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Sirlin on Game Design, Podcast Episode 12: Easy Special Moves

http://www.sirlin.net/posts/sirlin-on-game-design-ep-12-easy-special-moves


This episode is about fighting games that want to make special moves easier to do. Whether that's good or bad isn't really the main focus of the episode, it's more about what it means at all.


What is a game with "easy special moves" actually trying to do? Moves being easy—in and of itself—tells you nothing about whether the techniques and combos in a game are easy to do or not. Examples from Guilty Gear, Soul Calibur 5, Smash Bros (including a plea for modders to make Sirlin a mod with simpler controls for Smash), Street Fighter 2, Street Fighter 4, Rising Thunder, and Fantasy Strike.


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Comments

Also, one technique in Smash that I think is ridiculous is Jump Toss Cancelling. When you have an item in your hand (say, Link's bomb), you jump and immediately throw the item so that you dont actually leave the ground. This does two things. It reduces the recovery frames of throwing the item so that you can act faster after throwing an item. It also preserves horizontal momentum when you throw an item upward. The easiest way to practice and see this in-action is with Toon Link. You pull out a bomb and can run forward, jump toss cancel the bomb forward, and actually re-grab the bomb before it touches the ground due to your recovery and momentum.

Thanks for the shoutouts! I ran into Choi a few times at SJSU's arcade way back in the day. I was probably something like 1/32th Choi back then, so I'm glad I've improved to 1/10th Choi =].

I can't figure out how to reply to comment chains on mobile, and I haven't heard the podcast yet. But you can parry chunli SA2 before or after the flash.


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