The Quest - Dan Ku Ga
"I'm on a quest to play every fighting game ever, and I'm taking my friends along for the ride."
If you haven't heard of Dan-Ku-Ga, that's entirely understandable, as it's an unreleased revision to a revision of a game that was never ported to home consoles, who's sequel and jump from 2D to 3D was cancelled and turned into another IP entirely. It's really cool, though. It's essentially a game created during the Street Fighter II boom of the early to mid 90's, trying very hard to be Taito's version of Capcom's game, and it's way more solid than the attempts of others to do the same.
Although it's predecessors had some king of strange multi button scheme where despite having 6 buttons, each character had 10 normals, DKG does away with that and plays traditionally as a 6-button game. the extra attacks are either removed for redundancy, or turned into command normals done by holding a direction and pressing a button. Strangely, this game also features a universal divekick mechanic, where pressing down and all three kicks in the air will do a character specific dive attack. Even the boxer can do this. Another thing everyone, including the boxer can do is double jump, but only after havin an air attack hit or be blocked. This leads to all sorts of strange mixups and pressure, and air-to-air exchanges that can carry the opponent all the way to the corner from midscreen.
The super meter is also unique in the fact that once it charges, it simply enhances the next special attack that hits. This is similar to Darkstalkers, except without the time limit, and the move is not wasted if it's blocked or misses. Every character also has a desperation attack, which they can do as many times as they'd like once they reach low health.
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