I've always liked a thing that some fighting games do where the final boss is dependent on who you're playing as.
So if you're playing as Ozai then your final boss is Aang. If you're playing Zuko then it's Azula. If Bolin then Ghazan. Etc. etc.
My Tumblr. Currently liveblogging Haruhi Suzumiya and revisiting Danganronpa V3.Something like bgg Supersonic Warriors where you can radically alter the canonical timeline by beating Frieza as Krillin.
I'M MR. MEESEEKS, LOOK AT ME!I hope Project Voicebend working on Voltron Abridged doesn't mean they're going to stop on Korra.
Never trust anyone who uses "degenerate" as an insult.Koh would also be an excellent final boss. Imagine him with a Arakune-like moveset.
It's been 3000 years…4x I've never heard of that before. Which fighting games have done that?
Soul Calibur, if I'm not mistaken. I also recall some of the Dragonball games having character specific storylines.
Speaking of Dragonball fighting games, they provide the ultimate proof that the Avatar State is a non issue. You can have fucking Yamcha go up against the likes of Beerus or Whis and win.
PSN ID: FateSeraph | Switch friendcode: SW-0145-8835-0610 Congratulations! She/TheyAs a more 1-1 comparison, SS1 Goku goes SS3 just for his cinematic Ultimate, SSB Goku goes KK just for his cinematic Ultimate, Bardock goes SS1 just for his cinematic Ultimate, and Freeza can go Golden Freeza as a temporary super form (and goes 100% for his Ultimate).
In addition to the above examples, the Street Fighter Alpha games also did this. Playing the Arcade mode, you had a set of eight opponents. Six were randomly determined, but the fourth and eighth battles were story-driven encounters against a set opponent determined by who you're playing as, kicked off by a bit of dialogue explaining why your character is fighting this person specifically.
Edited by TobiasDrake on Aug 21st 2018 at 11:50:54 AM
My Tumblr. Currently liveblogging Haruhi Suzumiya and revisiting Danganronpa V3.I could see an Avatar fighting game doing a thing where each of the four elements + non-benders had a general theme around which using moves or gaining/using meter centers, followed by each of the characters within having their own unique spin on using those mechanics for their individual gameplay styles. Kind of like how Blaz Blue is famous for having every character use such different mechanics that some feel like playing an entirely different game, but not quite so dramatic.
Like, say, maybe Waterbenders have a mechanic they have a limited stock of "water" per round for use in certain attacks or supers, and there's variations like Katara being able to use her water to heal instead, or Amon gaining water back after using certain moves (signifying bloodbending), etc.
I sometimes design fighting game concepts for fun (the last one I did was a Steven Universe concept), and it's always a cool thing to think about.
"The difference between reality and fiction is that fiction has to make sense." - Tom Clancy, paraphrasing Mark Twain.So what strategies should certain characters use? Example, which character is a rush down character?
I'd imagine Aang or Zaheer would be the rushdown characters.
It's been 3000 years…I guess Asami and some of the Earthbenders would focus on patience and stonewalling.
That'd probably be Toph with the wait and listen thing she has going on, Bumi is probably Confusion Fu.
Toph should only get a black screen with the only visible things being herself, the surface she's standing on, and the silhouettes of moving characters.
In return her attacks should be a lot more powerful.
Say to the others who did not follow through You're still our brothers, and we will fight for youThat sounds pretty impractical considering the opponent would be handicapped by not being able to see too.
Oissu!It would work if it was not a sitting on same couch scenario.
Forever liveblogging the AvengersOr if split-screen multiplayer were the default. Would suck for those who chose Toph without knowing about that element but if you chose Toph knowing that gimmick and still won? I could see people who main Toph as being considered high ranking players for being able to use such a gimmicky character effectively.
> Toph should only get a black screen with the only visible things being herself, the surface she's standing on, and the silhouettes of moving characters.
How about instead of a black screen you give her accuracy qualifier depending on the service she's standing on?
New theme music also a boxToph is absolutely a traditional zoner (that is, doesn't move much, but has attacks that let her control the arena and shut down opponents), and any fighting game that doesn't make her one is making a horrible mistake.
I'd see Aang as a stance character, but more of a highly mobile zoner or mixup character whose moves are all about baiting the opponent and then countering their momentum.
I'd definitely see Korra as a rushdown character, with a similar stance system but with moves more geared towards an aggressive offense.
Ty Lee would definitely be a rushdown as well, though also with mixups.
Edited by KnownUnknown on Aug 23rd 2018 at 6:31:31 AM
"The difference between reality and fiction is that fiction has to make sense." - Tom Clancy, paraphrasing Mark Twain.Zaheer's free-flight would make for an interesting character mechanic.
I agree that Toph should be a zoner, but she should also have moves that incorporate the rock armor for if she wants to get in close.
I feel like the flight thing would be some kind of super mode. Having it be a constant thing seems broken.
Edited by Kostya on Aug 23rd 2018 at 9:57:22 AM
Fused Zamasu has it in Fighterz, and if anything, it's underpowered. There are very few characters in this roster that wouldn't have long-range moves, and the few that do would have speed to compensate.
Flight mechanics aren't too bad in 2D fighters. Their main benefit is in creating mixups and combo extensions, and in that regard they have to be readily controlled so that they're not broken (in a game with both assists and flight, the defender can be easily overwhlemed), and character who have them (Magneto in MVC being the most famous example, I think) tend to be hype for that reason, but it's not a problem in and of itself.
Mostly since, if a game doesn't really have a huge combo focus or has easy ways for characters to deal with mobility, it's actually doesn't do much.
Now, in a fully 3D fighter (or even 2.5D like Tekken), a character having full flight while everyone else doesn't would be incredibly broken, yeah. But I would prefer a 2D fighter anyway.
Edited by KnownUnknown on Aug 24th 2018 at 11:55:59 AM
"The difference between reality and fiction is that fiction has to make sense." - Tom Clancy, paraphrasing Mark Twain.I randomly checked the WA forums, and I'm amazed this thread is still going after so many years. Has there been any new Lo K content? It looks like people are currently discussing ideas for a hypothetical fangame?
Also regarding fighting game power disparities, I think the king as to be Marval v Capcom 3. This is a game where an ordinary human defence lawyer with no special powers can go up against an immortal Physical God demon and win.
Edited by storyyeller on Aug 24th 2018 at 1:06:41 PM
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Forever liveblogging the Avengers