Views : 267,240
Genre: Gaming
Date of upload: Aug 25, 2020 ^^
Rating : 4.967 (88/10,585 LTDR)
RYD date created : 2022-04-09T18:27:14.699657Z
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Top Comments of this video!! :3
The entirety of Touhou Hisoutensoku is basically Bullet Hell: the Fighter. You have projectiles you can manipulate with movement, projectiles that change trajectory on hitting a wall, projectiles that shoot projectiles, projectiles with no hitbox but you can detonate, projectiles that shoot projectiles and are detonatable, projectiles that split into more projectiles, and so much more. All of what I just said are either basic specials or literal normals, and there's more creativity in Soku's supers and the wtf stuff that happens in its story mode. They're balanced by an 8-way movement system that lets you move through projectiles (grazing), but become vulnerable to the giant melee attacks that all characters have, which themselves can't be thrown out easily without first winning space control through projectiles or by deftly using grazing movement.
The unfortunate thing is that every character in Soku has the creative space for some really cool projectiles in their moveset, but most projectiles in the game are either only aimed forward/at the opponent, or screen fillers. Sure, Soku interacts with projectiles in a way that no other fighting game ever has, but the game doesn't fully realize the design space that its bullet hell nature and movement system offers. It really could've been so much more, like projectiles that extend your attacks, fully manipulatable sentries, creating actual physical obstructions that you have to platform around, projectiles that turn into movement options (it's criminal how Soku has none or barely any of these), projectiles that come from the foreground or background, projectiles that leave behind zones or areas that affect you or the opponent, projectiles that both you AND the opponent can manipulate, and whatever else weird projectile stuff that's possible with the limitless design space of a Bullet Hell Fighter.
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Rivals of Aether has some interesting projectile manipulation stuff going on with some of its characters. This game operates on a very Smash-like framework, so keep a lot of this in mind when it comes to this stuff.
Kragg has a projectile that's pretty much meant to be an homage to item play in Smash - neutral special pulls a rock out of the ground, which he can throw in one of four trajectories - up throw which sends it straight up before it comes crashing down; down throw, which sends it straight down while giving you a bit of extra height; neutral throw, which flies forward in a high arc; and forward throw, which flies forward in a lower arc but travels farther than neutral throw. Once the rock has been thrown, you have a few other options from there - you can use neutral special to pick it up off the ground or out of the air so you can throw it again, you - or your opponent - can attack it to send rock shards flying in whatever direction your attack would launch in, or you can just leave it there, since the top surface acts as ground you can stand on and the sides act as walls.
Absa sort of does the "fireball that has no hitbox but you can detonate" thing. You can place a cloud with either neutral special (which places it directly below Absa, who does a slight hop as she does so) or side-special (which works a lot like Zelda side-special in Smash). Once a cloud is out, you can either do a small detonation by tapping neutral special, make a big lightning bolt that travels between you and the cloud by holding neutral special, or turn it into a time bomb with down special. You can also hit it with the strong hits on her forward, back and down aerials to get a strong detonation that retains the properties of whichever aerial you hit it with.
Elliana has two bits of projectile manipulation - her side-special is a projectile whose trajectory can be curved, like Pit's arrows in Smash, but that's kinda old hat. Her strong attacks (Rivals' equivalent to smash attacks) while she's not in her overheat state create a big cloud of steam that hangs in place, and any player can reposition it by hitting it.
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@rasmusmalmberg6468
3 years ago
Never played a real fighting game before. The Jacko clips activated my fight or flight response.
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