yreval: (Default)
Virtua Fighter.

Virtua Fighter (Sega,1993)

Tekken.

Tekken (Namco, 1994)

Dead or Alive.

Dead or Alive (Tecmo, 1996)

These three games were instrumental in establishing the 3D fighter sub-genre, and are among the most well-known franchises of their creators - Sega, Namco, and Tecmo, respectively. But they weren't their developers' first attempt at fighting games - all three companies had prior experience in 2D fighters, and (for the most part) they had a bit more to them than the plethora of "we have Street Fighter II at home" efforts that clogged up arcade floors in the early to mid 90s.

Holosseum (Sega, 1992)

The title screen of Sega's 1992 arcade game, Holosseum

In 1991, Sega released Time Traveler, designed by Dragon's Lair creator Rick Dyer - like Dragon's Lair, it was a Laserdisc game, but unlike Dragon's Lair, it came in a special cabinet which used a concave mirror to create an optical illusion in which the game's graphics appear as holograms floating on a stage which Sega called the "Micro-Theater". It seemed to perform well, with Japanese arcade trade magazine Game Machine naming it the eigth most sucessful upright cabinet in a late 1991 issue, and it received a nomination for the Most Innovative New Technology award at the 1992 AMOA Awards. But Street Fighter II was the big dog in the arcades by this point, and Sega figured that if they could combine the presentation of Time Traveler wth the action of SF2, they'd have a mega-hit on their hands.

Spoiler alert: they didn't.

Holosseum was released in November 1992 as a conversion kit for Time Traveler. Sure enough, it delivered on its promise of pseudo-holographic fighters duking it out in the Micro-Theater, but that's more or less where the positives end for this game. Of course, you're not going to get the full experience playing it in MAME, but you would think that it couldn't have been too hard for Sega to make this work on a gameplay level, as oppposed to purely as a spectacle. Instead, arcade-goers were "treated" to four playable characters and a play area that consisted of, if I'm being generous, the middle 50% of the screen between the life bars.

Dompayagen, a Muay Thai fighter wearing blue shorts, connects with a high kick on Garrison, a "self-taught martial artist" wearing a pair of greenish-brown trousers

On the other hand, it does have an announcer who says it's always great to see guys in good shape, and who am I to argue?

The shiny metallic CGI head of Holosseum's announcer, telling us that it's always great to see guys in good shape

The final word goes to GameFAQs contributor Anonymommy, who actually went to the trouble of compiling a move list for this game (and is also responsible for the iconic quote: "Chances are there won't be a Strip Fighter tournament coming to your town anytime soon, but that doesn't mean you shouldn't be training for one."):

"Not surprisingly, Holosseum is more fun to watch than it is to play. In fact, playing it is no fun at all. This FAQ is dedicated to anyone who gave it a chance."

Burning Rival (Sega, 1993)

The title screen of Sega's 1992 arcade game, Burning Rival

The second of three Sega games I'm looking at (in order of how interesting I find them, rather than chronologically - while all three games have a 1992 copyright date, the Domestic and Overseas Arcade Game List 1971-2005 indicates a more likely release date of August '93 for this game) is Burning Rival. The game certainly has an interesting art style, thanks to animation studio Zero-One who were responsible for most of the graphics. The backgrounds aren't great, but the character sprites are easily the highlight of this game - they wouldn't look out of place in a game five or more years more recent than this.



The gameplay doesn't stray too far from the SF2 formula; the controls are three punch buttons and three kick buttons, but a few characters have juggle combos (which Street Fighter wouldn't have (intentionally, at least) until 1994's Super SF2 Turbo). Not only that, but when you defeat your opponent with a light punch or light kick:

Screenshot of Burning Rival after Asuka has just finished Mr Chin with a jab. The word "FINISH!!" appears near the bottom of the screen

Were fatalities planned for this game? Are they in the game anyway, and no-one ever figured out how to do them? Who knows? (OK, it's most likely that they thought it didn't look good if you just knocked someone out with a jab, and did this in order to give you the chance to finish them off with something a bit more substantial.)

There doesn't seem to be too much information out there on how this game was received upon release, and apart from the excellent graphics, this game is just... kind of there.

Dark Edge (Sega, 1993)

Title screen of Sega's Dark Edge

This predates Burning Rival by a few months, but feels much more like an immediate precursor to Virtua Fighter. That's because this is, in effect, a 3D fighter - albeit one based on sprite scaling rather than polygons.

Genie vs Thud in Dark Edge. Unlike a standard 2D fighter, the camera is not side-on to the fighters - Thud is in the foreground and Genie is in the background

In fact, it's more 3D than most 3D fighters, as you can move freely into the foreground and background. However, some basic functions are sacrificed in order to make this happen; there is no crouching (except for a "squat attack" performed by pressing one of the game's four attack buttons with the joystick in neutral) and there is a dedicated jump button. There is also no effort to keep the camera side-on; it faces in the same direction at all times, which leads to some awkward moments when one fighter is blocking your view of the other. The game does acknowledge this in one of the continue screen hints, to be fair.

The continue screen in Dark Edge. A hint reads: "Keep your position advantageous! Don't be hidden by your opponent."

In a report on the ATEI '93 trade show in the April 1993 issue of Sega Zone, Rik Haynes was enthusiastic about this game, rating it at 4/5 - although in the same report he rates Holosseum (spelled "Holsseum") at 5/5 and seminal puzzle game Puyo Puyo at 1/5. Sega Zone does not seem to have been a particularly high-quality publication, is what I'm saying. In any case, Dark Edge is a game with some interesting ideas, but not the best execution.

Knuckle Heads (Namco, 1993)

Title screen of Knuckle Heads

For their initial entry into the genre, Namco decided that adding another two players to the mix was what they needed to differentiate themselves from SF2. Start up a single player game and it doesn't look too different to SF2:

Rob Vincent vs Gregory Darrell in Knuckle Heads

Insert a few more coins, though, and this is what awaits:

Rob Vincent, Teashi FUjioka, Christine Myao and Gregory Darrell in a four-way fight in Kuckle Heads

It's a three-button game, with high attack, low attack, and jump buttons - because while the one-on-one mode functions like most other 2D fighters, with all the action taking place on a single plane, in the four-player mode you have a bit of Z-axis to play with, much like a scrolling beat-em-up. Another feature of this game is the "aura moves"; by holding down an attack button for a second you make that attack more powerful (holding it for two or more seconds makes it even more powerful), and there are aura special moves in which you hold down a button, perform the joystick motion for a special move, then release the button - sort of like the EX special moves in more modern fighting games, except instead of using a meter they're done with a more elaborate command (Fighter's History Dynamite has something along the same lines).

Namco brought in some serious voice acting talent fror this game; Rob and Gregory are voiced by Nobuo Tobita (best known at the time for playing Kamille Bidan), Takeshi by Toshiyuki Morikawa (Tekkaman Blade), Christine by Megumi Hayashibara (female Ranma), and Claudia by Kotono Mitsuishi (Sailor Moon).

As with Burning Rival, information on how the game was received is not easy to come by; the game's Wikipedia page states that Japanese publication Game Machine rated it the seventh most-successful "table arcade game", whatever that means, in an April 1993 issue, while US publication RePlay reported in their November 1993 issue that it was the 19th most popular arcade game at the time. Personally, I liked some of the ideas, but not so much how they were executed, so it's a bit similar to Dark Edge in that regard.

Touki Denshou: Angel Eyes (Tecmo, 1996)

Title screen of Tecmo's Touki Denshou: Angel Eyes

Picture the scene: you're walking through a Japanese arcade sometime in the summer of 1996. In the corner of your eye, you catch a glimpse of the attract mode of a new game.

Chibiko, a girl wearing a PE uniform consisting of a white Y-shirt and blue shorts, in the intro to Touki Denshou: Angel Eyes

Highway Star, a woman wearing red an black motorbiking overalls

Mysterious Pwer, a woman wearing a green and brown leotard

OK, we've got some decent pixel art, some of the character names are extremely silly but we can live with that, I'll go ahead and insert my 100 yen...

Reika, a woman wearing a red and white dress. Unlike the previous three characters, her portrait is CGI and not pixel art

...sorry, what???

If you're wondering how this weird mishmash of pixel art and CGI came about, then you're in luck as the game's planner, Jun Hasunuma, kept a development diary, which was translated into English by Sudden Desu. A brief summary: the project started out as a way to utilise assets from a cancelled Ninja Gaiden sequel. Eventually, this becomes an all-girl fighting game similar to Asuka 120% or Variable Geo. One of the game's artists experiments with CGI while designing a new character; management sees this and says "excellent, can we have the remaining characters done like this, please?".

(There's a half-hearted attempt at a storyline explanation for this; the fighters have all been posessed by angels vying to become the archangel, and in the case of Kiriko and Reika, they are described as being more synchronised with the angels, resulting in their more metallic appearance. Also, their full names are Kiriko Kasumi and Lei Fang respectively; despite this, the developers, in the Touki Gentei fan book, disclaim any connection to the Dead or Alive characters of the same names. As for Lina, she's a cyborg.)

The game goes through further difficulties, nearly getting cancelled, before finally releasing in June of 1996, a few months before its more famous stablemate Dead or Alive hit arcades.

With that being said, how does the game play? Much like the aforementioned Asuka 120%, this is an early example of what these days we would call an anime fighter. There are four attack buttons - LP, LK, HP, HK, KOF-style - which can be chained together in that order. There is a massive range of movement options by the standards of the time, including some which are still, as far as I can tell, unique to this game (quadruple jumps, mid-air spot dodges). Each round starts with the characters leaping towards each other, suggesting that the developers really wanted to show off this game's aerial movement, and there are no corners - the stages scroll infinitely.

Its most well-known gameplay quirk, though, is how combo damage is worked out. By this point, the convention had been established that as the length of a combo increases, the damage each hit does, as a percentage of its base damage, decreases; otherwise known as damage scaling.

Touki Denshou: Angel Eyes... does not do this.

Here's what it does instead:


Yes, that is a touch of death combo starting from a throw.

That said, there seems to be a bit of a competitive scene for this game, despite (or maybe because of) its idiosyncracies. It helps that, unlike the other games here, it can be played online via Fightcade. Not only that, but there's a wiki for this game on Mizuumi, the number one source for info on obscure fighting games, and there's an excellent FAQ by afroshouji which was updated as recently as last year (despite the initial version dating back as far as 1998).

This is also the only one of these games to have received a somewhat contemporary console port; this was released in Japan for the PS1 in December 1997, about 18 months after the arcade version. It adds pixel art versions of Kiriko, Lina, and Reika as unlockable characters, although the wild gameplay is left more or less untouched.

Out of all the games covered here, this was the one I found the most interesting by far. Had the development team been given more time to properly finish this game, I reckon this could have been decently popular. As it is, it's more of a weird-looking curiosity, but if I had to recommend one of these games, this would definitely be it.

Conclusion

Of the five games covered here, the only one I would call a clear-cut dud is Holosseum. The other four all have something to help them stand out in the 2D fighter marketplace, and in particular I think Touki Denshou: Angel Eyes could have become a bit of a cult classic with a little more polish.

Sega and Namco were not entirely done with 2D fighters after this, either; Eternal Champions arrived on the Mega Drive shortly after Virtua Fighter hit arcades, and Namco had a couple of efforts in 1995; in the arcade, The Outfoxies introduced the idea of the platform fighter, while on the 16-bit consoles, a US-based team including former Capcom employees James Goddard and Dave Winstead put out Weaponlord, an early attempt at online versus play with the XBAND system.

Until next time...

yreval: (Default)
From 2015 to 2022, Celtic Throwdown was an annual (except 2020, for obvious reasons) celebration of fighting games and the Irish scene, held initially in the Ashling Hotel near Dublin city centre, and then in the Crowne Plaza Hotel in the north-western suburb of Blanchardstown. During its run, it attracted some big FGC names to Dublin; Daigo Umehara visited in 2017, and I played - and took a game off - future SFV Evo champion Problem X at the inaugural CT:


Unfortunately, not long after CT2022, AJ and Doom (organisers of CT, as well as occasional one-day tournaments in Dublin) retired from organising tournaments, and we've yet to see anything like it in Ireland since then. The closest we've come was on the weekend of November 2nd and 3rd, when Irish Gaming Market hosted a number of fighting game tournaments as part of its Winter 2024 edition.

Starting last year, Irish Gaming Market, billed as "Ireland's Gaming and Pop Culture Market", have been organising, well, gaming and pop culture markets every four months or so. This wasn't their first event with FGC involvement - the previous event, in July, saw tournaments for Street Fighter 6, Tekken 8, Guilty Gear Strive, and an early build of the upcoming, Irish-developed, indie fighting game Moonatics. I considered going, but the event took place in Gormanstown, which is a nightmare to get to from Belfast if you don't drive, thanks to Ireland's almost non-existent public transport. The November edition, though, would take place in the much more accessible Dun Laoghaire, so I headed down to the Royal Marine Hotel for the weekend.

The main floor was just off the right hand side of the hotel lobby, playing host to booths selling retro games and consoles, as well as gaming and nerd culture related arts and crafts.

The main floor at Irish Gaming Market
The main floor at IGM.

Some retro games, consoles, and accessories laid out on a table, including NES, SNES, N64, Atari Lynx and Jaguar, Sega Mega Drive, Saturn, and Dreamcast.
Have you played Atari today? If not, IGM gave you a chance to put that right.

On the balcony overlooking the main floor, there was a free play area with some consoles set up, as well as Stepmania and some bartop arcade emulation cabinets.

A bartop arcade cabinet displaying the Karnov's Revenge title screen
Karnovember comes to IGM - albeit with a stretched image with a Vaseline filter, and really poor quality joysticks.

Behind the balcony there was a corridor, at the other end of which was the fighting game tournament suite, where I'd spend most of the weekend.

A general view of the tournament suite at IGM

I entered Guilty Gear Strive, Street Fighter 6, and Tekken 8. Here's how I did in each game:

Guilty Gear Strive
Character: May
2 wins, 2 losses
=17th out of 42 players
Winner: mattie

Just two days before the tournament, Arc System Works dropped a major update featuring the returning character Dizzy and a whole raft of balance changes. As a May player, not a whole lot changed - some minor nerfs to her normals were offset by the ability to vary the distance travelled by Split (the move where she leaps off her dolphin before it hits). Some other characters, though, were completely reworked for little or no apparent reason (my condolences, Millia and Potemkin players) - and ASW seem to have acknowledged that they may have gone a bit too far this time.

This made for an unpredictable tournament. First up, I lost to Birbfish (Ramlethal), before beating vandalhandle (Testament) to start my losers bracket run - but not before the match was interrupted by someone logging into the wrong PSN account on another console (the intended accounts for each console were written on a Post-It note stuck to the monitor - If someone logged into one of those accounts on another console, it would log you out and pause the game). I then won a close match against nate (Sol) to qualify for top 24, where I would be eliminated by Kaztec (Goldlewis).

Street Fighter 6
Character: Terry
2 wins, 2 losses
=13th out of 37 players
Winner: Nutrient

In my first match against Shane D (Ryu) I got off to a decent start - until I dropped a combo near the end of the first round, and it was all downhill from there. The silly mistakes continued against Dinkleberg (Akuma), and the frustration crept in, but I kept it in check long enough to secure the comeback victory. This gave me a match against DDDDooley (Ken), on the stream setup, to qualify for top 16. Game 1 was pretty routine, as was the first round of game 2. Overconfidence was becoming a factor, though - he was trigger-happy with his EX DP, and it was proving unwise to test his reactions on Modern controls.

There's an infamous Street Fighter 4 match I began thinking of at this point:


FSP, a reasonably well-known Rufus player from the UK, came up against Gandhi (not the Indian independence leader, but a local player with a, shall we say, highly unorthodox playing style) in pools at Dreamhack Winter 2013. Gandhi's play is best described as the competitive gaming equivalent of outsider art - he constantly does unsafe moves and goes for reversal DPs at almost every opportunity. FSP has no idea how to respond to this, and while it does seem, for a while, that he has figured out that he needs to play reactively and punish unsafe moves with simple combos, he inexplicably goes back to attempting aggressive play and more difficult combos after winning game 2, with predictable results.

Determined not to play the role of FSP this time, I took a comfortable lead in round 3 and decided to adopt what I like to call the Luigi strategy - as in "Luigi wins by doing absolutely nothing". This worked for a while, but a couple of throws later I began worrying that the comeback really was on. I got the win in the end, only dropping one round in the entire set, but it felt much closer than that. In top 16, I was eliminated after a loss to BreadBeard (Jamie) off-stream.

Tekken 8
Character: Alisa
1 win, 2 losses
=33rd out of 51 players
Winner: Fergus

Right after qualifying for SF6 top 16, my Tekken 8 pool started. I beat Purity (Bryan) before losing to eventual runner-up outterest (Hwoarang). Waiting for me in the losers bracket was Cheez (Bryan), who told me that he recognised me from an online tournament we had played each other in a few months ago.


The match started evenly, with both of us winning a round each - until the Tekken side of the tournament suite lost power due to a blown fuse. The SF6 tournament, taking place at the same time and at the other end of the room, was unaffected, and I played my top 16 match there while the Tekken players were waiting for the power to be restored. Eventually we were able to resume the match, and it wasn't nearly as close as our previous encounter - I don't think I took another round off him.

Overall thoughts
I had a great weekend, and will be eagerly awaiting details of the next IGM. In particular, I'd like to shout out SHIN-A and his crew who ran an excellent fighting game area, keeping well on top of any problems that cropped up. There was also decent prize support, with a total of €2,000 on offer across the weekend's tournaments (300 for 1st, 150 for 2nd, and 50 for 3rd in each game).

As for the "market" part of IGM: my haul wasn't the biggest, but I'm happy with the purchases I did make.

Left: a Street Fighter shadow box, depicting Ryu vs Ken in Street Fighter II. Right: the official IGM sweatshirt
Left: Street Fighter shadow box from memyselfandmisha.com. Right: the official IGM sweatshirt from crazedaristocrats.com.

Until next time...
 
yreval: (Default)
Some time ago (January 26th, 2021, apparently - has it really been nearly four years?), I was bored at work and came up with the idea of writing figting game-related haikus. I posted the first one on Twitter that lunchtime, and by the evening I had a 20-tweet thread of haikus. Over time, I added a few more, and when I started posting on Bluesky and Cohost (RIP) earlier this year I posted them there as well, with a few changes. For my first post here, I though I'd carry on that tradition, along with some thoughts on them to try to explain the joke the wacky world of fighting games.

1) Sakura (Street Fighter)


*ziiiiing* Sho sho sho sho
Sho sho sho sho sho sho *whoosh*
Shinkuu Hadouken


This is the infamous "shoshosho" combo from Capcom vs SNK 2, where A-Groove Sakura activates a custom combo (during which you can cancel pretty much anything into anything else), does a few HPs or HKs for damage, repeatedly Shououkens the opponent, and finishes off with a super (the Midarezakura (qcf qcf+k) is actually a bit more damaging than the Shinkuu Hadouken, but that's neither here nor there).

2) Clark (King of Fighters)

Clark Still, hero of
The Ikari Warriors
Fear the Running Three


The King of Fighters series brings together characters from the Fatal Fury and Art of Fighting series, some original characters, and even a few characters from SNK's pre-Neo Geo days, such as this guy, who comes from 1986's Ikari Warriors. One of his signature moves is the Running Three, which sounds rather silly, but does somewhat describe what's going on (he picks the opponent up, runs a few steps, and slams them to the ground three times).

3) Brian (King of Fighters)


The number one star
You won't see tackles like this
In the NFL


In KOF '98, Brian is a low-tier character with a hilarious gimmick - the Screw Body Press, also known as the Briancopter. Just look at it:

Brian's Screw Body Press, in which he just spins around in mid-air

This move leads to all sorts of weird interactions and combos. It must be done in mid-air, but if you've selected Extra Mode on the character select screen, he can do it out of a dash.



4) Julia (Tekken)


Reforestation
Her environmental plan
Don't forget: subscribe!


Julia Chang was an archaeology student before discovering that her ancestral homeland was in danger of desertification. She turned her attention to genetic research and ecosystem restoration. In Tekken 7, she decides the best way to get attention - and, more importantly, funding - is to livestream her fights. If she ever comes back as DLC for Tekken 8, you can be certain that there'll be a Julia VTuber of some sort.

5) Ganryu (Tekken)


Sumo champion
Now simping for Julia
Tier 3 subscription


Ganryu is Tekken's obligatory sumo wrestler, and is obsessed with Julia, which is ...odd, since he's old enough to have been similarly obsessed with Julia's mother, Michelle.

6) Iori (King of Fighters)

Fireball motion, then
half circle... Playtime is over
Cry, scream, and then die

Iori's most well-known move is his Kin 1211 Shiki: Ya Otome, or Maiden Masher for short, performed with the command qcf hcb+p. The second part is a rough English translation of what he says during it ("Asobi wa owari da! Nake! sakebe! soshite shine!!") - a gloriously edgelord-y quote for a gloriously edgelord-y character.

7) Makoto (Street Fighter)

Cute karate girl
Seichuzen Godanzuki
Ow oof ouch my balls


Seichuzen Godanzuki translates to "five thrusts at different levels along the median line". My headcanon is that the first hit is aimed squarely at the groin, and no, there's nothing you can say to make me change my mind.

8) Zangief (Street Fighter)


Wrestled a bear once
And twice, and thrice, and four times
Большо́й Победа

Being Russian and a wrestler, Zangief will, of course, practice his technique against a bear from time to time, as shown in his Street Fighter Alpha 2 ending.

9) Rugal (King of Fighters)


Genocide Cutter
Diagnosis: boss syndrome
Don't jump at this guy


Input-reading AI + the mother and father of all anti-airs = hours of frustration for jump-happy players.

10) The General (Kaiser Knuckle)


No-one defeats me
I am a perfect soldier
Keep inserting coins


...But if you thought Rugal was OP, check out this video: less than 15 minutes to reach the General, another 45 minutes (and 33 continues) to take him down.



11) Athena (King of Fighters)


Cute psychic idol
"Psycho Ball! Psycho Ball!" Wow!
Voice of an angel(???)


In the early days of KOF, Athena didn't just have a different outfit for each game; she had a different voice actress for each game, as well.



They eventually settled on Haruna Ikezawa, who voices her to this day, despite the cacophonic reputation she's earned since '98. That said, she also voices the decidedly less cacophonic Foxy, as well as a wide range of characters across a plethora of anime and video games. Turns out that the professional voice actress with 30 years of experience is actually pretty good at it! Also, how's this for a bit of nominative (or geographical in this case, I guess) determinism:

Haruna Ikezawa: born December 15th, 1975 (age 48), Athens, Greece

12) Chin (King of Fighters)


This little old man
Taught Athena and Kensou
Stronger when he's drunk


As early as '94, he claimed to be stronger when he's drunk, although that wouldn't be reflected in his gameplay until 2002.

13) Jam (Guilty Gear)


Kung fu fighting chef
You burned down her restaurant?
You better watch out


Jam is an aspiring chef who earns enough money through fighting to open her own restaurant... only for Robo-Ky to burn it down.

14) Terry (Fatal Fury)


Lone wolf of Southtown
He's got two letters for you
"OK!" Enough said!


Terry, and his long-time voice actor Satoshi Hashimoto, prove that with the right delivery, even something as simple as "OK" can become an iconic catchphrase.

15) Angel (King of Fighters)


Her secret technique
The most electrifying
move in fighting games


In KOF 2002, each character has a Hidden Super Desperation Move, which can only be performed with less than 30% life. Angel's is this:

Angel from the King of Fighters gestures to her millions... and millions of fans, dashes to one side of the screen, then the other, then drops The People's Elbow on Daimon's roody-poo candy ass... if you smellalalalala what The Angel is cooking!

16) Mai (Fatal Fury)


She says "Me bouncy!"
Or is it "Nippon Ichi!"?
Like her ninja tricks?


The actual quote is "Nippon Ichi", but it was often misheard as "Me bouncy" (at least while Akoya Sogi was voicing the character). It doesn't help that the quote accompanies this win pose:

Mai's "Nippon Ichi" win pose, in which she holds her fan in her outstreched arm and poses in a way that causes her breasts to bounce noticeably

17) M. Bison (Street Fighter)


The most important
day of your life? For Bison
It was last Tuesday


Raul Julia's performance as Bison in the 1994 Street Fighter movie - while dying of cancer, no less - is almost universally regarded as the best thing about the film - not that that's a particularly high bar.

18) Elena (Street Fighter)

Beats are in your head
She is the original
Capcom tall lady


Resident Evil 8's Lady Dimitrescu has gone down as one of the most memorable videogame villains of all time, but it wasn't the first time Capcom had presented a female character of significantly above average height (even if Lady Dimitrescu is another three feet taller, in fairness).

19) Sub-Zero (Mortal Kombat)

Remember? "Whoa-oh
Chinese ninja warrior
With a heart so cold..."


If you're reading this, you're probably familiar with "Mortal Kombat (Techno-Syndrome)", the main theme from the 1995 movie. Well, there was a whole album where that came from, which predates the film by over a year.



20) Cable (Marvel vs Capcom 2)

You called an assist?
Hyper... Viper Beam! Hyper...
Viper Beam! Hyper...


On the ground, Hyper Viper Beam is an unremarkable projectile super with 20 frames of startup and 63 frames of recovery, leaving him wide open on block. If you let your joystick go to up-forward just before hitting those two punch buttons, though, the startup is reduced to two frames, and Cable recovers as soon as he reaches the ground, letting him do it again and again as long as he has meter. Thanks to this, Cable can severely punish almost any whiffed move and absolutely vapourise any carelessly called assists. Here's a famous example from Evo 2006:



21) Marie Rose (Dead or Alive)


Twelve-year-old girl? No!
Really a grown-ass woman!
You don't believe us?


On May 20th, 2011, Nintendo released Tecmo Koei's Dead or Alive: Dimensions for the 3DS across Europe... except for Norway, Sweden, and Denmark. Nintendo's Scandinavian distributor, Bergsala, had concerns about the game's figure mode that let you photograph the characters - including 16-year-old Ayane and 17-year-old Kasumi and Kokoro - from any and all angles. Mindful of a recent child pornography scandal involving a Swedish manga translator, Bergsala erred on the side of caution and opted not to release the game.

In 2014, Dead or Alive 5: Ultimate was released. Among the new characters introduced in Ultimate was Marie Rose, an 18-year-old Swedish woman... who was 4'10'' tall, had a childlike personality, and looked like this:

Marie Rose from Dead or Alive, an adorable little girl wearing a somewhat gothic costume and with her blonde hair in twintails... what do you mean she's 18?
"""""Eighteen"""""


22) Iron Tager (Blazblue)


Insane Clown Posse
Wondering how this guy works
Power of science


The hip-hop duo's 2009 album Bang! Pow! Boom! is best known for the song "Miracles", in which Shaggy 2 Dope delivers the immortal line:

"Fucking magnets, how do they work?"


Someone who'd be able to bring him up to speed is Iron Tager, Blazblue's resident grappler who, in addition to the standard grappler toolkit, can magnetise the opponent with certain moves - a very good thing for a grappler to have, not that it stops him from being super-glued to the bottom of the tier list.

23) Es (Blazblue)


Another cute girl
Wielding a massive sword... wait...
...her name stands for *what*???


Es, introduced in Blazblue's visual novel spinoff XBlaze and joining the series proper in Central Fiction, is a beginner-friendly shoto-type character with huge range thanks to her sword that's bigger than she is. The name stands for "Embryo Storage", which... I'm not caught-up enough on the Blazblue lore to know whether that refers to a literal embryo, but still... huh???

24) Aoko (Melty Blood)


They called her dripless
She called them an ambulance
Comfy sorceress


Aoko has attracted widespread derision for wearing a plain white t-shirt and jeans despite being a Magician (that's in the Tsukihime sense of being able to break the laws of the universe, not just knowing a few card tricks). On the other hand, I think there's something cool about a character with near-godlike powers who just dresses normally.

25) May (Guilty Gear)


Totsugeki! To
tsugeki! Totsugeki!
Totsugeki! To


To those whose only experience of Guilty Gear is Strive, I promise she used to have a more varied and interseting moveset. As fun as it is sometimes to bully an opponent into submission with her dolphins, I've been playing a bit of Rev2 recently, including a few tournaments, and she's so much more interesting in the old games.



26) Arcueid (Melty Blood)


A coincidence?
She looks like that funny cat
If it was human


Neco-Arc has become such a widespread meme at this point that I'm certain that there are a significant number of people that know about Neco-Arc, but not Arcueid. Also: you may be aware that she's loosely based on a model Takashi Takeuchi saw in a magazine, and that the model's identity was recently unearthed:

A woman with short blonde hair wearing a white tuxedo jacket

When the original Melty Blood was still fairly recent, I was lurking on a fighting game forum with a thread on Melty Blood. One of the main posters in that thread was someone who had this picture as their avatar. Not knowing the significance of this picture, I assumed it was someone cosplaying as King from KOF:

King from the King of Fighters, also a woman with short blonde hair wearing a white tuxedo jacket.

27) Gill (Street Fighter)


Illuminati
The mark of my dignity
Scars thy DNA


28) Dudley (Street Fighter)


My DNA shall
remain intact, because you
have no dignity


Many years ago, I made a flyer for a Third Strike tournament at my fighting game locals that consisted of (apart from the details of the tournament itself) a four-panel sprite comic (along the lines of this) that went something like this:

Gill: "The mark of my dignity shall scar thy DNA!"
Dudley: "Good sir, I'm dreadfully afraid that there shan't be any scarring of DNA taking place today. That is because... you have no dignity."

Unfortunately, I think it's lost to time.

29) Iceman (X-Men: COTA/MVC2)


Want some chip damage?
I scream, you scream, we all scream
For "Ice Beam! Ice Beam!"


Iceman in MVC2 is a lean, mean, chip damage machine thanks primarily to his Ice Beam - and on top of that, he takes no chip damage from blocking any energy-based attack (i.e., pretty much any projectile). He's not a top tier character by any means, but he can be very frustrating for newbies to fight against.

In conclusion:


This was partly a creative writing exercise, but mostly an excuse for some anecdotes about my experiences playing fighting games and being in the FGC. Still, I hope you learned something new, or got some amusement out of this. Until next time...

Profile

yreval: (Default)
yreval

December 2025

S M T W T F S
 123456
78910111213
14151617181920
21222324252627
28293031   

Syndicate

RSS Atom

Most Popular Tags

Style Credit

Expand Cut Tags

No cut tags
Page generated Jan. 1st, 2026 12:30 pm
Powered by Dreamwidth Studios