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Fighter Archetypes
So, the topic of a phansite fighting game has been very interesting here with quotes and such, so why don't we get a bit into the nitty gritty: Fighting Style. There are a few fighter archetypes in fighting games such as Balanced: Most balanced characters in fighting games (i've heard of at least) focus on physical attacks and are one of the most basic fighting game archetypes. Some examples of Sub-Categories of balanced fighters are: Rushdown: Exactly what it sounds like, pretty easy to learn, they like to get up close and are generally pretty powerful. Mix-Up: They rely on keeping the opponents guessing and like to play mind games. Domination: In a nutshell, they're very powerful and can cause a lot of pressure. There are other categories such as: All Around: Self explanatory, they have tools for everything. Zoning: Have a great projectile game and have some good tools for stage control. Grapplers: Exactly what it sounds like, specializing in throwing their opponents around. There are different extents of their grappling ability. and finally, Dynamic: Their style changes depending on the situation. I could go into many other sub-categories of these archetypes but that would waste too much time. I think these half-assed descriptions are enough. Rom's fighting style would be a hybrid of a Mix-Up and zoning. In a nutshell, his lance's melee attacks would have several layers, such as feinting an attack, leading to other kinds of maneuvers or attacks, keeping the opponent guessing. This would make a great opportunity to control the area using his persona's projectiles. I was also thinking of a mechanic where he would manipulate his health bar or super meter to trick the opponent into changing their strategy up in Rom's favor, when it has no real effect on the battle. Plus, imagine a string of feint attacks. That would be like Dan's super taunt from Street Fighter. What style would you or your characters fall into?
My characters have been mostly zoners, because I'm mainly a fan of projectiles.
Rushdown but terrible at Zoning.
Gamma would probably be a zoner launching Ice Spikes, or lashing out with dark. He would also have a few small area attacks focused on knocking the enemy back, and of course Ice Age functions as his finisher
Bona would be a 100% zoner, being able to use psi, fire, and dark skills to keep his opponents at bay, but has some decent close up moves thanks to the blood moon.
(edited by BonafideMonafide04)
If we're just talking characters, the only really combat oriented character I have on site currently is Saeko (surprise for anyone who didn't know Saeko was my Alt I guess). Given her current setup and how I plan to expand on her abilities in the future, she's a total zoner, perhaps more of forcing them into mid-screen? Though she has some weak options for close combat. Given some of the plans I have for the future with her, Traps might also factor in as well. Sorry to keep it vague, I would hate to spoil plans for my own OC. Gotta keep those surprises fun for the whole Phamily.
Mix-up with a bit of Dynamic
Jiyu would have to be a zoner with his revolver, and a rushdown with his persona, Washington, with his many physical attacks.
(edited by Jiyu-Hatanaka)
Gin
Gin would probably be a mix-up type of fighter, with some Dynamic elements to his play style, due to his ability to change elements mid-combat to whatever he damn well pleases. Sam, on the other hand, would be a pure all around, mix up character, due to the wide range he can fight at and since I write him as a combat pragmatist. So, when's someone gonna make an RP or something based on all these threads I wonder.
So, when's someone gonna make an RP or something based on all these threads I wonder. Technically, there were Star's P1 Grand Prix threads, but they didn't last too long.
So, when's someone gonna make an RP or something based on all these threads I wonder. Technically, there were Star's P1 Grand Prix threads, but they didn't last too long. Tournament Curse, they may never be completed, even Jin tried to do a 2v2 style one and it never got done, Hikaru also tried. Tournament Curse mang
Take's definitely a zoner. I gave her a bow for a reason. Although, I kind of imagine her Persona having a lot of ranged grapple moves, but with a shit ton of start up and recovery. Sorta like juggling the opponent back and forth on stage.
All Around Grappler for me because to fit the essence of the Yharnam hunter, who constantly does grabs and throws while pulling off descent combos.
All around for Zero and Omega. Zoning/dynamic for Gunvolt
Pretty sure Mal's an All-Around Mix-Up, since her stats are so balanced where the only thing she excels in is speed, along with her traps and other things covering a lot of things and great for soft-zoning. She has her persona to guard her whenever someone's close, and she's a fast hit and run type character when it comes to just a fight with weapons. All in all, she's mostly a deceptive character that relies on being an oppurtunist. Keilin's obviously Dynamic and Domination as she gets stronger the more crazy she gets, and the more enemies she kills. She's more attack power then speed, and is not really good at tanking a lot of damage. She's all about momentum, and if being insane doesn't work out, she can always fall back on that strat. Even without her Persona she can do tons of damage. Plus, she can also make dolls that are either mimicks or voodoo dolls. Angel's mostly the support archetype, but offense, it's either a hit or miss as he's based off of RNG aspects. I'd say that he's normally a zoner, but becomes a grappler up close in the sense that he tries to push them away as soon as they get close. Either way, he focuses on supporting the team, as half of his offense is giving party members boosts. He can also heal one party member fully with no SP, but it's more riskier as he gets their condition.
Kazuya...I like to think of him as Stance (Switch between sets of abilities or attack styles), mostly to have access to different Specials that requiere the use of a sword. In-Universe I use this to explain the need he has to charge-up his moves; he can't exactly use Lightspeed Slash out of nowhere, since he is still supposed to be a somewhat normal human being; and also has some inspiration regarding actual sword fighting techniques in Kenjutsu, as the moves are different depending on the stance you might be using. A small extra detail, is that his Persona simply enhances the damage of this moves, making it double as it does the same things. This also allows to trick the opponent, so he also has a Mixup style, so he can get the chance to get close to his opponent and attack with his sword, so a bit of Rushdown as well. Thanks to his COMP, I would also say he has Projectiles, although these should be weaker than most, and would need a cooldown, or an "Ammo" style. These are mostly to either damage (Cerberus/Beelzebub) or stun the opponent (Baal/Satan), at least enough to get closer and slash at it with his sword, or use a Super. In the end, Kazuya is mostly Stance/Mixup (Mostly for Specials and one Super)/Rushdown (Mostly for Normals)/Ammo (One Special and one Super). Activating his Persona would probably function as the Overdrive mechanic in Blazblue, or a Super that's basically a buff in attack, slightly altering the effect of certain moves, being able to cancel faster, deal a bit more damage and new combos, all with a small time limit. One day I will write down the entire movelist of Kazuya and make it public because I had to think it over a lot lol
If anything about his style is unique on the site, it'd be the way he ebbs and flows between various methods of attack. He can't really hope to just do one thing so well it's impossible to overcome. So instead it comes down to finding something a foe can't handle well then using that to get an edge of some kind. I'll use Gamma as an example, he's good at long range and can pretty easily wear people down if he keeps them where he wants. So obviously against him Tatsu would have to close in and force an all out brawl, or get worn down trying to out zone. Whereas against say Kazuya, he'd more want to do the opposite. Using guns explosives and magic to keep Kaz away until an opening presents itself. Or just getting his ass kicked in a defensive fight at close range, those are the ways it'd be likely to go. In summary, Tatsuya is a Mixup character in that he mixes up by shifting his whole style to suit the foe. He's not as good at any of it as a true specialist would be, but by using it all together he can at least make sure something is likely to work in any given fight. Fitting for someone who's spent most of his time fighting alone without any backup. As for something akin to BB's Overdrives, that would be using an Evoker to summon 2 Personas. Of course it only works for a few turns, and doing anything especially impressive burns it up on the spot.
In a word: Rushdown. Kalib's style is all about getting in range and staying in range. He may not be nimble but he has both staying and stopping power. With a diverse moveset and the ability to think on his feet, he can do a lot in response to an opponent's style. However as quick as he is to think on his feet, he still hasn't learned his own limits and will quickly exhaust himself. He needs to focus on getting in fast and taking out the opponent before he burns through his stores of SP and HP. He utilizes fire, curse, almighty and physical with a single buff. His bread and butter being his physical skills as his magic leaves much to be desired. Using his skills in unconvential ways is another way he fights, such as being tossed like a human cannonball at the enemy or doing joint attacks alongside his Persona. His "supers" would all follow the trend of needing to be up close and personal save for a couple. An overdrive for him would be a type of resonance with his Persona. Allowing him access to a large pool of power for a flashy assault.
I think Nanaka falls under, Domination/Zoner. She's about keeping herself at a distance while barraging with very High powered magic to keep them from getting in combat range, cuz once you get close, her options begin to dwindle, being weak to physical (Specifically Bash and Gun). Symphonia Magic is by nature, versatile. You can cast damaging spells, Terraform, use it to buff yourself, use it to hinder opponents, place traps, and so on. So for someone who needs to play Keep a way, It has plenty of options. Shinji on the other hand is more a All Around or Dynamic character? Mostly due to the way he uses Symphonian magic less as a weapon, and more as an advantage. He prefers to play Zoner and snipe from a distance, but due to being more durable than Nanaka, Enemies expecting him to fall to being in CQC range will be surprised. He's perfectly capable of fighting in close combat or at a range, He's not a tank, but he's not frail. His magic is versatile so he has an out for almost every situation he finds himself in (Warping helps a little :p ). Stella..... I'm not sure what style she stands under. Gimmick probably, She only has a set amount of skills, Most of which are long range, but she has no real "Zone Control" Skills. Plus she has that cool-down mechanic which would be really hard to handle. So I think she'd fit under "Gimmick/Strong but Difficult" Category. Ah, Almost forgot Kotori. Rushdown Domination. She attacks, she attacks, she infuses and then she attacks again, when she needs to defend she attacks, when she needs to dodge, she dodges then attacks. She's decently frail if not for magically reinforcing her body, and she doesn't have any high powered magic, she's pure CQC with a few small Mid range attack options, so she needs that battle to end as fast as she can end it.
(edited by Akamoto_Nanaka)
For PK I would have to say that he's a kind of Versatile Rushdown, having plenty of options to initiate and to perpetuate combos, due to his unique fusion ability he can use a variety of attacks to keep the enemy defensive, until he cracks through the defense and start a chain of attacks, however if he misses a few crucial strikes then he can be easily punished For an overdrive I imagine the strikes get even faster, and delay between fusions are removed, allowing for even more variety in combos, As for Aitome I imagine she's something akin to a dynamic all rounder, having 3 states that change her attacks depending on which is active, one being normal that has weak strikes but has a few more options then the other ones, then Red which focuses on strong close up attacks in exchange for range and defense, while Blue focuses on playing keep away, using ice to disrupt the enemy from advancing. For balance sake Blue and Red have resource meters that will deplete while active and slowly regen over the course of battle For the overdrive it would allow unlimited use of Blue and Red meters and giving it a small power up to boot
Blu
Good at rushdown and grappling