History VideoGame / FightersDestiny

9th Jul '16 1:39:59 AM ACW
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* CompleteMonster: Federico experiments on human people relentlessly
6th Jul '16 7:15:09 AM karl90
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* ArtificialStupidity: Averted, as the CPU characters actually play quite well.


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* BoisterousBruiser: Tomahawk and Zeige
*BonusBoss: Cherry is this during the Arena Mode, but she\he will become a [[RecurringBoss]] if you will hit her face on the Wheel Of Movement, those times when it appears after the first time you face her\him
* Backstory: Very backbone
* CharlesAtlasSuperpower: This game is quite bounded to reality physics, yet Saeki can perform a spinning Izuna Drop as his Finishing Move as if it was something mundane


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* CompleteMonster: Federico experiments on human people relentlessly
* CrossCounter: Some characters have a degree of counter-attack that requires millimetrical precision to be effective (activating the counter maneuver just before an attack is going to batter), but if successful and connected, it will grant 2 match point (default setting)


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* EnhancedPunch: Some of the punch and kick moves have enanched properties that will allow, if connected as a counter-attack, to shamble the enemies balance and ground them immediately, granting 3 match points (default setting)


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* Fanfare: This game has a very catchy one that plays whenever a character has won a match
* FieryRedhead: Dixon
*FightingClown: Pierre. In the second game, he is extremely flamboyant.
* FinishingMove: Everyone of the characters have one or two, and all of them can only be used when the enemy is stunned. Some of them are very flashy an cool looking (Saeki's Izuna Drop is particularly raving to watch in action, as this series is more reality-bounded than other more over the top fighting games)
**Exeption: Tomahawk\Ziege can use a "720°" style grapple move that is very difficult to connect with but has a very short escape time and will always grant 4 round points (default settings) when it works, just like any Finishing Moves, and it is a move that can be used on a healthy character (there is the simpler version of it, both in execution and usage, when the character is stunned, just like all other Finishing Moves)


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* GameBreaker: Joker in Fighter Destiny 1 is this, as his moves are technically all above other characters' in power, speed and usefulness
* GrappleMove: Whenever a character is grapped, related to how difficult to execute\land was the throw he is getting grabbed by, there is a gauge that will allow the grabbed warrior to escape it if button mashing is done. Throws play a huge role in this game and are lethal if the fighter that is getting grabbed either is stunned, caught off guard while attacking or pressing the automatic defense button.
* Leitmotif: Saeki Theme for FD2 is rearranged to be other characters theme too
* LethalJokeCharacter: Pierre is technically the second worst fighter in the game tier and by a huge margin, because his moves are unsafe and he relies on confusing the opponent, yet he can increase his attack power up to 50% if he can manage to do 5 times in a row the "Nose Size Increasing Spin Move", with each of the successful spin adding a +10% to his attack power
* LifeMeter: Pretty much it is this: once depleted, the character won't be defeated, but it will stagger around standing, still capable to jump and sidestep. A single punch\kick\throw will stop this and 2\3 match points will be gained. If by any chance the adversary won't be capable to land any of this, all of the health will be restored.


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*JokeCharacter: Samurai, itself being just a training doll with a moveset that is a worsened carbon copy of Ninja's
* MechanicallyUnusualFighter: Pierre can increase the power of his attacks if he does the "Nose Size Increasing Spin Move" up to five times, and this is a feeature (increasing power for the remainder of the match) only he can do


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* ObviousBeta: The First Game, technically speaking, is bare-bone and has balance issues, whereas the second is either a complete overhaul either a way production value better game, with simple yet memorable music


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* SecretCharacter: Fabien>Moo>Master>Cherry>Samurai, in order of tier power.


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* SpinAttack: Pierre can spin on himself in a very flamboyant way not a a way to hurt the enemy at the moment, but to enanche is attack power by +10% for each spin, to a maximum of 50%!


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* TaughtbyExperience: The more times you defeat "Master" in the "Fighting Arena Mode", the more new movesets and specific character combos you will unlock, until reaching the full potential of a character
* TimetoUnlockMoreTruePotential: The starting characters have limited movesets compared to when they have been used enough time to complete
* TookaLevelinBadass: The returning characters have had their look fleshed out and their alternate costume look morish compared to the past ones
* UnblockableAttack: All Finishing Moves cannot be escaped from
*VictoryPose: Every character has one, sugared with a sweet short victorious tune
29th Jan '16 7:39:50 AM AndyLA
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'''''Fighters Destiny''''' (''Fighting Cup'' in Japan) is a 3D fighting game developed by {{Creator/Genki}} for the {{Nintendo 64}}, distributed in Japan by Imagineer and overseas by Ocean Software, released in 1998. It is an unconventional fighting game which breaks the genre's conventions: rather than the tried and true format of best two-out-of-three rounds, whose winner is the first one to deplete the opponent's health completely, ''Fighters Destiny'' utilizes a scoring system much like real-life martial arts tournaments: fighters score points depending on certain actions performed, such as knocking down the opponent, performing a ring out or landing a special attack. By standard, both fighters have a stamina gauge and each round lasts 30 seconds. If one's stamina is depleted, they will enter a state known as "Piyori", i.e. they'll get dizzy and open for a knockdown blow. If the 30 seconds pass and neither fighters have gained points, the round goes to judge's decision, and the point is awarded to whoever fought better in that half-minute. First one to seven points wins the fight.

While this all sounds complicated in theory, in practice, this means that a fight can last pretty quickly if you're good enough - by default, knockdown blows are worth 3 points and successful special attacks are worth 4, so you can literally win in just ''two strikes''. But then again, you can customize the rules to your heart's content, changing how much each scoring method is worth, how many points will the match be worth (heck, you can even make your whole game a succession of sudden death matches if you want) and so on.

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'''''Fighters Destiny''''' (''Fighting Cup'' in Japan) is a 3D fighting game developed by {{Creator/Genki}} for the {{Nintendo 64}}, distributed in Japan by Imagineer and overseas by Ocean Software, released in 1998. It is an unconventional fighting game which breaks the genre's conventions: game: rather than the tried and true format of best two-out-of-three rounds, whose winner is the first one to deplete the opponent's health completely, ''Fighters Destiny'' utilizes a scoring system much like real-life martial arts tournaments: fighters score points depending on certain actions performed, such as knocking down the opponent, performing a ring out or landing a special attack. By standard, both fighters have a stamina gauge and each round lasts 30 seconds. If one's stamina is depleted, they will enter a state known as "Piyori", i.e. they'll get dizzy and open for a knockdown blow. If the 30 seconds pass and neither fighters have gained points, the round goes to judge's decision, and the point is awarded to whoever fought better in that half-minute. First one to seven points wins the fight.

While this all sounds complicated in theory, in practice, this means that a fight can last pretty quickly if you're good enough - by default, knockdown blows are worth 3 points and successful special attacks are worth 4, so you can literally win in just ''two strikes''. But then again, you can customize the rules to your heart's content, changing how much each scoring method is worth, how many points will the match be worth (heck, you (You can even make your whole game a succession of sudden death matches if you want) and so on.
28th Nov '15 8:44:29 PM nombretomado
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** And to bring the comparisons full-circle, Genki even handled the {{Dreamcast}} port of ''Virtua Fighter 3''.

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** And to bring the comparisons full-circle, Genki even handled the {{Dreamcast}} [[UsefulNotes/SegaDreamcast Dreamcast]] port of ''Virtua Fighter 3''.
15th Sep '15 3:20:27 PM HighCrate
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* CompetitiveBalance: Each fighter is graded accordingly to their abilities (which also apply to their {{Suspiciously Similar Substitute}}s mentioned further down, with few exceptions):
** DifficultButAwesome: Ninja
** FragileSpeedster: Meiling
** JackOfAllStats: Ryuji/Saeki, Leon and Boro (Kate is more of a GlassCannon by way of nerf)
** LethalJokeCharacter: Pierre
** LightningBruiser: Dixon and D-Dog
** MasterOfAll: Fabien
** MightyGlacier: Abdul (though the game describes him as an All-Rounder), Tomahawk and Bob

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* %%* CompetitiveBalance: Each fighter is graded accordingly to their abilities (which also apply to their {{Suspiciously Similar Substitute}}s mentioned further down, with few exceptions):
** DifficultButAwesome: Ninja
** FragileSpeedster: Meiling
** JackOfAllStats: Ryuji/Saeki, Leon and Boro (Kate is more of a GlassCannon by way of nerf)
** LethalJokeCharacter: Pierre
** LightningBruiser: Dixon and D-Dog
** MasterOfAll: Fabien
** MightyGlacier: Abdul (though the game describes him as an All-Rounder), Tomahawk and Bob
abilities.
26th Aug '15 5:03:29 PM AndyLA
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The game got a sequel in 2000, ''Fighter Destiny 2'' (''Kakutō Denshō ~F-Cup Maniax~''), which didn't bring much in the way of innovation, except for a few new characters (though most of them were {{Moveset Clone}}s of characters of the first game) and more polished graphics.

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The game got a sequel in 2000, ''Fighter Destiny 2'' (''Kakutō Denshō ~F-Cup Maniax~''), which didn't bring much in the way of innovation, except for a few new characters (though most of them were {{Moveset Clone}}s of characters of the first game) and more polished (if rather garish) graphics.
26th Aug '15 4:26:27 PM AndyLA
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** Dixon looks a lot like [[Music/TheProdigy Liam Howlett]].

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** Dixon looks a lot like [[Music/TheProdigy Liam Howlett]].Keith Flint]].
21st Apr '15 4:22:07 PM luisedgarf
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* FlatCharacter: '''Everybody'''. There's no backstory to talk about.
9th Jan '15 11:38:57 AM AndyLA
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* CompetitiveBalance: Each fighter is graded accordingly to their abilities (which also apply to their {{Suspiciously Similar Substitute}}s mentioned further down, with one exception):

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* CompetitiveBalance: Each fighter is graded accordingly to their abilities (which also apply to their {{Suspiciously Similar Substitute}}s mentioned further down, with one exception):few exceptions):



** JackOfAllStats: Ryuji/Saeki, Leon and Boro

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** JackOfAllStats: Ryuji/Saeki, Leon and BoroBoro (Kate is more of a GlassCannon by way of nerf)
26th Nov '14 8:42:40 PM Blessranger
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'''''Fighters Destiny''''' (''Fighting Cup'' in Japan) is a 3D fighting game developed by Genki for the {{Nintendo 64}}, distributed in Japan by Imagineer and overseas by Ocean Software, released in 1998. It is an unconventional fighting game which breaks the genre's conventions: rather than the tried and true format of best two-out-of-three rounds, whose winner is the first one to deplete the opponent's health completely, ''Fighters Destiny'' utilizes a scoring system much like real-life martial arts tournaments: fighters score points depending on certain actions performed, such as knocking down the opponent, performing a ring out or landing a special attack. By standard, both fighters have a stamina gauge and each round lasts 30 seconds. If one's stamina is depleted, they will enter a state known as "Piyori", i.e. they'll get dizzy and open for a knockdown blow. If the 30 seconds pass and neither fighters have gained points, the round goes to judge's decision, and the point is awarded to whoever fought better in that half-minute. First one to seven points wins the fight.

to:

'''''Fighters Destiny''''' (''Fighting Cup'' in Japan) is a 3D fighting game developed by Genki {{Creator/Genki}} for the {{Nintendo 64}}, distributed in Japan by Imagineer and overseas by Ocean Software, released in 1998. It is an unconventional fighting game which breaks the genre's conventions: rather than the tried and true format of best two-out-of-three rounds, whose winner is the first one to deplete the opponent's health completely, ''Fighters Destiny'' utilizes a scoring system much like real-life martial arts tournaments: fighters score points depending on certain actions performed, such as knocking down the opponent, performing a ring out or landing a special attack. By standard, both fighters have a stamina gauge and each round lasts 30 seconds. If one's stamina is depleted, they will enter a state known as "Piyori", i.e. they'll get dizzy and open for a knockdown blow. If the 30 seconds pass and neither fighters have gained points, the round goes to judge's decision, and the point is awarded to whoever fought better in that half-minute. First one to seven points wins the fight.
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