Lots of technical talk over on this forum... How about something a little new, for a change?
Over the course of years, so many newer fighting games have been getting trials and challenges: 3rd Strike OE, Street Fighter IV, BlazBlue, you name it. At first, I didn't care, but after finding out how useful and helpful this mode and feature could be, I felt a little saddened that 1.07 for PC was a bit of a shoddy port with nothing special added other than Powerd Ciel, Archetype, and character balancing. Which, I'm not complaining about. I love what they did to make more characters useful and have more depth. But wouldn't it be great if this game had a challenge mode?
It's probably silly to just generate a list of combos that are doable on a forum of all things. It'd be cool if it was actually programmed into the game itself, which it isn't sadly. But let's just use our imaginations for a moment...
What I especially loved about BlazBlue's challenge mode in specific was that even though some of the challenge combos were impractical, they can very well be optimized for practical and personal use. Your damage might go down compared to the original damage, but damage isn't everything, right? I kind of wish for Melty Blood to have this sort of thing as well, just for shits and giggles. I can imagine a lot of combos being easy, but some characters have legitimately hard stuff that's also practical. At least for me...
I can probably just get a list started, but as for turning on MB and seeing what's doable and practical, I'll try to get that done later on. Not too much in the mood right now. But there are a lot of characters I'm very familiar with and can do without any hassle. So here we go...
Things to think about:
- Would each moon have their own "challenge", or would it be spread throughout the entire character? And why?
- Who would be the main challenge dummy? Similar to how it's always Dan is Street Fighter IV or Bang in BlazBlue. Or would it be better if it was more like 3rd Strike OE where the opponent and stage always changed based on what challenge you're on for character specific combos? And why? Ciel is now the challenge mode dummy.
- What should the main focus of the challenge mode be? A series of easy to hard combos to challenge how good the player's execution and dexterity is? Or should be actual practical stuff that anyone from a newbie to a hardcore pro could quickly learn from? And why?
- And why?Contributions:
Anyone who has a dropbox that would like to contribute to this challenge mode, feel free to. There's a neat sharing feature where if you add or update something, it updates on both (or all) ends of the spectrum. That way, if multiple people collaborate and update characters they're personally familiar with, this whole process could most definitely go faster. Feel free to PM me for details.Green
= Not Sure If CompleteAvailable Challenges:How to Read CombosAozaki Aoko Crescent Half FullArcueid=Brunestud Crescent Half FullArima Miyako Crescent Half FullCiel Crescent Half FullKishima Kouma Crescent Half FullMichael Roa Valdamjong Crescent Half FullPowerd Ciel Crescent Half FullRiesbyfe Stridberg Crescent Half FullSion Eltnam Atlasia Crescent Half FullSion TATARI Crescent Half Full