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Fighting Game Movelists


LansingWolverine

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Man, I've been gone for a while.
Anyways, I've been working on something since June. It's multiple movelists for different characters for a 2D fighting game that some of my mates have been working on. We're still looking for help for character designs and such since our team is only 3 people. I've been assigned to help create the game's battle system. I've already created the basics and around 10 characters already, but I've only finished 2 characters. The point is I want to get your guys opinions on the system I've created. I'll update this when I finish more characters, as at least 80% is probably going to change. Also bear in mind it's my first time doing this kind of thing, so it's kinda sucky.
 

Battle System

Spoiler

Move List Explanation


Command
Move Name
Move Type
Explanation (optional)
Button and EX properties

 

Move Types

 

Air Throw: An air throw.
Anti-air: They usually cover a good amount of air or can setup nice combos. Typically good against people who jump in too much.
Balance: Usually just a projectile assist.
Capture: A move that captures the opponent. Sets up combos, catches them off guard and can sometimes combo into a Rage Finisher.
Dash: A move that gets the character dashing right at the other side of the screen. Usually does good damage and shoots the opponent away if they are trying to pressure.
Enhance: Usually something fast or speedy, kind of like a dash.
Expansion: Something fairly different for each character.
Ground: A move that usually helps in ground pressure, usually as a projectile on the ground or a strong attack that covers a good amount of the stage.
Heal: A move that if finish, you regain some health.
Launcher: A move that launches your opponent in the air for combos.
Projectile: A projectile attack, helps with defense and also helps your zoning game. Some projectiles are better than others, though.
Rekka: An attack that has multiple follow-ups that forms combos.
Throw: If the opponent is right next to the character, they then will be thrown. Some do good damage and some lightly toss them in the air for combos.
Variety: Something that differs between all characters, and has different outcomes depending on how you use it

 

Health Values
5 = 1200
4 = 1100
3 = 1000
2 = 900
1 = 800

 

Commands
DF = Down-Forward
DP = Dragon Punch (Shoryuken motion)
RDP = Reverse Dragon Punch
DB = Down-Back
HCF = Half Circle Forward
HCB = Half Circle Back
360° = 360 motion
= Charge backwards
[D] = Charge downwards
[DB] = Charge down-back
P = Punch
K = Kick
2P = 2 Punches
2K = 2 Kicks
3P = 3 Punches
3K = 3 Kicks
(P) = Mash Punch
(K) = Mash Kick
(Air) = Can be done in air
[Air] = Air only

 

System
6 button
LP+LK = Throw
MP+MK = Active (changes with char)
D+MP+MK = Power Charge
HP+HP = Passive (changes with char)
-Passives last 5 seconds
-Passive bar fills with hits to and from opponents
3 meter bar
EX Moves performed by 2 punch/kick
At 15% health, Rage is enabled
-Attack power increases by 10%
-Gains a meter
-Can use a new move that always does 33% health of opponent (3 meter)
-Music changes

 

H = Health
P = Power
S = Speed

 

 

Basic Shoto character

Spoiler

Shoto

 

(Basically Ryu)

 

H = 3
P = 4
S = 2

 

DF P
White Fire
Projectile
Button determines speed
EX is a 2-hit

 

DP P
Dragon Punch
Anti-Air
Button detemines height and speed 
EX version is invincible to projectiles

 

DB K
Tiger Kick
Expansion
Button determines number of hits
EX ends with wall bounce hits

 

DF K
Donkey Thrust
Expansion
Button determines strength and distance
EX is a wall bounce

 

Passive
Dragon Stance
Moves do 5% more damage

 

Active
Oxien Strike
Focus Attack
Hold to change power
Can be cancelled into a dash for 1/3 of Passive meter

 

Rage Finish
DF, DF P
L.Dragon Punch into giant 10-hit White Fire and a EX Donkey Thrust

 

 

Dulton-like character (added since it's a odd character that I feel could potentially give some variety)

Spoiler

Traveling Street Fighter

 

(Basically Dulton from Double Dragon Neo Geo)

 

H = 3
P = 4
S = 2

 

(P)
Blazing Fists
Enhance
Button determines number of hits
EX hitting 7 times and ends with kick

 

DF P
Spicy Toss
Projectile
Button determines number of projectiles
EX throws giant projectile

 

, F K
Italian Special
Dash/Throw
Button determines distance
EX goes full-screen
When dash connects with opponent, SF punches, knees, and throws opponents to the ground.

 

Passive
Spice and Herbs
All moves give a bleed that deals a quarter of the original move's damage over 2 seconds.

 

Active
Venice Bridge
Activates a jump at opponent.
If opponent is down, SF jumps on top of opponent and punches their face 4 times and jump off.

 

Rage Finisher
Neo Grapevine
Dashes at opponent. If connects, then opponent get elbowed, knee'd, then gets hit by a 12-hit Blazing Fists then ends with a suplex.

 

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