Giving SNK characters unique EX moves in a fighting game. Iori, Kyo, Terry, Ryo, K' game theory ASMR
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Honestly even though I came up with it just thinking about trying to find weird and wacky combos with the terry idea I talk about gets me kinda hype lol.
Anyway again the goal is to make sure every character uses the system in a unique way and once again I think I show examples here that you can actually do that. Not every character has to be the same. You dont need homogenized ex moves and you can make characters unique. Also with the system ive showed you can even make "troublesome" moves like lets say ioris 8 wine glass super here actually work. Thats a move that has always been besides in cvs1 a move that generally is terrible and has almost nigh use. Here we can actually make the move make sense and have uses.
Even the OTG grab I show here as a ex move gives a chance to show off the system. Again generally I think you should have to hold it when you get knocked down, if your character doesnt have a actual reversal then if you are knocked down you should have to spend meter to use a delay get up, recovery roll, or give every character a unique wake up attack. Well heres a example of lets say iori since we dont want to have characters be to saturated with supers but still want to throw some love to the lore of those moves maybe one of his ex moves is a OTG grab and it does huge damage. However this would be a example of technically something that generally isn't guaranteed since when a character hits the ground if they want to use one of their orbs/ex meter whatever for versatility this is a example of they could use this in situations to get out of that damage which is a fun little battle of meter that is specific only to a situation like this gambling wise.
Showing off the idea I dont want characters having over saturated supers so put some of those supers he had in other games as maybe his alpha counter, and or recovery attack, yea that one slash super has a huge hit box and it looks crazy there and you might think thats crazy for a alpha counter. But you can have it do low damage, and looking at iori his ex moves generally he also has to have super to do, and the one that isnt, isnt always guaranteed anyway, so I would be fine with giving him a "crazy" alpha counter so he has ways to use his versatile meter in maybe some more "free" flowing ways lets say.