Shotos will often possess a projectile, a strong anti-air option such as a rising uppercut, and a move that provides some kind of forwards momentum. Shoto characters tend to possess few glaring weaknesses , serving as jack-of-all-trades who reward the use of strong fundamentals. Heavily defense oriented, charge characters are named from the inputs of their special moves, being required to hold back or down for a specified amount of time before being able to attack.
This means that in order to utilize such moves, the given character is required to block. These charge moves are often very powerful, incentivizing defense oriented gameplay in order to access them. One of the more complex and difficult to use fighting game archetypes are puppet characters. Puppet character essentially allow a player to control two characters simultaneously, with one entity capable of dealing damage and protecting the frailer actual character. In the hands of an experienced player, stance characters can make an opponent feel outnumbered and at a disadvantage.
However, the weaknesses that come alongside a puppet character due to their character's utility effectively being split between two separate bodies is often viewed as not being worth it.
Everyone jokes that Smash Bros. Not all fighting games even have weapons but still will have an occasional sword fighter that can be chosen. The weapon does not necessarily need to be a sword either, any disjointed hitbox that exists because of a weapon the character always uses would make the character qualify. Possessing an extraordinary amount of depth, stance characters are characterized by their ability to change fighting styles mid-match, throwing off opponents and adapting to different scenarios on the fly.
Due to the massive amount of moves and applications these characters possess, mastering every aspect of these characters can be an incredibly difficult feat. Instances in which a player is faced with the possibility that their opponent is going to make one of numerous potential decisions, Mix-Ups are a fundamental part of fighting games. Specific games will even feature characters that possess entire movesets that are entirely based around the utilization of mix-ups, forming the archetype of Mix-Up characters.
Mix-Up characters will possess numerous moves that have a similar or even identical startup animation that is then followed up by attacks that must be blocked or dodged in different ways. Composite characters, not to be mistaken with clone characters , are fighting game characters whose moveset is composed of moves from other characters within the given game. This often lends them to be some of the most flexible characters on a roster, possessing numerous elements other archetypes from this list.
In the case of characters like Seth from Street Fighter IV, this flexibility and diverse moveset comes at the expense of health, leading the character to possess very little health. Aside from the previously mentioned Seth, other composite characters include Double from Skullgirls who directly transforms into other characters as she attacks and Shang Tsung in Mortal Kombat 11 , who utilizes numerous moves of other characters in the Mortal Kombat series.
The Big Chungus of the fighting game world, big body characters are unsurprisingly defined by their big bodies! These characters usually have large hitboxes, slow walk speeds, and pack huge amounts of damage per hit. The fifth numbered entry in Capcom's signature fighting game series revamps the game's mechanics yet again while using a new system for post-release content. The fourth and final main installment of the BlazBlue series of fighting games.
Rivals of Aether is an indie fighting game set in a vast world featuring a unique roster of elementally themed characters. The sequel to Guilty Gear Xrd -Sign-, adding several new characters and gameplay mechanics while concluding the "Valentine" story arc. A revised version of BlazBlue: Chrono Phantasma, tweaking some character balance while adding new characters and content.
Collectively known as "Super Smash Bros. The fifth main installment of the Guilty Gear series returns to its fighting game roots, featuring a new game engine with 3D graphics with special rendering techniques to give the illusion of hand-drawn character art.
Persona 4 Arena Ultimax is a sequel to the original Persona 4 Arena. It has new characters, new stages and several new gameplay related changes such as new moves. An updated version of Chaos Code featuring a number of balance tweaks and additional characters.
The third main installment of the BlazBlue series of fighting games, featuring revised gameplay systems including a new "Overdrive" system , refined character sprites, and a re-arranged metal soundtrack.
Trying to completely separate the two is suicidal, though, since doing so will change the AI on the support and cause it only to run to the lead Climber, preventing it from attacking. If the AI Climber is taken out, the lead Climber is severely crippled, as many of their moves are effective only when the two are together. Unlike with the Ice Climbers, Luma performs his own set of attacks at the same time as Rosalina does hers, and Rosalina has a move dedicated to separating them in order to cover more ground.
Should Luma be taken out of the fight, he reappears after a few seconds without player input. In Rivals of Aether , Forsburn can summon an AI-controlled clone of himself and can command it to stand in a certain area or feign attacks in order to confuse other players. With a full charge of smoke, he can even detonate the clone, sacrificing it in return for a powerful radial blast.
The clone is rather fragile, so even one hit will cause it to dissipate into a cloud of smoke. Viola from Soulcalibur V is probably one of the first examples of this in a 3D fighting game. Her puppet is her crystal ball , and certain attacks and actions will set the ball somewhere on the playing field to stay at, similar to Bridget. She has completely different attacks whether the ball is set or whether it's in her hands, so players need to learn which one is best for which situations to properly play her, hence her notorious difficulty curve.
Fortune from Skullgirls uses her head. She can take off her head using certain attacks or lose it by being stuffed by an opponent during certain attacks. When she does, she gains access to a slew of special moves that aren't normally available to her, but her mobility with her actual body is decreased slightly.
Also, if her head is attacked by the opponent, she'll take half the damage the attack usually does, meaning that she can take 1. They can all summon their Personas to perform certain attacks that would be unavailable to them otherwise, but can lose access to their Persona if it gets attacked too often.
The most blatant example is Shadow Labrys, who has the most active control over her Persona. It always moves alongside her and can be used in pressure strings by pressing the button to start up her Persona, starting a combo, and setting the situation up so the Persona's attack connects.
Of course, this comes with the drawback that it's the easiest Persona to break, since it's out almost all the time, although to mitigate this, it's also the only Persona that can block attacks. The sequel, Persona 4: Arena Ultimax , introduces Sho Minazuki, who is unique because he's not one of these, as he lacks a Persona. However, there is a different version of Sho Referred to ingame as Minazuki that has a Persona, playing the trope straight in the process.
Ultimax also has Ken Amada, who fights with Koromaru the dog at his side. Koro follows Ken around when he moves, and can use his own regular and Super attacks when the player presses certain buttons. He also has his own separate health bar; when it's depleted, he is out of the fight until it refills, however the player can dismiss Koromaru at any time to let him recover at the cost of losing some damage during certain Super attacks.
Koromaru also has an attack when he's dismissed that lets him return to battle by flying in from above like a meteor onto the opponent. Both Ken and Koromaru have their own Personas. He starts summoned, but only disappears when it or Chaos is hit.
Chaos himself has no specials, as they're all tied to Azhi Dahaka. The Touhou Project fighting games have a few examples: Alice Margatroid 's gameplay revolves around summoning dolls, either to perform regular moves and vanish, or stay in place and hinder the opponent.
One spell card, "Futuristic Bunraku", allows the player to briefly control a doll directly while Alice stands off to one side. Usually Ichirin Kumoi 's partner Unzan is not visible and just uses his abilities to increase her power and reach manifesting his giant fists around her punches, etc.
Antinomy of Common Flowers introduced the Yorigami sisters, who play this trope straighter. Jo'on acts like a standard fighter, while her sister Shion automatically follows her around. Some commands will send Shion to attack.
He's able to position Karasu independently of himself, to either take hits for him or perform combos from difficult directions. Amusingly, Karasu itself can be played alone as a secret character, which plays the trope rather literally.
They are a different case than most though, as the puppeteers cannot attack at all save for Chiyo's Ultimate Ninjutsu. This is compensated via the puppets having comparable strength to a normal playable character and moves that send the puppets to the opponent or back to the puppeteer.
Arcana Heart Lieselotte Achenbach can throw out a red, legless marionette out of the briefcase to intiate this type of gameplay. The doll normally moves by the directional inputs and attacks by button inputs, though Lieselotte can set up markers to make the doll do different actions on her own. The doll can only take three hits unless recalled, after which she becomes unable to move, requiring you to use a super to revive her. The Arcana of Shadow, Gier, also behaves likes this.
If you hold down the button as you are doing one of its special attacks, you can control Gier to make it move as a shadow around the field to go into a position to attack. Fittingly, Gier is Lieselotte's default Arcana, meaning that she can utilize the trope with two things at the same time.
Lesser example happens with Nazuna and her crow Fusumi. Where it normally flies above Nazuna and attacks from there, Nazuna can make it move remotely. It is invulnerable for damage but attacking with it consumes Nazuna's "Rei-Ryoku" gauge and once its depleted, Fusumi returns back to Nazuna and cannot attack until the gauge is fully filled up.
In Eternal Fighter Zero : Minagi Tohno fights alongside her best friend Michiru, whom you can move with the special button, or with special moves, forcing the opponent to keep an eye on Minagi, and the other on Michiru. And to a lesser extent, Mai Kawasumi can call a Cute Ghost Girl , which appears at any spot of the screen via special moves, or can lock her on position with the special button; so, the key with Mai is to keep her opponent guessing where she's going to summon her.
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