Another move type I'd like to have back

5 posts · 2006-05-25 01:15:00 to 2006-05-29 09:21:00

#35100000754 05/25/2006 01:15 Another move type I'd like to have back
This is about a move type in Melee vs. Armed Interlock that was removed along with CR 2.0.


Let's say, if you're using a Melee style and your opponent a gun style. If you would won the round, there were two possibilities: Either you disarmed him or you jumped (or rather "rubberbanded") a few meters back and then started an artistic move sequence while approaching your opponent and finally hitting him.

As far as I've seen, there was one such animation for each Aikido, Karate and Self Defense, aswell as two for Kung Fu (of which one, I believe, was connected to the grab tactic).

Although not that bad at itself, the sneaking version of Aikido used to annoy me, mostly because it was sometimes played over and over again. However, the other four moves were pretty much awesome to look at, and the same as with some other animation groups that have fallen victim to CR 2.0 (like wall kicks or disarming moves), it's sad to see these go.


Here's a little suggestion: Reimplement those moves and make them appear as alternatives to (hit-fail) finishers. Maybe even just for Melee vs. Melee, since it was a bit unrealistic to sneak or jump around while your enemy had a gun in his hand. :smileywink:
#35100000765 05/25/2006 19:46 Re: Another move type I'd like to have back

I didn't really like any of those "approach" moves very much... and the fact that they did get played so often just made it worse. Hands down though, the Aikido chop of Doom was easily the worst. Thing is, even though I wasn't a huge fan, it still sucks to have lost the animations completely.


In my case, only the Aikido version got played too often, which admittedly made me freak out; when I was using the other styles, my character usually disarmed the enemy as as soon as he won the round, or at least much more often. However, following my suggestion, these moves will be only played in the final rounds from time to time, so they shouldn't get too intrusive.


Actually, I agree with you about the Aikido version. No matter if the opponent was armed or unarmed (theoretically), it just always looked a bit silly. So just for me, I wouldn't mind if Aikido gets left out if the approaching animations will ever be reimplemented, but I also wouldn't demand it. However, I can't really comprehend why you didn't like the other three (?), I really loved them -- fast, furious and acrobatic.


( And yeah, the Karate leaping side kick was awesome... but it was actually an unarmed VS unarmed move done from long inerlock range, not an unarmed VS armed move. I believe I was the one who noted it before, but it also wasn't a grab move, it just happened that a common grab tactic move would push your opponent to the perfect range for the leaping side kick to be activated... it could activate at that range no matter what tactic you were using. )


Yea, I still have that thread on the top of the board (edit: or wait, I've even put a link to that thread above!!), I just couldn't think of anything useful to reply to I let it be. Your answer pretty much covered everything.

However, I only experienced it when using the Karate grab tactic. Could this also happen after a successful Machinegun Kick, or some other move my level was too low for back then?

Message Edited by zeroone5069 on 05.25.2006 08:47 PM

#35100000767 05/26/2006 05:47 Re: Another move type I'd like to have back
But it was only limited to Karate, wasn't it?
#35100000779 05/29/2006 09:21 Re: Another move type I'd like to have back


Lol, ok... I enjoyed talking about the karate side-kick, and I'm glad how desired it is... but this thread is actually about the "approach" animations, so it would be great to transfer the side-kick to where it belongs, mmkay?

Message Edited by zeroone5069 on 05.29.2006 10:22 AM