Ever since SFII debuted back in da day (I existed then ahem but wasn’t part of the scene) Figthers have gotten more complicated. Of course, this is a natural evolution as the main companies that developed these fighters (SNK and Capcom I would suppose) are appealing to a crowd that has naturally grown with each chapter in whatever series they are releasing.
Following this strategy though, alienates gamers who come into the scene farther down the line. New players now have to memorize sixty hit combos, kara throws, obscure attack motions, what have you.
I’ve had this idea for awhile, but it’s never blossomed because … well, I’m just one dude. I’m not proposing anything, this is just that; an idea. I haven’t thought much about getting mainstream players into 2D fighters, it just happens that this idea itself collides well with what it would take to get a large slew of people interested in 2D fighters again.
It’s really simple. An online 2D Fighting Game for the PC. Yes indeed. Now instead of having to advertize to one specific country; the game is open to the entire world. Even if it’s not a smash hit, even the curious will check it out. The bonuses of it being for PC and online are obvious. Again, access to the game by the whole world. And updates. Imagine a 2D fighter that is updated constantly with fixes, new characters, new levels, new moves and so on. And very frequently. And since it’s an online game, you have your scoreboards and character rankings. Who will be the best in the world? It’s pretty exiciting, as far as competitive 2D fighters go.
The fun doesn’t end there. We’re not talking about a technical jazz fest that is CvS2 with enough options to make a child’s head explode; the game would be geared towards getting the mainstream casual gamers started but would be playable by serious contenders as well (since they are the ones that have kept this genre afloat, myself included). Easy to play but difficult to master so to speak. Not 3S type standards though.
Here would be the layout. 2 kicks and 2 punches. Light link into hard attacks (lp xx hp). All characters have this ability (chain attacks). A special move can be connected after a chain. A super can be connected after a special move. All special move motions are qcf/qcb. No half circles, full circles, charge garbage, front to back to up to china etc. motions. Supers are the SAME but with two kicks or punches. So a nice combo would go like this. lp, hp, qcf+p, qcf+2p. Crouching normals can be linked too, standing to crouching normals as well, st. lp xx cr. hp for some mind games for example.
It doesn’t stop there though. Jumps are short. No ten foot in the air type jumps. Short hops. And all airbourne normals cause knockback. None of this jump-in combo garbage. Air attacks are overhead and they cause knockback. Simple. Effective, what one would expected from a jumping attack.
I should mention too. No throws. Yes sir. NO THROWS. Newbies rejoice. No more frusteration and turtling to your hearts’ content. Command throws are still in. And boy are they ever qcf/qcb for you command grab lovers. No links for command grabs though, that’s unfair.
And that’s pretty much it. Think about it. An online 2D fighter that is really easy to play (super fun … at least it sounds fun) and because it’s online it’s accessed by everyone. Seasoned players would feel at home and new players wouldn’t feel overwhelmed. We’d get lots of players that play the game once, and actually stay for more.
Please comment on this. Cause I seriously think it’s a good idea. Unfortunately, it’s just that. An idea.
As a note, I would feel there might be too much turtling. But I think the short jumps with knockdown and overhead properties would eliviate much of that. Another problem might be expert players realizing the value of command throw characters
Here are some ideas for graphical style;
SamSho/SNK (kinda) style 16 colors —
SFIII style 32 colors —
Don’t think because it’s a simple game to play that the roster will be a shoto-wannabe fest either