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ProjectLDV
05-14-2011, 01:20 AM
I'd really like a fusion BL/SF like game engine.

I like the BL animations but I don't really like the big focus on dial chains. I'd like it more SF-like or Tekken like where there are single strikes with 2-3 hit attacks & a few longer dial chains.

The basic system would be LA(light attack-square), HA(heavy attack-triangle). KA(ki attack-circle), Jump(X). L2(Aura), L1(Guard)....R1 & R2(can be customized with LA + HA/& other button combinations)

Directional buttons - Forward - Move forward, Back - Move back. Down - Crouch, Up -Hop(used to dodge lows)

LA+HA = Another type of strike(think Tekken & SC)

Aura+LA/HA/LA+HA = Ki enhanced melee attack.

Guard+LA/HA/LA+HA = Throw/Grab

Jump then LA/HA/LA+HA = Jump melee attack

Jump then Aura+LA/HA/LA+HA = Ki enhanced jumping melee attack

Aura+ki = Supers/Ultimates

Guard+ki = Ki enhanced defensive measures(sonic sway/teleport escapes/counters/combo breakers)

Jump + ki - Jumping ki attack

Jump+Aura+ki - Jumping Super/Ultimates

LA/HA/LA+HA+ki = Extra attack

LA/HA/LA+HA+ki+Aura = Ki enhanced extra attack

Double tap forward = dash

Double tap forward + Aura = Super dash

Double tap back = backdash

Double tap back + Aura = Super backdash

Up + Guard = Sidestep

Down+Guard = Sidestep(other direction)

Forward/Backward Movement+Guard = Advancing/Retreating Guard

Jumpx2 - Double Jump

Up+ Jump = Hover

Up+Jumpx2 = Fly

Jump+Guard

(While flying..all melee becomes air combos...air guard defends against all, all ki enhanced defensive options remain the same)

Animations are taken from the show obviously & with that as a base creativity will fill in the blanks. Juggles will be limited to 2-3 hits, any damage done in the air will be done by air combos(ala CC2 Naruto games).

Characters like Goku, Vegeta & Cell Saga Gohan will be rush down characters.

Characters like LSSJ Broly, Bojack & Super 13 will be big characters with poor combo potential but big damage & multiple grabs

Characters like U.Cooler, U.Gohan & S.Janemba will be hybrid rush down/big men characters.

Characters like Piccolo, some forms of Buu will be zoning/keep away characters.

Every character will either fall into this types or mixtures giving them their own play style & strategies.

The ki button will be used for rapid fire ki blasts, charged ki blasts, beams & other types of basic ki attacks.

Though the commands are the same for every character basically, their options will be limited or expanding depending on the character. The animations & of course the frames will be different varying on the character. What works for one character may not work for another & while characters of the same type may play similarly they differ in other ways.

e.g. Say Goku's jumping LA can chain into his HP starter....however SSJ2 Goku is unable to perform the same attack, where as Vegeta can't chain his jumping attacks because both either knock the opponent away or knocks them down.

e.g. 2 - Broly has more dial chains than Super 13 where as Super 13 has more grab attacks overall.

e.g. 3 - Super Buu is a keep away character whereas Kid Buu is a rush down/keep away hybrid.

I envision Nappa having a real time version of his giant storm & Omega Shenron is one of few characters who can chain his Supers with ease. He can use them as starters, in between combos & enders.

Ki system(Like SB2)

Some ultimates are real time...some lead into a slight cutscene like some in SF4/SSF4.

Roster(Z & GT)

Anything to add? Thoughts? Criticisms? This isn't a real suggestion, just something I've been thinking about for a while now.

Zienzo
05-14-2011, 01:31 AM
Snazzy idea but I don't really know if I would support it. I'm no good at this type of fighter, as I've said countless times. =/
I'm a whole lot better at unorthodox styles.

Badboynic1010
05-14-2011, 01:36 AM
I agree with the character schemes. It seems that it will prevent characters like Nappa from doing the Raging Soul high speed combo on someone like SS3 Goku, which happens in RB2 but should not be possible IMO. So I agree with you

ProjectLDV
05-14-2011, 02:17 AM
@Zienzo - Noted. Its not like the inputs would be super hard, nothing harder than Tekken offers.

@Badboynic - Yeah, the whole idea is balance. Rushdown pixies get high combo potential but with lower damage(with few exceptions), also damage scaling stops things from getting out of hand though I'd like to not have those MvC style mega long combos.

Big men/Grapplers have slower movement speed & strike speed, however some of their attacks cause guard stun or crack guard, they have more priority, of course due to limited combo potential they get big damage(damage scaling on some links & combos kicks in before it gets out of hand of course)

Zoning/Keepaway characters will have poor defense & poor attack power(in most cases), some will have good combo potential...others may not.

Hybrids(which a lot of the roster may come under) will have varying stats for balance...

The idea is to balance each character as much as possible while keeping variety.

A game of this nature may attract the budokai crowd as well as a portion of hardcore fighting fans. & if I were developing this, I'd have that in mind. The more the merrier. Who knows, if done right, it could get a chance to shine in an EVO season.

Frieza_Soldier
05-14-2011, 02:22 AM
I want to see a dragonball game/Dragonball exclusive on ps3/360 with that engine. We'd then get a suitable game at their fitting level of fighting. They never felt in place with Tenkaichi. In 2D even Kid chi chi can be a good character. Even with BL's current engine where Ki isn't the prior thing but the fighting, it could work. However fans would complain about not Teen gohan or whatever. Why does no one respect DB? is it because it has too many kiddy adventure games?

ProjectLDV
05-14-2011, 02:42 AM
I agree FS, however in my opinion the highest selling part of the DB franchise is the Z portion. Is there anything in my idea you would change or alter? Any particular features or effects you'd like to see?

What I see in my head is a bit similar to SSF4.

Anyone with a Super Kamehameha Ultra/Ultimate would have animations similar to Ryu's Metsu Hadouken, you'd see the close up, that intense flaming sound effect, the beam forming & glowing then BOOM....epic beam of ownage(since the only defense would be to teleport/energy guard or simply block), the chip damage would be crap.

16's Hell flash would be a grab like Guy's 2nd Ultra.

PS - If you'd all like..in my free time I could post & describe entire move lists for each character(with video assistance) & I'd describe the properties & use of each attack.

Zienzo
05-14-2011, 03:39 AM
@Zienzo - Noted. Its not like the inputs would be super hard, nothing harder than Tekken offers.

@Badboynic - Yeah, the whole idea is balance. Rushdown pixies get high combo potential but with lower damage(with few exceptions), also damage scaling stops things from getting out of hand though I'd like to not have those MvC style mega long combos.

Big men/Grapplers have slower movement speed & strike speed, however some of their attacks cause guard stun or crack guard, they have more priority, of course due to limited combo potential they get big damage(damage scaling on some links & combos kicks in before it gets out of hand of course)

Zoning/Keepaway characters will have poor defense & poor attack power(in most cases), some will have good combo potential...others may not.

Hybrids(which a lot of the roster may come under) will have varying stats for balance...

The idea is to balance each character as much as possible while keeping variety.

A game of this nature may attract the budokai crowd as well as a portion of hardcore fighting fans. & if I were developing this, I'd have that in mind. The more the merrier. Who knows, if done right, it could get a chance to shine in an EVO season.

Which...I'm completely awful at...lol...

donkeyjack
05-14-2011, 04:04 AM
Eh, I don't like the idea, but it's creative, tho.

ProjectLDV
05-14-2011, 04:04 AM
XD, what I mean is most inputs would be simple like(forward, back, down, up) + LA, nothing simple. The hard part comes in discovering what moves are best suited for what situation, figuring out your characters strong & weak points, the chains & what set ups stem from what & how viable they are.

EDIT - @Jack - Different strokes I guess, it would be boring if we all liked the same stuff however I think a game like this would please a wide audience...if only some developer has the same thought process I did. Ideally, it would be best for the franchise as a whole to have both 3D & 2D games available, however reality doesn't seem to be so kind right now.

donkeyjack
05-14-2011, 04:09 AM
XD, what I mean is most inputs would be simple like(forward, back, down, up) + LA, nothing simple. The hard part comes in discovering what moves are best suited for what situation, figuring out your characters strong & weak points, the chains & what set ups stem from what & how viable they are.

EDIT - @Jack - Different strokes I guess, it would be boring if we all liked the same stuff however I think a game like this would please a wide audience...if only some developer has the same thought process I did. Ideally, it would be best for the franchise as a whole to have both 3D & 2D games available, however reality doesn't seem to be so kind right now.


I dunno, why like games like Hyper Dimension, Super Butoden 2 were so great before Tenkiachi came out, but you fighters are so used to 2D fighters being the blueprint of fighters. So any different will be considered taboo to fighting games.

ProjectLDV
05-14-2011, 04:22 AM
Its not that. Its that with 2D its much easier to get the fighting aspect part of it down. Take a look at all the 3D fighters out there & compare them to their 2D counterparts.

UNS/2 are horrible....NH3-NA2 blow them out of the water effortlessly.

BT/RB suffers from a lot of the same problems that UNS does & the Budokai series are over all the better games.

We don't want different, we want DBZ done right. We want DBZ fighting done right & NO game has gotten it right. Spike has gotten the closest(overall) but they're aren't doing enough. If you notice, most people support 3D, but 3D done properly.

Frieza_Soldier
05-14-2011, 04:26 AM
I dunno, why like games like Hyper Dimension, Super Butoden 2 were so great before Tenkiachi came out, but you fighters are so used to 2D fighters being the blueprint of fighters. So any different will be considered taboo to fighting games.
Thats not true, there just isn't enough depth put into over the shoulder fighters, most of the reasoning behind their purpose is just to simulate the anime they came from. A 2D fighter requires more close range technical combat and the flaws or success in the system is more noticed, you are forced to study the engine to be good. 2D fighters are usually more competitive then split screen ones anyway.

ProjectLDV
05-14-2011, 04:48 AM
There's a reason SSF4 broke 1 million sales on PS3 alone in 10 weeks.

donkeyjack
05-14-2011, 04:51 AM
Thats not true, there just isn't enough depth put into over the shoulder fighters, most of the reasoning behind their purpose is just to simulate the anime they came from. A 2D fighter requires more close range technical combat and the flaws or success in the system is more noticed, you are forced to study the engine to be good. 2D fighters are usually more competitive then split screen ones anyway.

I disagree, I don't like those games anymore for a reason. I find those game dated except for Smash for some reason. I think the over shoulder games are a breath of fresh air. One of these days, they'll get their recognition.

Dissidia FF is a good fighting, T/F?

ProjectLDV
05-14-2011, 04:55 AM
I'm a what of whatever brings a quality, lasting experience whether 2D or 3D when a over the shoulder 3D fighter gets it right, then it will get its recognition.

donkeyjack
05-14-2011, 05:34 AM
I'm a what of whatever brings a quality, lasting experience whether 2D or 3D when a over the shoulder 3D fighter gets it right, then it will get its recognition.

2D Fighters are like Zelda to me. To the audiences they can never do anything wrong because both those games have a legacy and really set the blueprint to most fighters. A hardcore fighting fan will disapprove a Tenkaichi, Dissidia, or any other games that doesn't follow that guideline.

ProjectLDV
05-14-2011, 05:49 AM
Lol, 2D fighters can do plenty of wrong once they botch, I will show no mercy to ANY game that has game breaking flaws or crap quality 2D or not. Up to this point, 2D just works better....MK9 went back to its 2D roots & saw a massive profit. Its easier to make characters varied & make a deeper combat system.

3D games for now are just full of gimmicks with very shallow combat engines. When a developer puts proper time & resources into a over the shoulder 3D fighter then we'll talk.

Things that fighters need.

- Cancels
- Links
- Stuns
- Hit confirmable combos
- Characters with varied options
- Aesthetic appeal
- Proper frame data that varied properties of each attack

donkeyjack
05-14-2011, 06:34 AM
Lol, 2D fighters can do plenty of wrong once they botch, I will show no mercy to ANY game that has game breaking flaws or crap quality 2D or not. Up to this point, 2D just works better....MK9 went back to its 2D roots & saw a massive profit. Its easier to make characters varied & make a deeper combat system.

3D games for now are just full of gimmicks with very shallow combat engines. When a developer puts proper time & resources into a over the shoulder 3D fighter then we'll talk.

Things that fighters need.

- Cancels
- Links
- Stuns
- Hit confirmable combos
- Characters with varied options
- Aesthetic appeal
- Proper frame data that varied properties of each attack


Basic 3D version of a 2D fighter. I guess we'll always be on that format til' we die.

I prefer MK Deception than Mortal Kombat 2 or MK9.

Zienzo
05-14-2011, 06:37 AM
I think the thing that gets me often in side scrolling fighters... well...in SCIV, it's the, high block, whole med Block, low block thing. I just wanna...block in BL and Budokai.

ProjectLDV
05-14-2011, 08:03 AM
@Jack - Fighting games to a degree simulate real life fighting. In real life you'll find that in a fight against competent opponents, you'll want to stop attack if you happen to miss or your hits are successfully guarded(hence cancelling). Continuing to punch & kick while the opponent is wise to your pattern will get you countered & owned.

A lot of fighting styles have strikes which link together to confuse or take advantage of an opening, a spinning back fist links into a spinning heel kick which can link into a thrust kick.

You can even hit confirm in real life, if you manage to land a solid blow you can continue with more strikes, if you miss or are defended against you can stop yourself from doing more harm than good.

Do I really need to explain why variety helps in a lot of aspects?

In real life there are striking moves which have horrible recovery time(most air kicks or punches), many that are unsafe once blocked properly, hooks & some uppercuts....they are also moves which are safe to throw out, that have enough speed & recovery to ensure you don't get a limb snapped.

I've never shot a projectile from nowhere or juggled anyone but I've used a few nice little strings of my own. The 2D mechanics exist because they work & they can be implemented without making generic games. Having a bare bones button masher will always doom 3D fighters to being jokes. MK deception was slow, clunky & broken, a terrible game, you could have at least said MK vs DC(had a pretty decent system).

MK9 looks to be the best one yet though.

@Zienzo - While one block fits all is easier on your brain, the 3 level blocking system allows for mix ups & mindgames which add another layer to fighting...also in a real fight, if I low kick you, you won't be able to absorb the damage if you were standing straight with your arms in front of your chest. & in this imaginary game I made up, high. med & low would be included. It opens up a lot more variety in combat my friend.

Dan_Dx
05-14-2011, 10:10 AM
Basic 3D version of a 2D fighter. I guess we'll always be on that format til' we die.

I prefer MK Deception than Mortal Kombat 2 or MK9.

Wow, I understand MK2 but MK9 >>>>>>>>> MK Deception, without a shadow of a doubt

The_Pumpkin_King
05-14-2011, 12:13 PM
http://www.youtube.com/watch?v=xG9mVY30Cg0
I could only be arsed to read the first sentence at the moment i wrote this. And yes i am aware that this is 3D

SSJ-Luffy
05-14-2011, 12:34 PM
Actually, a combo video of Super DBZ exists, too:

http://www.youtube.com/watch?v=WjsmrtdBNls

Or Shin Budokai 2:

http://www.youtube.com/watch?v=XFVg1B7cXXI

Or Budokai 3:

http://www.youtube.com/watch?v=76SmGkSTt50

Never seen this creative stuff on a Spike game.

The_Pumpkin_King
05-14-2011, 12:35 PM
I know, just wanted to show something fast.

Badboynic1010
05-14-2011, 12:58 PM
http://www.youtube.com/watch?v=Tw5zWLk4DHQ

Frieza_Soldier
05-14-2011, 01:52 PM
Well according to Namco B. Burst limit 2 is not out of the question. I don't see whats so wrong with it other then technicalities like ki unbalance but that can be fixed, they wanted to try something new, and lean towards a stricter fighter. We can't hate them for atleast trying, does spike take those kinds of jumps out of their range? haven't seen it and probably won't in my life time.

Some games though were meant to always stay how it worked though. Mk and SF with 3D movement was terrible. A LOT more depression was put into Mk fans then us considering how long it's poor POOR quality has been going on for, thankfully MK9 saved what was about to die of a heart attack. Not to mention brilliantly, MK was or will be EVO tournament level. BL can easily be that game for our fanbase as well if given the chance or help.

ProjectLDV
05-14-2011, 04:21 PM
@DanDx UMK3=MK9(for now at least)>>>>>>>>>>>>>>>>>>>>>>>>>any 3D garbage that Boon crapped out. Midway tried to be a Tekken/SC fusion & failed miserably.

@TPK - While I like Super DBZ I was thinking of a more strict side scrolling view, making movements as smooth & fluid as possible. I envisioned BL's 2.5D However I dislike the budokai dail-a-combo system, I'm leaning towards a more soul calibur like system with more single strikes, 2-3 hit dials with a few longer 4-6 hit dial chains well for some characters at least, others can have a bit more dial combos at the expense of lower damage. This would make the game a lot harder to learn & much longer to master but at least 5 months after release we'd still be discovering new tactics & revising tier lists.

@Luffy -Imagine a fight style thats a hybrid of DBZ/SF/SC. That's the idea I'm going for. The budokai games are still quite limiting & barely capture the essence of a lot of characters.

@BBN - Pfft Crap.

The problem I notice in the Budokai games is how you'd have a string that continues a juggle & you can repeat that same chain about 3-4 times, that's crap, in Tekken using the same juggle combo over again in a juggle will cause the opponent to drop & that's the flaw of the such a dial heavy style of fighting. That repetition gets mighty boring. Check out the combos for SF....barely any over 8 hits(it looks better, barely any air juggling at all, it works). Those RB2 combos sent me off to dreamland, same recycled animations continuously, no idea of damage scaling, combos with such simplicity. No wonder the fanboys are so desperate to keep this engine a gimmick, it validates their egos.

I know because I used to be a little like that, I would shun CvS2 & T5 back in 06 & use my skill at BT2 to validate my gamer's ego, its easier, easier to learn, easier to master, easier to pick up wins. There's no real test of your mind going on but it gets old fast, nothing new to learn, nothing new to discover & all the characters are the same character, every hardcore fighting fan laughed at BT2, it looked like crap, it played like crap, it was crap.

These little kids want easy games to get easy wins. They have no intellect, no skill, no talent & need these toned down games to be good.

@FS - Well BL2 would be good but I fear that it would be a rehash. No one wants to take the time to expand on what's already there. You can't just release an updated Budokai in this day & age, it will bomb in sales. Budokai especially HAS to appeal to hardcore fighting fans.

Badboynic1010
05-14-2011, 04:28 PM
no idea of damage scaling, combos with such simplicity. No wonder the fanboys are so desperate to keep this engine a gimmick, it validates their egos.

I agee, it seems the scale is on when it came to B3. If you look, goku wasnt getting that much damage off so he was forced to finish the combo with a blast. If not, he'd just be wasting his time doing practically nothing.

On RB2, the attacks just kept adding on. It seems like a 5hit combo would do say 2600 damage. On B3 it would start to go down by the time they got to 25 hits. On RB2 it just kept multiplying and multiplying which isnt fair IMO

GF9000000Returns
05-14-2011, 04:37 PM
@FS - Well BL2 would be good but I fear that it would be a rehash. No one wants to take the time to expand on what's already there. You can't just release an updated Budokai in this day & age, it will bomb in sales. Budokai especially HAS to appeal to hardcore fighting fans.

Agreed 100000%

I for one don't want a BL2 anyway due to generic stuff.

ProjectLDV
05-14-2011, 04:43 PM
It really is cheap & broken. In any competent fighter damage scales back as soon as the combo starts getting too long. In tekken, the damage on juggles begins to scale for most characters about 2 seconds in.

& its way too easy for characters to reach 99 hits. It looks stupid as all hell. These games are cheap, shallow jokes.

ProjectLDV
05-14-2011, 04:48 PM
Agreed 100000%

I for one don't want a BL2 anyway due to generic stuff.

A few extra animations isn't enough to sell me on a BL2. It already looks & feels like the traditional fighter, it should go all the way. All the advanced combos are these long drawn out chains that bore me to tears, you see the same pieces going into every attack. Frame stun...chain, cancel, chain, cancel.....aura dash heavy hit, chain, cancel...super or ultimate...with every character. They've still got Broly botched. Only a few look any different. Its also something that tires me out with Tekken, in the end everything comes down to juggle like a circus combos to deal damage.

I really like the way SF does it. If you watch high level SF, you'll see that a lot of the BnB combos for a lot of characters like quite different & involve different patterns.

& seriously, the only character I can recall juggling someone was Super 13 on base goku.

MysticGospel
05-14-2011, 05:24 PM
http://www.youtube.com/watch?v=Tw5zWLk4DHQ
Cool looking, but the defensive and ki system makes them virtually impossible.

ProjectLDV
05-14-2011, 05:48 PM
Cool looking, but the defensive and ki system makes them virtually impossible.

This, except for the cool looking part. I hate those animations.

Frieza_Soldier
05-14-2011, 06:02 PM
@FS - Well BL2 would be good but I fear that it would be a rehash. No one wants to take the time to expand on what's already there. You can't just release an updated Budokai in this day & age, it will bomb in sales. Budokai especially HAS to appeal to hardcore fighting fans.

Thats true, IW shown us that recycling the body of a winning race horse won't save the race track. However Dimps co worked on SF4 (as I've heard, but can't confirm) and if thats true, they might have learned something about competitive play. It's content they have a problem with and fan service in terms of fluff that they lack.

Frieza_Soldier
05-14-2011, 06:03 PM
Agreed 100000%

I for one don't want a BL2 anyway due to generic stuff.
Then I don't see how you'll survive with spike.

ProjectLDV
05-14-2011, 06:15 PM
If Dimps are on the development team for the SF4 series then they really should have a good idea of how to make a proper system using the archetypes shown in the series(Its like AT&Toei were thinking ahead when making the anime). I don't think a full on dail-a-combo system is going to cut it anymore. They'll have to do a lot better than that.

When I saw the sales for IW, my jaw dropped at how amazingly low they were. It was a big FU to Dimps by the fanbase.

Content wise, they need to add in more fan favourites like Cooler, Super 13, Janemba etc, not stupid henchmen but big name major characters. They need to have some flashy, pretty aspects that draw in the casual audience. The days of Dimps selling at SF levels(1.9m & beyond) are done unless they breathe new life into their series.

TL:DR - Enough pretty lights, modes & decent roster to make the casuals give a crap, enough depth, variation & evolution in core combat to attract the hardcore fans.

ProjectLDV
05-14-2011, 06:39 PM
http://www.youtube.com/watch?v=ji8LVIZKYGQ

I'd a good portion of combos to be like this. Not too long, not too short.

EDIT- This concept could be fun in a traditional sense....using moves like EW & SEW you as juggle starters/enders, you could have Dragon fist variants with different properties for Goku, Nappa's terrain ownage could be used in a fun way & as mentioned before, Omega could have a million & one options from most of specials(given that he has elemental attacks + nearly every kind of ki blast you can imagine). Super 17 could be loaded with command grabs & his flash bomb could be a very useful keep away move as well as his machine gun frenzy. & of course...Eis Shenron would be basically become Sub Zero(his kori blade would be those ki claws he used to blind Goku & chop a building 40 feet behind Goku in half).

ProjectLDV
05-15-2011, 08:59 PM
Character data: Majin Vegeta

Type - Rushdown
Attk - 6.4/10
Def - 7.4/10
Base HP - 3500(3.5 bars)

Alternate outfits - Black recolour/Saiyan Armour w/ Scouter/Frieza saga Armour/Cell Saga Armour/Capsule Corp Casual Wear(Bonus outfit based on Future trunks' costume & Gt Vegeta's)

To obtain this character - Must unlock Babidi's Majin Spell & Equip to Vegeta character.

Intro - Transforms from Base Vegeta into SSJ Majin Vegeta as seen in the anime.(short 4 second cutscene)

Transformations - Ascend(SSJ2): Short animation, lightning aura, slight stat increase, a few moves upgrade.

Dash Speed - Good
Jump height/arc - Good
Walk speed - Normal
Ki Regen - Normal

Stance - http://www.youtube.com/watch?v=_0U7HB2B6l4 - As seen here in the beginning of the vid.

LA = Quick straight punches (1:28 of the above vid) 2 frame start up...+2 on block, +5 on hit.

Range - Close

LA/LAx2/LAx3/LAx4/LAx5 - As seen in the above vid M.Vegeta will now throw these punches with both arms if successful these will count as 5 consecutive hits. Neutral frames for both players if all 5 hits connect, -3 on block.

Range - Close

Hold LA - Rage Rush(3:18 of above video), the finishing knees are 3 presses of HA. 5 frame start up, +7 on hit, -7 on block.

Range - Close

Forward LA - Mid roundhouse(basic roundhouse to the mid section), 2 frame start up, +4 on hit, +2 on block.

Range - Close(bigger hitbox than the previous attacks)

Forward LA, LA - Double mid roundhouse(same attack twice with same leg), same properties as the single version.

Range - (same as above)

Back + LA - Quick knee lift 1.9 frame start up, +5 on hit, +4 on block..

Back + LA, LA - 2 kneelifts with same properties.

Range - Very close

Down + LA - Low roundhouse 1.9 frame start up, +7 on hit, +3 on block.

Range - Very close

Up + LA - Short Upper. Knocks the opponent backward, Safe on block, can dash cancel into other options.

Dash + LA - A flurry of straight punches(you must keep pressing LA). Same properties as LAx5 but this flurry can mix into much more attacks & can cancel on 4th hit.

Jump/Flying + LA - http://www.youtube.com/watch?v=fO2AmGWboNU&feature=related - 1:45, all quick punches safe on guard except the last hit.

Jump/Flying + Up + LA - Rising kick, Vegeta swings his leg upward at a sharp ankle smashing the opponent's chin, can be done at any point of a jump(anti air properties), horribly unsafe.

Jump/Flying + down + LA - http://www.youtube.com/watch?v=_0U7HB2B6l4 - 1:33 Dive kick....pressure attack, if the move whiffs the force will smash the ground keeping the opponent from punishing with a ground move. Excellent for footsies, good priority & fast start up, however if the opponent can read with a jumping attack of their own then vegeta is open to attack.

Aura + LA - Enhanced straight punches, increased chip damage, increased damage, last hit causes stun..(each hit consumes a bit of ki)

Aura dash + LA - Enhanced dash rush.

Aura jump + LA - Extra hits at the end of combo

Aura jump + up + LA - Has armour on ki based attacks.

Aura jump + down + LA - The hitbox on the explosion caused is larger.

HA - Hard right +5 start up, +11 on hit, +2 on guard(slides opponent backward a bit)

Forward + HA - Highroundhouse, +6 start up, +12 on hit, +8 on guard(pins opponent down)

Forward + HAx5 - 5 hard roundhouses with alternating legs...safe block string but pushes opponent back on 3rd hit if the first kick connects.

(as seen here - http://www.youtube.com/watch?v=_0U7HB2B6l4 - 9:46)

Forward + HAx2, LA, HA - (10:02) Two mid roundhouses, to hard straight to mid roundhouse, all mid but unsafe on block, every hit is a stun & can cancel into other options.

Down + HA - Fierce downward punch, knocks the opponent down. 1 on start up, -7 on block. Hits mid.

Back + HA - Fierce knee strike, upward knee strike that attacks the face. 4 on start up, +12 on hit, -7 on block. Hits high.
Up + HA

SSJ-Luffy
05-16-2011, 06:24 AM
Character data: Majin Vegeta

Type - Rushdown
Attk - 6.4/10
Def - 7.4/10
Base HP - 3500(3.5 bars)

Alternate outfits - Black recolour/Saiyan Armour w/ Scouter/Frieza saga Armour/Cell Saga Armour/Capsule Corp Casual Wear(Bonus outfit based on Future trunks' costume & Gt Vegeta's)

To obtain this character - Must unlock Babidi's Majin Spell & Equip to Vegeta character.

Intro - Transforms from Base Vegeta into SSJ Majin Vegeta as seen in the anime.(short 4 second cutscene)

Transformations - Ascend(SSJ2): Short animation, lightning aura, slight stat increase, a few moves upgrade.

Dash Speed - Good
Jump height/arc - Good
Walk speed - Normal
Ki Regen - Normal

Movelist

Nice movelist, unfortenly, I'm really bad at making up movelist. But I don't see, why Spike can make a Over the shoulder fighter aka Sparking/Raging Blast as half deep as your movelist.

ProjectLDV
05-16-2011, 03:38 PM
Nice movelist, unfortenly, I'm really bad at making up movelist. But I don't see, why Spike can make a Over the shoulder fighter aka Sparking/Raging Blast as half deep as your movelist.

That's because the command list is made for a side scrolling game. If you notice, its based more on SC/SF.

ProjectLDV
05-17-2011, 06:00 AM
http://www.youtube.com/watch?v=Bq8dDc5Zn-k&feature=related

I've also gotten inspiration seeing this vid again. A style like this is what I would envision for my dream 2D DBZ fighter. However I'd spread these moves to his SSJ2/4 forms...the forms that did the least amount of fighting, I'd also try not to rip off SF that much & for the SSJ4 form I'd take out the multiple hits.

If anyone is interested, I'll be doing the command lists of LSSJ Broly, 100% Frieza & SSJ4 Goku next.