having an enhanced dodging mechanic that can get him out in a pinch but at the cost of his health, and he even can [[{{Seppuku}} stab himself]] with a move... [[TakingYouWithMe and take the opponent down in the process]]. Some of his moves can even harm himself if performed incorrectly, meaning that there's no margin of error when using them. Others are [[CounterAttack reliant on baiting the player]] and thus must be timed right, and this is in a series that doesn't feature an active counter system. Oh, and he's also the only character who can [[HealThyself heal himself]] mid-match. Finally, he can make full use of TeleportSpam to further confuse the opponent. As you can tell, Yoshimitsu is what happens when someone with ComboPlatterPowers is made into a fighting game character.



** ''VideoGame/SoulcaliburV'' introduces Z.W.E.I. and Viola. On top of the two being unusual aesthetically (looking like fantasy characters in what is supposedly a historical setting), both of their playstyles involves [[ExcuseMeWhileIMultitask multitasking]]. The former must balance out normal combos with his [[PuppetFighter minion]] E.I.N., and knowing when to summon the spirit wolf is absolutely crucial to his style of play. The latter uses an orb that the player actively controls and assists her during her attacks. While the orb stays where it was last placed, so the player must be mindful of where it is at all times.

to:

** ''VideoGame/SoulcaliburV'' introduces Z.W.E.I. and Viola. On top of the two being unusual aesthetically (looking like fantasy characters in what is supposedly a historical setting), both of their playstyles involves [[ExcuseMeWhileIMultitask multitasking]]. The former must balance out normal combos with his [[PuppetFighter minion]] E.I.N., and knowing when to summon the spirit wolf is absolutely crucial to his style of play. The latter uses an orb that the player actively controls and assists her during her attacks. While attacks, while the orb stays where it was last placed, so the player must be mindful of where it is at all times.
18th Jun '18 1:26:01 AM FirstStrike
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** ''Soulcalibur IV'' has ''Franchise/StarWars'' characters as guests. Darth Vader, Yoda and The Apprentice have their own "Force" meter that governs how much of their Force power they can use at once, and thus players much be mindful of them. On the other end, they have access to a whole new subset of moves that the rest of the cast doesn't have. Yoda in particular is an example of his own, since he's [[NonStandardCharacterDesign much shorter]] than everyone else, which means mid and high attacks flat out don't work on him, nor can he be grabbed. On the flip side, Yoda is ''painfully'' slow when using standard movement, and must use combat rolls and his own attacks to traverse the stage.

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** ''Soulcalibur IV'' has ''Franchise/StarWars'' characters as guests. Darth Vader, Yoda and The Apprentice have their own "Force" meter that governs how much of their Force power they can use at once, and thus players much must be mindful of them. On the other end, they have access to a whole new subset of moves that the rest of the cast doesn't have. Yoda in particular is an example of his own, since he's [[NonStandardCharacterDesign much shorter]] than everyone else, which means mid and high attacks flat out don't work on him, nor can he be grabbed. On the flip side, Yoda is ''painfully'' slow when using standard movement, and must use combat rolls and his own attacks to traverse the stage.
18th Jun '18 1:23:43 AM FirstStrike
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** Algol doesn't play like a standard fighter in the series. For one, he doesn't use a standard weapon, but rather his body. He can create up to ''[[WalkingArmory 10 different weapons]]'', which includes {{Arm Cannon}}s (making him the only standard character with a long ranged projectile), a BladeBelowTheShoulder, [[BadassBack blades that can be summoned from his back]], just to name a few. He's one of the few who can teleport (alongside the aforementioned Yoshimitsu), which he does via a stance that involves [[CoolChair sitting in his chair]]. Algol's variety of weapons means he can be DifficultButAwesome; though he's tough to master, he can rushdown his opponent, deal heavy attacks, and engage enemies trying to flee with SpamAttack.
** ''Soulcalibur IV'' has ''Franchise/StarWars'' characters as guests. Darth Vader, Yoda and The Apprentice have their own "Force" meter that governs how much of their Force power they can use at once, and thus players much be mindful of them. On the other end, they have access to a whole new subset of moves that the rest of the cast doesn't have. Yoda in particular is an example of his own, since he's [[NonStandardCharacterModel much shorter]] than everyone else, which means mid and high attacks flat out don't work on him, nor can he be grabbed. On the flip side, Yoda is ''painfully'' slow when using standard movement, and must use combat rolls and his own attacks to traverse the stage.
** ''VideoGame/SoulcaliburV'' introduces Z.W.E.I. and Viola. On top of the two being unusual aesthetically (looking like fantasy characters in what is supposedly a historical setting), both of their playstyles involves [[ExcuseMeWhileIMultitask multitasking]]. The former must balance out normal combos with his [[PuppetFighter minion]] E.I.N., and the latter uses an orb that the player actively controls and assists her during her attacks. While the orb stays where it was last placed, so the player must be mindful of where it is at all times.

to:

** Algol doesn't play like a standard fighter in the series. For one, he doesn't use a standard weapon, but rather his body. He can create up to ''[[WalkingArmory 10 different weapons]]'', which includes {{Arm Cannon}}s (making him the only standard character with a long ranged projectile), a BladeBelowTheShoulder, [[BadassBack blades that can be summoned from his back]], just to name a few. He's one of the few who can teleport (alongside the aforementioned Yoshimitsu), which he does via a stance that involves [[CoolChair sitting in his chair]]. Algol's variety of weapons means he can be DifficultButAwesome; though he's tough to master, he can rushdown rush down his opponent, deal heavy attacks, and engage enemies trying to flee with SpamAttack.
** ''Soulcalibur IV'' has ''Franchise/StarWars'' characters as guests. Darth Vader, Yoda and The Apprentice have their own "Force" meter that governs how much of their Force power they can use at once, and thus players much be mindful of them. On the other end, they have access to a whole new subset of moves that the rest of the cast doesn't have. Yoda in particular is an example of his own, since he's [[NonStandardCharacterModel [[NonStandardCharacterDesign much shorter]] than everyone else, which means mid and high attacks flat out don't work on him, nor can he be grabbed. On the flip side, Yoda is ''painfully'' slow when using standard movement, and must use combat rolls and his own attacks to traverse the stage.
** ''VideoGame/SoulcaliburV'' introduces Z.W.E.I. and Viola. On top of the two being unusual aesthetically (looking like fantasy characters in what is supposedly a historical setting), both of their playstyles involves [[ExcuseMeWhileIMultitask multitasking]]. The former must balance out normal combos with his [[PuppetFighter minion]] E.I.N., and knowing when to summon the spirit wolf is absolutely crucial to his style of play. The latter uses an orb that the player actively controls and assists her during her attacks. While the orb stays where it was last placed, so the player must be mindful of where it is at all times.
18th Jun '18 1:17:56 AM FirstStrike
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* Both Voldo and Dampierre's from ''[[VideoGame/SoulSeries Soulcalibur]]'' main attacks largely involve being unable to block due to their stances, be they facing away from the enemy or being downed on the ground.

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* ''VideoGame/SoulSeries'':
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Both Voldo and Dampierre's from ''[[VideoGame/SoulSeries Soulcalibur]]'' main attacks largely involve being unable to block due to their stances, be they facing away from the enemy or being downed on the ground. ground.
** Yoshimitsu has by far the most moves in the game. Many of them do little more than [[ConfusionFu confuse]] the opponent, but mastering each stance is what separates the best from the average. Yoshimitsu is the only character who can be both airborne and sitting, which function as stances. He's one of the few characters capable of self-harm with moves that CastFromHitPoints, but he even can [[{{Seppuku}} stab himself]] with a move... [[TakingYouWithMe and take the opponent down in the process]]. Some of his moves can even harm himself if performed incorrectly, meaning that there's no margin of error when using them. Others are [[CounterAttack reliant on baiting the player]] and thus must be timed right, and this is in a series that doesn't feature an active counter system. Oh, and he's also the only character who can [[HealThyself heal himself]] mid-match. Finally, he can make full use of TeleportSpam to further confuse the opponent. As you can tell, Yoshimitsu is what happens when someone with ComboPlatterPowers is made into a fighting game character.
** Tira has a StanceSystem with her "Jolly" and "Gloomy" states. What separates her from the other characters with stances is that she can't actively switch between them, and changes after she performs a successful combo on an enemy. The change is marked by a gold yellow flash if changing to Jolly or a dark purple flash when changing to Gloomy. Also, the latter state actually damages ''[[CastFromHitPoints herself]]'' with every move. While the damage is tiny, using Gloomy could potentially knock you out without the opponent landing the final blow.
** Algol doesn't play like a standard fighter in the series. For one, he doesn't use a standard weapon, but rather his body. He can create up to ''[[WalkingArmory 10 different weapons]]'', which includes {{Arm Cannon}}s (making him the only standard character with a long ranged projectile), a BladeBelowTheShoulder, [[BadassBack blades that can be summoned from his back]], just to name a few. He's one of the few who can teleport (alongside the aforementioned Yoshimitsu), which he does via a stance that involves [[CoolChair sitting in his chair]]. Algol's variety of weapons means he can be DifficultButAwesome; though he's tough to master, he can rushdown his opponent, deal heavy attacks, and engage enemies trying to flee with SpamAttack.
** ''Soulcalibur IV'' has ''Franchise/StarWars'' characters as guests. Darth Vader, Yoda and The Apprentice have their own "Force" meter that governs how much of their Force power they can use at once, and thus players much be mindful of them. On the other end, they have access to a whole new subset of moves that the rest of the cast doesn't have. Yoda in particular is an example of his own, since he's [[NonStandardCharacterModel much shorter]] than everyone else, which means mid and high attacks flat out don't work on him, nor can he be grabbed. On the flip side, Yoda is ''painfully'' slow when using standard movement, and must use combat rolls and his own attacks to traverse the stage.
** ''VideoGame/SoulcaliburV'' introduces Z.W.E.I. and Viola. On top of the two being unusual aesthetically (looking like fantasy characters in what is supposedly a historical setting), both of their playstyles involves [[ExcuseMeWhileIMultitask multitasking]]. The former must balance out normal combos with his [[PuppetFighter minion]] E.I.N., and the latter uses an orb that the player actively controls and assists her during her attacks. While the orb stays where it was last placed, so the player must be mindful of where it is at all times.
** ''V'' also gives us [[VideoGame/{{Tekken}} Devil Jin]] as a style exclusive to [[CharacterCustomization created characters]]. Thing is, Devil Jin doesn't use weapons at all, instead relying on his ''[[BareFistedMonk fists]]''. That being said, the style gives the character {{Flight}} and EyeBeams, and combo potential in line with the ''Tekken'' series. Basically, apart from the Critical Edge, the style plays like Devil Jin transplanted in ''Soulcalibur'' while losing nothing along the way.
** Kilik in ''VideoGame/SoulcaliburVI'' mostly plays like his usual self from the past games, but with one major change. The return of the [[SuperMode Soul Charge]] mechanic, which gives most of the cast extra moves and [[ScratchDamage the ability to hurt enemies even as they're blocking]]. The effect is almost universal for each fighter. For Kilik however, his Soul Charge triggers his [[SuperpoweredEvilSide Possessed State]] which increases his overall damage output, gives him new moves, ''and'' a completely new [[LimitBreak Critical Edge]], which makes him the only character with two different versions of the attack. As a trade off, it will [[CastFromHitPoints actively drain his health]], and unless one has high health to begin with, there's a huge risk versus reward factor in initiating the super.
14th Jun '18 12:29:58 PM Aipom14
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** Inkling's attacks cover opponents in ink, which acts a status effect that makes them take more damage until the ink fades away. The drawback is that, just like in their home game, Inkling doesn't have BottomlessMagazines; if they run out of ink, their attacks are either disabled or heavily weakened until they submerge in ink to refill, which requires the unique combination of ducking while shielding.

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** Inkling's attacks cover opponents in ink, which acts a status effect that makes them take more damage until the ink fades away. The drawback is that, just like in their home game, Inkling doesn't have BottomlessMagazines; if they run out of ink, their attacks are either disabled or heavily weakened until they submerge in ink to refill, which requires the unique combination of ducking holding the special button while shielding.
14th Jun '18 12:26:58 PM Aipom14
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** A few characters in ''Brawl'' could switch between different forms that were treated as entirely different characters. Zelda (who could do it as early as ''Melee'') could become Sheik at will, and Samus switched from her power armor to her Zero Suit and back when performing a Final Smash. Pokémon Trainer could also switch between Squirtle, Ivysaur, and Charizard at will; and all three would tire out if used for too long at a time. The fourth game dropped these mechanics; replacing the Trainer with just Charizard and treating Zelda's and Samus' forms as separate standard characters.

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** Kirby's inhale move lets him [[PowerCopying take an opponent's power]], replacing his inhale with the opponent's neutral special; he can drop the ability by taunting. This may lend him other characters' mechanically unusual powers as well, such as Robin's limited Thunder tome (Kirby loses the ability once the tome expires) and Shulk's Monado Arts. If Kirby copies Olimar's power, he gains a unique move where he pulls out a Pikmin and instantly throws it, since Olimar's neutral special is just for gaining more Pikmin.
** A few characters in ''Brawl'' could switch between different forms that were treated as entirely different characters. Zelda (who could do it as early as ''Melee'') could become Sheik at will, and Samus switched from her power armor to her Zero Suit and back when performing a Final Smash. Pokémon Trainer could also switch between Squirtle, Ivysaur, and Charizard at will; will, and all three would tire out if used for too long at a time. The fourth game dropped these mechanics; mechanics, replacing the Trainer with just Charizard and treating Zelda's and Samus' forms as separate standard characters.characters. However, Pokémon Trainer returns in ''Ultimate'' with the same mechanics minus the tiredness, making him/her the only multi-form fighter on the roster.


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** Inkling's attacks cover opponents in ink, which acts a status effect that makes them take more damage until the ink fades away. The drawback is that, just like in their home game, Inkling doesn't have BottomlessMagazines; if they run out of ink, their attacks are either disabled or heavily weakened until they submerge in ink to refill, which requires the unique combination of ducking while shielding.
26th May '18 2:11:30 AM Gatordragon24
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** Unlike the other [[BarrierWarrior Front Line]] champions, Inara uses deployable walls to protect her team instead of shields. This means that she can block attacks that would normally pierce through shields and cannot be walked through. When faced against her, it is recommended to buy the "Bulldozer" burn card (which increases damage towards deployables) instead of the "Wrecker" burn card (which increases damage towards shields).

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** Unlike the other [[BarrierWarrior Front Line]] champions, Inara uses deployable walls to protect her team instead of shields. This means that she can block attacks that would normally pierce through shields and cannot be walked through. When faced against her, it is recommended to buy the "Bulldozer" burn card item (which increases damage towards deployables) instead of the "Wrecker" burn card item (which increases damage towards shields).



** Torvald is the only champion who has a permanent personal shield, making him appear that he has ridiculous amounts of health at first glance. Pre-rework, he's the only champion that can drain enemy shields to replenish his own.

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** Torvald is the only champion who has a permanent personal shield, making him appear that he has ridiculous amounts of health at first glance. Pre-rework, he's he was the only champion that can drain enemy shields to replenish his own.



** Ruckus & Bolt used to be able to shield allies, but they were reworked and had lost their ally shielding ability in favor of missile launchers. Now they are the only Front Line champion who cannot shield allies. They can still shield themselves, though.

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** Ruckus & Bolt used to be able to shield allies, but they were reworked and had lost their ally shielding ability in favor of missile launchers. Now they are the only Front Line champion who cannot shield allies. They can still shield themselves, though.however.
21st Apr '18 5:41:36 PM Witherbrine98
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** Fused Zamasu has a special that gives him a flight mode not unlike Magneto from ''VideoGame/MarvelVsCapcom3''.
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