Thursday, 4 December 2014

04/12/2014 - Counterpick

Counterpicking is when you pick a character with a statistical advantage over that of your opponent's character. Some people tend to look down upon this practice because certain players say that you have an unfair advantage over their character whilst others believe this is a strategic choice and a matter of opinion.

I believe it is a strategic choice if it is organised that in a best of 5 each player switches sides of who gets the first pick each match, rather than just waiting for your opponent to pick every match.

Tuesday, 2 December 2014

02/12/2014 - Charge Moves (Charge characters)

A move whose command input involves holding (charging) either a direction on the joystick or button(s) for a brief period of time. This kind of move is most popular in 2D fighters, although it is occasionally seen in 3D fighters (more commonly as a button charge than a joystick charge).
When you've held the direction down long enough for your charge move is ready, charge buffering is preparing a charge move to be ready.

Here is an in depth explanation of charge characters.

Characters often have 2 charge moves, one of them is generally when they hold the down direction then move the joystick up, the other is when they hold the back direction then move the joystick forward. Both of these charges can be buffed by holding the down-back direction ( look at 1 or 3 on the numpad).

Sunday, 30 November 2014

30/11/2014 - Weapons Fighter

A fighting game where most or all characters have weapons, and there are gameplay rules that involve these weapons (such as how to disarm and rearm weapons). The first high-profile example of this was the Samurai Shodown series, but the more common modern example is Soul Calibur, as all of the fighters are armed with melee weapons.
Here is some gameplay footage of Soul Calibur a weapons fighter.

Thursday, 27 November 2014

27/11/2014 - Anti Air


An attack done from the ground serving the purpose of attacking an opponent who is in the air. Moves of this kind generally enjoy high priority or are upper-body invincible.
Because street fighter has no air dash jumping in the air is generally a bad idea, for this reason the type of set up that guile was doing is far too strong in street fighter. This leads to matches where to players are standing on the ground throwing projectiles at long range or safe poke and medium range. Those types of matches are boring to watch and we would like to avoid that in our game.

Tuesday, 25 November 2014

25/11/2014 - Chip Damage (also Block Damage)

The reduced damage a character takes from an attack while blocking. Generally an extremely small amount; in some games, normal moves do not cause this. The term refers to the visual effect of the player's life bar being "chipped" away, bit by bit. Also refers to a type of fighting that relies soley on causing such damage.
9 seconds into this video there is an example of chip damage.

Sunday, 23 November 2014

23/1/2014 - Throws (or grabs)

Throws are block defeating moves that usually involve pressing an attack button and occasionally a direction at extremely close range. A predefined animation typically plays that ends up with the opponent taking a reasonably significant amount of damage. This can be used to punish people blocking or add mix-up to combos. It is possible, in some games, to either minimize or negate a throw, usually done by throwing back as soon as one is thrown.
https://www.youtube.com/watch?v=uQgyvR50IBg
Above is a compilation of all the throws in the game titled "Aggressors of Dark Kombat" in english.

Tuesday, 18 November 2014

18/11/2014 - Blocking


When a character is blocking, he/she is in a defensive state that protects him/her from being damaged by his/her opponent's moves (or, in certain cases, softens the damage). Blocking is often performed by tilting the joystick away from the player's opponent, otherwise a specific button is used to block. Usually there is more than one kind of block (most often "high" and "low"), each of which protects against and is vulnerable to different classes of moves. In most games, blocking can be countered by a throw (grab).
Here s an example of a move being blocked in street fighter 4.