Jump to content

How would you have made Fighting is Magic?


KillerKingBakudan

Recommended Posts

Just thought I'd ask since the developers were forced to make it into something non-MLP related to keep from getting sued. If you had to make this game, with Hasbro not giving a damn like they shouldn't have, what things would you have done that were different?
 

 

I remember seeing some gameplay videos, and it didn't look bad considering it was never completed. But at the same time, I didn't quite agree with some of the movesets they gave to the Mane 6. Maybe I'm not the only one. They probably had other things planned that I wouldn't have agreed with either.
 

That said, these would have been my first suggestions.

- No alternate versions of existing characters. Meaning, no Power Ponies, no Rainbow Powered Ponies, no Flutterbat, no Pinkamena, no Chrysalis disguised as Cadence, no Trixie with the Alicorn Amulet, not even Nightmare Moon. This has always been a pet peeve of mine because they just take up space in fighting games. Having more than one Ryu or Akuma never made sense to me in Street Fighter, so why should there be multiple versions of the same pony? I want variety.

- No comeback mechanics. The stream monsters can hype them up all they want, but I do not want to be rewarded with a move that takes off 50% by getting my ass kicked. That's just stupid. If I'm down to a mere pixel of health left, it's my fault I got there. I should work harder and EARN my comebacks.

- No universal mechanics. Most modern fighting games will have some gimmick for the whole cast to share for the sake of being unique. The problem with this is it typically makes the characters themselves less unique. They all begin to rely on these gimmicks rather than own inherent strengths. If it's not conducive to variety, it's got to go.


Now for the roster. I'm gonna make a list of 26 characters, and for each one, I'll compare them to a character from another game that would be a good match for their playstyle.

- Twilight: a balanced character that can switch between "spell book" modes to access different movesets, like Amaterasu from Marvel vs. Capcom 3.

 

- Rainbow Dash: aggressive, speedy, combo-centric character with a dive kick, like Yun from Street Fighter 3.

 

- Pinkie Pie: standard projectile/uppercut character with a few random twists, like Ryu and Ken mixed with Tessa from Red Earth.


- Applejack: aggressive character with strong melee and long-ranged "lasso" moves, like Omega Red from X-Men: Children of the Atom.

 

- Fluttershy: she was already an assist-based character, which I really liked a lot. She's pretty much Captain Commando from Marvel vs. Capcom, who just happens to have Angel doing all of her basic attacks.

 

- Rarity: charge based character with a projectile and anti-air attack, like Guile.

 

- Big Mac: charge character with an emphasis on mixups and punching power, like Balrog.

 

- Zecora: status-based character that can leech off your health or super meter with a curse, or handicap you with a Poison Joke effect, like Spinal from Killer Instinct mixed with Anakaris from Darkstalkers.

 

- Spitfire: speedy character with charge moves, and a focus on mixups, like Vega.

 

- Maud Pie: static character with slow walk speed, but a powerful multi-hitting melee attack, and fast charge attacks. Like Honda from Street Fighter, but with a surprise "rock throw" super move. 

 

- Daring Do: a highly mobile character with a focus on mixups and runaway, like Rolento from Street Fighter Alpha/Final Fight.

 

- Cadence: hybrid character with a teleport and more defensive spells such as shields, speed gain and healing. Like a combination of Nakoruru from Samurai Shodown and Spiral from X-Men: Children of the Atom.

 

- Shining Armor: hybrid character with a standard projectile and running attacks, but a wide range of stat boosts to enhance existing moves, like Silver Samurai from X-Men: Children of the Atom.

 

- Sunset Shimmer: hybrid character with a projectile and charge attacks, and an Aegis Reflector-style trap as her ace in the hole, like Urien from Street Fighter 3.

 

- Derpy: A complex character with moves representing clumsy mannerisms and freak accidents, which ultimately build up to some outlandish "Lv. 3" super move, like Phoenix Wright from Marvel vs. Capcom 3.

 

- Cheese Sandwich: character with random elements tacked onto special moves, like Faust from Guilty Gear.

 

- Trixie: projectile character with a heavy emphasis on hidden traps with Snips and Snails, like Hol Horse from Jojo's Bizarre Adventure.

 

- Lightning Dust: speedy and aggressive character with tornados for anti-air and mix up potential, like a combination of Wolverine and Jin Saotome from Marvel vs. Capcom.

 

- Gilda: Melee character that can deal a ton of damage with moves that mix up from consecutive attacks, like Street Fighter X Tekken's version of Bryan Fury.

 

- Snowflake/Bulk Biceps: big standard grappler, like Zangief.

 

- Iron Will: huge powerhouse with high damage and super armor, like Juggernaut from Marvel Super Heroes.

 

- Luna: projectile-based character that focuses on keepaway, like Doctor Doom from Marvel Super Heroes.

 

- Celestia: projectile-based character that focuses on setting up long and damaging spells, like Donovan from Darkstalkers.

 

- Chrysalis: character with long-ranged normals, and changeling helpers that can be used for projectiles and traps, like Capcom vs. SNK 2's version of Chang Koehan.

 

- Discord: pure keepaway character with projectile-based normals, and some reality warping super moves, like Blackheart mixed with Thanos from Marvel Super Heroes.

 

- Tirek: hybrid character with decent long-ranged mixups, but really damaging melee and a teleport, like a combination of Dhalsim and Yamazaki from King of Fighters.

 

 

I'm sure there are a lot of background ponies people would want to see, but since they've been given no development in the show to provide a good basis for individual movesets, I can't squeeze them in. Sorry. : (


EDIT: FINALLY! Figured out how to edit thread titles!

Edited by Lord-Pomegranate
  • Brohoof 1

 

                                               No questions asked.

Link to comment
Share on other sites

uh... I hope if doesn't offend you that I didn't read the WHOLE thing, that's a lot of text, but I did read some characters, and I like your ;)

I'm not sure I would make it much different

Thanks. I sure hope you'd play them if you could. : D


 

                                               No questions asked.

Link to comment
Share on other sites

I'm not a big fighting games player in general, but I think pretty much my ideal game would be "Super Smash Bros, but with ponies" :please: But everything you said sounds good, so sure let's go with that! (And I agree about the alternate character thing, I think they work best as different skins for the same character, maybe, rather than separate characters?)


post-15132-0-83112800-1440723081.png

 

wonderful signature by Blue Moon & Wheatley! | cosplay | deviantart | fimfiction | johari window | pm me for 3DS friend code, or just to talk/make friends/whatever! <3

Link to comment
Share on other sites

If I were to make a fighting game for mlp I would go for a more Dbz: budokai Tenkaichi format than street fighter style. I would also make it more user friendly with the option of making more competitive settings like you are saying (like smash bro's) so noobs dont feel like giving up right away to pros who know the system.

 

I like the Tenkaichi style cause its fun to watch, allows for more mobility and use of the enviroment. Plus you could have Fluttershy kick Rainbow through Rarities Boutique, and thats badass.

 

I would also have an "HD" mode for Pinkie, to honor the Smile HD vid.

Link to comment
Share on other sites

(edited)

I'm not a big fighting games player in general, but I think pretty much my ideal game would be "Super Smash Bros, but with ponies" :please:

That's cool. Positioning is just as much a part of Smash as it is in any traditional fighting game, so any concept you come up with wouldn't be exclusive to one or the other.

If I were to make a fighting game for mlp I would go for a more Dbz: budokai Tenkaichi format than street fighter style. I would also make it more user friendly with the option of making more competitive settings like you are saying (like smash bro's) so noobs dont feel like giving up right away to pros who know the system.

 

I like the Tenkaichi style cause its fun to watch, allows for more mobility and use of the enviroment. Plus you could have Fluttershy kick Rainbow through Rarities Boutique, and thats badass.

 

I would also have an "HD" mode for Pinkie, to honor the Smile HD vid.

I think a better example for a 3D fighting game would be Power Stone.

 

I'm sure that games like Tekken and Soul Calibur are popular for a reason, but the thing is, those games still function with basic 2D-fighting game controls. Sidestepping is the only real use they make of 3D environments.

 

Basically, if I wanted to avoid fireballs with that much space to maneuver, I'd rather just run from them.

 

 

 

EDIT: Just decided to change Iron Will from a grappler to a heavy hitter. I think he's better suited as a Juggernaut-type than a Hugo.

 

Edited by Lord-Pomegranate

 

                                               No questions asked.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Join the herd!

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...