Author Topic: The Next Fighting Game  (Read 20859 times)

Spidere

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Re: The Next Fighting Game
« Reply #60 on: March 25, 2010, 11:33:37 PM »
Yukari, Remilia, Suika, Aya and possibly Sanae and Marisa, ofcourse. Most popular Reimu pairings!

Remi X Reimu? That's as crack a pairing as Yuuka X Nue.
Spoiler:
A combo I'd love, by the way.

Re: The Next Fighting Game
« Reply #61 on: March 26, 2010, 12:10:18 AM »
Give Meiling a secret 5AAAAAAAAAAAAAAA combo that instantly K.O.'s the enemy.
Well she already has half of that

OkashiiKisei

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Re: The Next Fighting Game
« Reply #62 on: March 26, 2010, 12:12:31 AM »
The Chuugoku Satsu needs to be made official.

Re: The Next Fighting Game
« Reply #63 on: March 26, 2010, 12:18:31 AM »
Also, alternative costumes. Not just color swaps. Genuine, different costumes.

Please tell me a character not named Reimu, Marisa, Alice, Yuka, or Yukari who has ever had an alternate costume :V

Also, I imagine Satori would play like Charade from Soul Calibur instead of like Kirby.
« Last Edit: March 26, 2010, 12:20:49 AM by SenSageUn »

Chainsaw Guitar

Re: The Next Fighting Game
« Reply #64 on: March 26, 2010, 12:27:36 AM »
However, what we really need is a 2-character character of Satori/Koishi similar to the ice climbers in super smash brothers.   :V


This is a fighting game we're talking about here, so why you're using characters from a party game as refrence is beyond me. And since the 2nd Ice Climber is AI controlled, it's hardly a 2-character character.

Bias Bus

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Re: The Next Fighting Game
« Reply #65 on: March 26, 2010, 12:42:30 AM »
Fatalities.
Seconded!

Do this, and I'll play that new Touhou Fighter to death just for that reason.

Quote
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ふねん1

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Re: The Next Fighting Game
« Reply #66 on: March 26, 2010, 02:33:54 AM »
This is a fighting game we're talking about here, so why you're using characters from a party game as refrence is beyond me. And since the 2nd Ice Climber is AI controlled, it's hardly a 2-character character.
Your second statement isn't entirely true. Nana starts out as AI controlled, but as a consequence of a 6-frame input delay she has, one can "desync" her movements so that you can alternate controlling each IC yourself. I have a bit of trouble wondering how something like this would work in a traditional fighter, but at least we know it's possible somewhere. If a "partner" system did become widespread, it would probably be like how Yukari uses Ran and Chen (card summons).
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Moerin

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Re: The Next Fighting Game
« Reply #67 on: March 26, 2010, 01:03:36 PM »
it needs ichirin and unzan
Fatalities.

Last episode of Shin Mazinger, anyone~?  Ufufu~

Also it needs Ruukoto.  Because come on, atomic robot maid!  How could that not be awesome~?
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Spidere

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Re: The Next Fighting Game
« Reply #68 on: March 26, 2010, 01:37:21 PM »
Last episode of Shin Mazinger, anyone~?  Ufufu~

Also it needs Ruukoto.  Because come on, atomic robot maid!  How could that not be awesome~?

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SELF-DESTRUCT CAUTION CAUTION WARNING WARNING

BOOOOOOOOOOOOOOOOOOOOOOOOOOOOM

Bias Bus

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Re: The Next Fighting Game
« Reply #69 on: March 26, 2010, 02:22:16 PM »
Final Spellcard:

SELF-DESTRUCT CAUTION CAUTION WARNING WARNING

BOOOOOOOOOOOOOOOOOOOOOOOOOOOOM
lol suicide attack.

Double KO.
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Re: The Next Fighting Game
« Reply #70 on: March 26, 2010, 04:01:45 PM »

This is a fighting game we're talking about here, so why you're using characters from a party game as refrence is beyond me. And since the 2nd Ice Climber is AI controlled, it's hardly a 2-character character.

We don't need any blatant trolling, so I'd rather you didn't do that.

All in all, like I said earlier, I'd like to seen something more like IaMP2.  IaMP is pretty much dying finally, and it's sort of sad because well, Hisoutensoku, sure, plenty of people have fun wtih it, but it doesn't stand as a good, competitive game.  I understand a lot of people feel once you're playing a game competitively, you're not having any fun.  This is just not true at all.  Look at any Touhou player who plays Lunatic.  There are plenty of things you have to do to get a really, really good lunatic score run that might not seem fun to you, but I fail to see why they'd play a game like that if they weren't having fun.

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Re: The Next Fighting Game
« Reply #71 on: March 26, 2010, 04:36:04 PM »
Also it needs Ruukoto.  Because come on, atomic robot maid!  How could that not be awesome~?

She would play like Mech Hisui.

... which would be AWESOME.

Kinzo the Astro Curious

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Re: The Next Fighting Game
« Reply #72 on: March 26, 2010, 04:50:51 PM »
Last episode of Shin Mazinger, anyone~?  Ufufu~

Also it needs Ruukoto.  Because come on, atomic robot maid!  How could that not be awesome~?

Bah I wish I could read the text at the end of PoDD lol. something is definately said about that nuclear symbol at the end.

Nobu

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Re: The Next Fighting Game
« Reply #73 on: March 26, 2010, 04:52:10 PM »
If Ruukoto was in the game i'd main her. She'd probably be less robotic than Mech-Hisui at least.

Also, that opens up the possibility of Yumemi/Chiyuri assist summons *_*

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Re: The Next Fighting Game
« Reply #74 on: March 26, 2010, 06:22:04 PM »
I think one of the big issues with SWR is that they greatly expanded aerial movement, but they didn't really add much in the way of attacks that use all that additional space on the battlefield, so combat is too flighty.

Rather than simply restricting it to IaMP movement again, I think it'd be interesting to reinvent the system so that aerial combat was more robust; for instance, being able to hover and do floating combos in midair, and having better vertical normals (pretty much every 8A leaves a lot to be desired...) so that the players could fly around in the air and open up a whole new dimension for zoning. It'd be highly experimental though, and would take a lot of patching to get right, probably. Still, I'd rather see something new than just go back to IaMP.

My favorite thing about SWR is all the alternate specials, which lets you customize each character to suit your preferences, so I hope that stays in the game.

Do bring back the second melee button though, please T_T

Re: The Next Fighting Game
« Reply #75 on: March 26, 2010, 07:12:31 PM »
imho, you have no way to control which card you're going to get during the fights. Sometimes you'll get lucky and have that skill/spell card come to you, but most players won't realize this.
While IaMP doesn't have 8-way airdashes/flight, certainly it does encourage proper player positioning, and discourage mindless offense. That "lack of movement" is more than enough for someone to cause an aerial guardcrush/guardbreak, which happens way more often in IaMP.

Alternate skills/spellcards are a good thing, they add strategic potential. However the melee nerfs in SWR/Soku did hurt mix-up options, and defensive ones as well.

I liked your proposal about zoning, however combos aren't/shouldn't be more important than intelligent play. Most people seem to judge their own skills by how well they perform combos, instead of improving their offense/defense, as if to impress others.
neku: now for something important.
Translations.
How much time do you guys think it will take for HM to be translated? Besides everyone's story modes and the whole menus, there's also the fact that the way HM's programmed is different from all other games. I bet it'll take two months.

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Toasty

Re: The Next Fighting Game
« Reply #76 on: March 27, 2010, 04:30:07 AM »
Give Meiling a secret 5ATATATATATATATATATATATATATATA combo that instantly K.O.'s the enemy.

This is a great idea.

Also, suwako and sanae should have the option to pilot hisou tensoku.

warpshadow

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Re: The Next Fighting Game
« Reply #77 on: March 27, 2010, 04:45:07 AM »
Nitori in the next game would be nice.
Four other nice characters as well

Maybe some of this http://danbooru.donmai.us/post/show/640404/blue_hair-brown_hair-camera-double_spoiler-geta-gh
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Chainsaw Guitar

Re: The Next Fighting Game
« Reply #78 on: March 27, 2010, 02:16:14 PM »
We don't need any blatant trolling, so I'd rather you didn't do that.

I don't understand. How was I trolling?

All in all, like I said earlier, I'd like to seen something more like IaMP2.  IaMP is pretty much dying finally, and it's sort of sad because well, Hisoutensoku, sure, plenty of people have fun wtih it, but it doesn't stand as a good, competitive game.  I understand a lot of people feel once you're playing a game competitively, you're not having any fun.  This is just not true at all.  Look at any Touhou player who plays Lunatic.  There are plenty of things you have to do to get a really, really good lunatic score run that might not seem fun to you, but I fail to see why they'd play a game like that if they weren't having fun.

It'd be nice to have more roster variety, but I don't think there needs to be another game expanding on IaMP. It's perfect the way it is. <3

Bananamatic

Re: The Next Fighting Game
« Reply #79 on: March 27, 2010, 04:34:29 PM »
I don't understand. How was I trolling?
hey bro
join my "accidental trolls" club

Spidere

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Re: The Next Fighting Game
« Reply #80 on: March 27, 2010, 10:02:17 PM »
hey bro
join my "accidental trolls" club

With a free probation for all membe-*shot*

Re: The Next Fighting Game
« Reply #81 on: March 27, 2010, 10:11:23 PM »
It's more likely the next fighter will have a completely new system. I find it doubtful they'll keep soku's system or go back to IaMP. I don't think Tasofro really cares about IaMP much anymore either.

Esifex

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Re: The Next Fighting Game
« Reply #82 on: March 28, 2010, 02:34:31 AM »
Grapples. :O

Nah, don't really see that working too well with Touhou - everything about danmaku screams 'ranged combat', but the melee aspect is still pretty important for a fighting game.

I'm gonna jump on the 'better flight system' bandwagon; I wanna be able to launch up into the air and control my velocity, hover, stuff like that.

Re: The Next Fighting Game
« Reply #83 on: March 29, 2010, 02:03:30 AM »
Well, as Meiling is already in the fighting games, her to-be-wished-as-playable place goes to either Shou or Koishi~

It's obvious Shou's combos will involve her Spear and that Pagoda.. but Koishi would do what?  Punches with her 3rd eye?  :V

Esifex

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Re: The Next Fighting Game
« Reply #84 on: March 29, 2010, 02:57:01 AM »

Kuma

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Re: The Next Fighting Game
« Reply #85 on: March 29, 2010, 03:02:08 AM »
Koishi would flail around like a retard unintentionaly hitting her opponant. Or is it unintentional?
Wotters gonna' wot


Gpop

Re: The Next Fighting Game
« Reply #86 on: March 29, 2010, 03:03:28 AM »
Lots of hearts bouncing off the screens.

...oh wait. Sakuya already does that with her knives >.>

Esifex

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Re: The Next Fighting Game
« Reply #87 on: March 29, 2010, 03:04:57 AM »
All kidding aside, I reckon Koishi would be counter-based. Trick the opponent into hitting a counter-pose frame, then unleash a single hard hit. It'd be an annoying, dirty style to fight against, so of course there'd be a massive cooldown after activating each counter attack. Perhaps you could only counter melee hits with one stance, and bullets with another stance.

Her bullets would of course be blobby, slow-moving, slightly-homing hearts.

KrackoCloud

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Re: The Next Fighting Game
« Reply #88 on: March 29, 2010, 03:31:26 AM »
I figure she would have lots of feints and trick-attacks. Kinda like Reisen, but to a higher extent.
Maybe she could have a special that makes people "subconsciously" ignore bullets, making them start out or become transparent.
She could also have similar attack animations so that it's hard for the opponent to tell what she's going to do next.
Yeah, counters would be good too, but so far that's been proven relatively hard to pull off in the Touhou fighters unless she can counter both physical attacks and bullets in the same move. Which would then be horribly broken.

Re: The Next Fighting Game
« Reply #89 on: March 29, 2010, 11:17:20 PM »
Reimu could counter melee and bullets when her counter alt skill (421) was maxed out in SWR/Soku, I liked that move. Recovery time is how you ensure that this feature (in this example and in others; Marisa's 623 can graze bullets and counter melee, for example) isn't broken. (also.. certain counters have startup times, they're not instantly activated)

Of course, if the game/character has throws, they can be used to punish bad "countermove" attempts too :D (plus, most fighting games with said counter systems require the attacked player to guess/react correctly, when he/she needs to counter high or low attacks -- sometimes, mid-height attacks too)
neku: now for something important.
Translations.
How much time do you guys think it will take for HM to be translated? Besides everyone's story modes and the whole menus, there's also the fact that the way HM's programmed is different from all other games. I bet it'll take two months.

lusvik: I don't mind about playing HM in japanese. The language of punching other people is international.