New kaiju game from Matt Frank + Simon Strange [Archive]

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Re: Your Movesets For Monsters In The New Kaiju Game

Postby Mr. Strange » Sun Apr 22, 2012 4:50 pm

jdude1996 wrote:can anyone think up a moveset for Kamicuras?


A attacks - pincer claw strikes.
B attacks - back leg strikes.
C attacks - flying attacks (wings come out)

A + Up : Claw stab high
A + Down : Claw uppercut
A + Away : Preying Mantis pose (pull away from opponent) then lash forward to strike with both pincers.
A + Toward : Cross-pincer strike (lunge forward and cross both pincers to strike

B + Up : Hop and splay legs outward - to hit in any direction. (short range)
B + Down : Stap front pincer into the ground by his side, then pivot around it for a wide-angle sweep.
B + Away : Mule kick, leaves him facing backward
B + Toward : Slide forward a small distance on his side, kicking legs out during the slide. Hits low, but not a sweep.

C + Up: Fly up in a stair-step, hitting with pincers and front legs.
C + Down: Flatten to the ground, then spring very high, giving players control over the descent.
C + Away: Bicycle kick while jump-flying away from the opponent.
C + Toward: Wing-assisted charge flailing wing and limbs on all sides. Leaves him stunned for a moment (long recovery)

Ranged attack : ventriloquist's chirp. Create a quick echoing chirp which bounces around the arena, distracting and confusing the opponent. All monsters immediately end their charge (firing their weapons at whatever charge level they have) immediately.

Special attack : Active camouflage. He becomes partially transparent, and opponent's attacks do not auto-target for a few seconds. Uses some energy.
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Re: Your Movesets For Monsters In The New Kaiju Game

Postby jdude1996 » Sun Apr 22, 2012 5:00 pm

^ I like this moveset :)
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Goji » Sun Apr 22, 2012 5:15 pm

PopInPicsPresents wrote:
Kiryu2012 wrote:Hey I just thought of something for Kamacuras.

What if whenever the player uses invisibility, they go into first-person like the TF2 Spy, and against other players the screen splits, so the player that's invisible knows where they're going, while the other player doesn't know where they are.


Now that's an awesome idea!


No...it's not. :? Having a fighting game go FPS out of nowhere would be a terrible design choice..and like LGM said, it would be extremely jarring, and mess up the flow of multiplayer (local or online).

I think the complaints about "silly" moves are really overblown. How serious do we expect a game that's based on giant monsters battling to the death, to be? Personally, I love the freedom that was allowed with the old games, and I hope to see more of that in the design/development of the monsters for this new title. I also hope to see some moves from the Pipeworks return. For instance, I simply can't imagine Jet Jaguar without the druken monkey move. Not only is it his launcher, it fits him perfectly.
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby godzilla898 » Sun Apr 22, 2012 5:34 pm

Goji wrote:I think the complaints about "silly" moves are really overblown. How serious do we expect a game that's based on giant monsters battling to the death, to be? Personally, I love the freedom that was allowed with the old games, and I hope to see more of that in the design/development of the monsters for this new title. I also hope to see some moves from the Pipeworks return. For instance, I simply can't imagine Jet Jaguar without the druken monkey move. Not only is it his launcher, it fits him perfectly.

I wasn't a huge fan of the freedom the games allowed. G 90's is a good example-not once in the films does he jump or display the speed or agility that would allow him to do moves such as his run-and-kick throw or double kick.
Obviously it's going to be a bit different for each monster, but I think some of them shouldn't be quite as agile as they were in previous games.
Spacegodzilla is a good example of the increased flexibility working out well-it gives him some more freedom than his lumbering on-screen appearance, but it doesn't stray to far away from it or give him any crazy new abilities.
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Living Corpse » Sun Apr 22, 2012 5:42 pm

godzilla898 wrote:I wasn't a huge fan of the freedom the games allowed. G 90's is a good example-not once in the films does he jump or display the speed or agility that would allow him to do moves such as his run-and-kick throw or double kick.
Obviously it's going to be a bit different for each monster, but I think some of them shouldn't be quite as agile as they were in previous games.
Spacegodzilla is a good example of the increased flexibility working out well-it gives him some more freedom than his lumbering on-screen appearance, but it doesn't stray to far away from it or give him any crazy new abilities.



Sigh.

Games don't have to deal with suits so unlike films they don't have to deal with the limits suits have, you can have monsters run that had suits too heavy to run on film plus being that you're gonna fight other monsters they need to take some liberties or else you're gonna get your ass handed to you every time you pick a slow monster like Destroyah.
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Oasis_S » Sun Apr 22, 2012 5:48 pm

I guess it's okay to think some moves are silly. If they don't mesh with how people see that monster's character, then it can't be helped. Should be changed. We should probably stop arguing about it and list those moves before Strange gets impatient, lol.

But I like how animated the monsters are. Brings out their personalities. In some cases maybe even GIVES them their personality where one wasn't apparent before.
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Goji » Sun Apr 22, 2012 6:12 pm

Wow. I feel like some of you didn't even read Mr. Strange's recent response.

Toho liked the changes, and welcomed them. None of the stuff was extreme, and like I said earlier, these complaints have been blown out of proportion. Even in "serious" films like FRANKENSTEIN VS. BARAGON, Baragon is seen jumping around like a maniac, trying to pounce Franky...Yet some people have the balls to complain about how "silly" Baragon was in the Pipeworks games. Also, most of Toho's monsters started becoming increasingly anthropomorphic as early as 1962...and with that said, these complaints are barely justified. Toho's various critters were already goofy by the time KING KONG VS. GODZILLA was made. MOTHRA VS. GODZILLA is a rare case, where none of the monster stuff was played for laughs.

Seriously, if it's going to ruffle your feathers so much, tell ya what guys, get yourself about 500,000 dollars (if that would even cover it), get approval from Toho, and make you're own damn Godzilla fighting game.
Last edited by Goji on Sun Apr 22, 2012 6:16 pm, edited 1 time in total.
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby matrix » Sun Apr 22, 2012 6:15 pm

Do you think you will be able to see the stats in vs. mode?
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Re: Your Movesets For Monsters In The New Kaiju Game

Postby SpanishBulldog63 » Sun Apr 22, 2012 6:34 pm

^Same here.That+Living Corpse's Active Camo attack from the main thread=Nice moveset for Kamacuras.

I'm surprised no one has said anything about the revised moves for Manda.That said, what would be a good set for Gorosaurus?
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Mr. Strange » Sun Apr 22, 2012 6:35 pm

Goji wrote:Wow. I feel like some of you didn't even read Mr. Strange's recent response.


Heh. I feel that way all the time.
Last edited by Mr. Strange on Sun Apr 22, 2012 6:38 pm, edited 1 time in total.
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby matrix » Sun Apr 22, 2012 6:36 pm

Mr. Strange wrote:
Goji wrote:Wow. I feel like some of you didn't even read Mr. Strange's recent response.

Heh. I feel that way all the time. But I take solace in the belief that most folks here are 14.

Hey, im 13. :lol:
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby miguelnuva » Sun Apr 22, 2012 6:40 pm

I thought the problem everyone had with the Heisei series was that everyone was slow and it was just beam battles giving the heisei series monsters some speed should be a godsend.
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Re: Your Movesets For Monsters In The New Kaiju Game

Postby Tormentor » Sun Apr 22, 2012 6:44 pm

Here's Finao Goji's Moveset. (Using Keyboard inputs)

Finao Goji (Godzilla 2004/Final Wars)

Pressing the A key- Light Attacks

Pressing the S key- Heavy Attacks

Pressing the D key - Medium Attacks

Pressing the Q key- Block

Tap C - Weak Projectile/ Hold C - Strong Projectile

Z and X at the same time: Ozaki Mode

Z- Grab

---------------------------------------------------------

A Key - Rapid Claw Attacks (Godzilla rapidly strikes his opponents with his claws, attack can continue slightly by pressing A three times. Close range.)

A Key + Up - Claw Uppercut (Godzilla leans down slightly before sharply turning and crushing his fist upward against the target's jaw, causes knock back to most opponents except for heavier and larger ones. Close range. )

A Key + Left - Arm Swipe: (Godzilla raises his left arm slightly up before slamming it across the opponent's face, causes larger or equal sized targets to stumble back, smaller opponents are knocked back. Mid range)

A Key + Down - Headbutt: (Godzilla rushes forward before headbutting into the opponent's chest. Mid range)

A Key + Right - Lunging Close-Line: (The nuclear titan lunges as he brings out his right arm and heavily close lines the opponent, causing knock-back. Opponents of the same size, or smaller are knocked back. Larger opponents only stumble back slightly. Mid range)

----------------------------------------
S Key - Tail swipe Attacks (Press S and Godzilla will turn slightly and slam his tail against the left side of the target's body heavily, continue to press S and Godzilla will redirect his tail and slam it against the right side of the target's body, casing the opponent to fall over onto the ground. Mid range.)

S key + Up - Upper Tail Sweep: (Godzilla crouches mildly low before turning his body in a 360 degree turn, tail sweeping the opponent across their face. Causes the opponent to fall backward onto the ground. Mid range)

S key + Left - Hammer Claws: (Godzilla makes a quick sharp uppercut with his left hand, before smashing his right hand downward against the victim's skull. This causes monsters to stumble back. Close range)

S key + Right - Overhead Close Line: (Godzilla jumps up mildly high over his target's head before slamming his right arm down against the neck or face the target, causing knock down into the ground. Mid-Large Range.)

S key + Down - Tail Uppercut: (Godzilla lowers himself down, before quickly rising his tail upward, knocking back opponents. Mid range.)
----------------------------------------
D key - Kick Attacks (Continue to press D to continue kick assault. Close range.)

D key + Up - Knee Crush: (Godzilla makes a sharp leap forward, raising his right knee and striking the opponent in the chest/abdomen. Causes opponent to stumble back. Close range)

D key + Left - Over Head Toss: (Only works whenever a opponent is jumping, in mid-air, or lunging toward you. Godzilla catches the opponent before tossing them over his head. Close range.)

D key + Right - Shoulder Burst: (Godzilla makes a small leap forward, bashing his right shoulder into the opponent's chest, causing the target to stumble back but not knock over. Mid range)

D key + Down - Stomp: (Godzilla raises his foot highly before driving it down and stomping onto the opponent, close range)

------------------------------------------------------------------

Z + A Grapple Attack - Nuclear Beatdown: Godzilla pounces onto his opponent, rapidly punching the victim in the face with both hands before climbing off. (Somewhat like one of Baragon's grapple in STE)

-----------------------------------------------------------------------------

Tap C - Atomic Ray (Tap projectile button): A quick but fairly weak stream of nuclear energy, costs energy

Hold C - Blazing Atomic Ray: Spiral streaks of nuclear energy form into the King's maw, then a powerful
atomic ray erupts forth. (Must hold projectile button and charge Atomic Ray completely to perform)

--------------------------------------------------------------------------------

Z + X (At the same time) - Ozaki Mode: (For a short time [11 seconds real time], Godzilla will gain a mild power boost, and will be able to use Hyper Spiral Ray but only once. This is a one time use and can only be used when below 40% of health. Once over, the player will have mildly reduced defense stats. [Overall the mode is pretty much like Hyper Mode for Megaguirus but with a few differences.] If Hyper Spiral Ray is used then the mode ends automatically after the attack is finished. If the mode's time runs out before the use of Hyper Spiral Ray then the opportunity is lost.)

Press X- Hyper Spiral Ray (Can only be used during Ozaki Mode, the attack does 35-37% damage).
--------------------------------------------------------------------------------


Now most movesets from the pipeworks games have a listing of more than 14 moves (Including abilities and other forms of attacks), the main challenge to me is coming up with at least 10 moves that will make a Godzilla interesting and stand out. Godzilla GFW did some crazy things in its film, so I took the actual things that happened, while coming up with other attacks based on "certain aspects" displayed. For example Godzilla GFW can jump really high, and lunge very far since that's what the film had shown to us, so why not put it to good use? So I decided to involve close-lining attacks and involve it with the lunging and jumping.

Now, the elephant in the room is obviously Ozaki Mode. The film never displayed Godzilla keeping his short power-up after obtaining it. And to make it balanced, why not look at what pipeworks did for Megaguirus for guidance? Make it a mode that increases the monster's abilities, but while only being a one time thing. And since the film displayed Godzilla being greatly powerful, for balance reasons, its best to attach a drawback that will make things fair. A large but understandable decrease in defensive stats. Keep a even fight. Overall the mode is a last resort kind of deal.
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Re: Your Movesets For Monsters In The New Kaiju Game

Postby Oasis_S » Sun Apr 22, 2012 7:03 pm

I like that Kamacuras moveset. Only thing I don't like is the B + Toward. Maybe I'm just picturing it wrong.

While this doesn't have anything to do with a moveset, should Kamacuras have his Showa incarnation's head? Or just his jaws, really. Seemed like those jaws made him look more distinct, rather than just a giant praying mantis, but I guess they probably changed that for a reason in his 2004 design.
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Re: Your Movesets For Monsters In The New Kaiju Game

Postby Living Corpse » Sun Apr 22, 2012 7:27 pm

Probabaly been brought up by someone but could we have Godzilla's Nuclear Pulse be one his grab moves? He grabs the enemy and if he has enough energy and they don't break free in time he sets off a NP.

SpanishBulldog63 wrote:^Same here.That+Living Corpse's Active Camo attack from the main thread=Nice moveset for Kamacuras.


It's also on the first page of this thread. ;) I'm glade to see someone likes the idea.

I'm surprised no one has said anything about the revised moves for Manda.That said, what would be a good set for Gorosaurus?


Yeah Grorsarus is a tough one, since he's arms are so tiny I imagine most of his "punch" attacks would be headbutts.
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Re: Your Movesets For Monsters In The New Kaiju Game

Postby SpanishBulldog63 » Sun Apr 22, 2012 8:40 pm

Living Corpse wrote:
SpanishBulldog63 wrote:^Same here.That+Living Corpse's Active Camo attack from the main thread=Nice moveset for Kamacuras.


It's also on the first page of this thread. ;) I'm glade to see someone likes the idea.


*Looks back at first page* Well i'll be a sonuva...Thats the 2nd time i've done that! lol But yea that attack really sticks out as Kamacuras' Badassifier

Living Corpse wrote:
SpanishBulldog63 wrote:I'm surprised no one has said anything about the revised moves for Manda.That said, what would be a good set for Gorosaurus?

Yeah Grorsarus is a tough one, since he's arms are so tiny I imagine most of his "punch" attacks would be headbutts.


I think I may have something for ole Goro...
A:Bites
A Up: swings head down,jaws open
A Down:swings his head up and does a skull uppercut
A Towards opponent: does a short one-step rush to head butt opponent
A Away from Opponent:Jaws wide open, lunges at opponent and bites them

B:Kicks
B up: does a tail-whip(stun) to heel kick combo
B down: stomp
B towards:KANGAROO KICK!
B away:Bicycle kick

X:Tail whips
X up: swings tail up at opponents face
X down: does a tail sweep
X left/right: swings his tail like a bat at opponents midsection

Tap:None
Hold:None
Last edited by SpanishBulldog63 on Fri May 18, 2012 11:20 pm, edited 1 time in total.
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Re: Your Movesets For Monsters In The New Kaiju Game

Postby Blackout286 » Sun Apr 22, 2012 9:41 pm

Tormentor wrote:Here's Finao Goji's Moveset. (Using Keyboard inputs)

Finao Goji (Godzilla 2004/Final Wars)

Pressing the A key- Light Attacks

Pressing the S key- Heavy Attacks

Pressing the D key - Medium Attacks

Pressing the Q key- Block

Tap C - Weak Projectile/ Hold C - Strong Projectile

Z and X at the same time: Ozaki Mode

Z- Grab

---------------------------------------------------------

A Key - Rapid Claw Attacks (Godzilla rapidly strikes his opponents with his claws, attack can continue slightly by pressing A three times. Close range.)

A Key + Up - Claw Uppercut (Godzilla leans down slightly before sharply turning and crushing his fist upward against the target's jaw, causes knock back to most opponents except for heavier and larger ones. Close range. )

A Key + Left - Arm Swipe: (Godzilla raises his left arm slightly up before slamming it across the opponent's face, causes larger or equal sized targets to stumble back, smaller opponents are knocked back. Mid range)

A Key + Down - Headbutt: (Godzilla rushes forward before headbutting into the opponent's chest. Mid range)

A Key + Right - Lunging Close-Line: (The nuclear titan lunges as he brings out his right arm and heavily close lines the opponent, causing knock-back. Opponents of the same size, or smaller are knocked back. Larger opponents only stumble back slightly. Mid range)

----------------------------------------
S Key - Tail swipe Attacks (Press S and Godzilla will turn slightly and slam his tail against the left side of the target's body heavily, continue to press S and Godzilla will redirect his tail and slam it against the right side of the target's body, casing the opponent to fall over onto the ground. Mid range.)

S key + Up - Upper Tail Sweep: (Godzilla crouches mildly low before turning his body in a 360 degree turn, tail sweeping the opponent across their face. Causes the opponent to fall backward onto the ground. Mid range)

S key + Left - Hammer Claws: (Godzilla makes a quick sharp uppercut with his left hand, before smashing his right hand downward against the victim's skull. This causes monsters to stumble back. Close range)

S key + Right - Overhead Close Line: (Godzilla jumps up mildly high over his target's head before slamming his right arm down against the neck or face the target, causing knock down into the ground. Mid-Large Range.)

S key + Down - Tail Uppercut: (Godzilla lowers himself down, before quickly rising his tail upward, knocking back opponents. Mid range.)
----------------------------------------
D key - Kick Attacks (Continue to press D to continue kick assault. Close range.)

D key + Up - Knee Crush: (Godzilla makes a sharp leap forward, raising his right knee and striking the opponent in the chest/abdomen. Causes opponent to stumble back. Close range)

D key + Left - Over Head Toss: (Only works whenever a opponent is jumping, in mid-air, or lunging toward you. Godzilla catches the opponent before tossing them over his head. Close range.)

D key + Right - Shoulder Burst: (Godzilla makes a small leap forward, bashing his right shoulder into the opponent's chest, causing the target to stumble back but not knock over. Mid range)

D key + Down - Stomp: (Godzilla raises his foot highly before driving it down and stomping onto the opponent, close range)

------------------------------------------------------------------

Z + A Grapple Attack - Nuclear Beatdown: Godzilla pounces onto his opponent, rapidly punching the victim in the face with both hands before climbing off. (Somewhat like one of Baragon's grapple in STE)

-----------------------------------------------------------------------------

Tap C - Atomic Ray (Tap projectile button): A quick but fairly weak stream of nuclear energy, costs energy

Hold C - Blazing Atomic Ray: Spiral streaks of nuclear energy form into the King's maw, then a powerful
atomic ray erupts forth. (Must hold projectile button and charge Atomic Ray completely to perform)

--------------------------------------------------------------------------------

Z + X (At the same time) - Ozaki Mode: (For a short time [11 seconds real time], Godzilla will gain a mild power boost, and will be able to use Hyper Spiral Ray but only once. This is a one time use and can only be used when below 40% of health. Once over, the player will have mildly reduced defense stats. [Overall the mode is pretty much like Hyper Mode for Megaguirus but with a few differences.] If Hyper Spiral Ray is used then the mode ends automatically after the attack is finished. If the mode's time runs out before the use of Hyper Spiral Ray then the opportunity is lost.)

Press X- Hyper Spiral Ray (Can only be used during Ozaki Mode, the attack does 35-37% damage).
--------------------------------------------------------------------------------


Now most movesets from the pipeworks games have a listing of more than 14 moves (Including abilities and other forms of attacks), the main challenge to me is coming up with at least 10 moves that will make a Godzilla interesting and stand out. Godzilla GFW did some crazy things in its film, so I took the actual things that happened, while coming up with other attacks based on "certain aspects" displayed. For example Godzilla GFW can jump really high, and lunge very far since that's what the film had shown to us, so why not put it to good use? So I decided to involve close-lining attacks and involve it with the lunging and jumping.

Now, the elephant in the room is obviously Ozaki Mode. The film never displayed Godzilla keeping his short power-up after obtaining it. And to make it balanced, why not look at what pipeworks did for Megaguirus for guidance? Make it a mode that increases the monster's abilities, but while only being a one time thing. And since the film displayed Godzilla being greatly powerful, for balance reasons, its best to attach a drawback that will make things fair. A large but understandable decrease in defensive stats. Keep a even fight. Overall the mode is a last resort kind of deal.


And now, Finao Goji has a playable movest, and I love it. Now who's going to make a moveset for Manda?
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Re: Your Movesets For Monsters In The New Kaiju Game

Postby SpanishBulldog63 » Sun Apr 22, 2012 9:45 pm

Blackout286 wrote:
Tormentor wrote:Here's Finao Goji's Moveset. (Using Keyboard inputs)

Finao Goji (Godzilla 2004/Final Wars)

Pressing the A key- Light Attacks

Pressing the S key- Heavy Attacks

Pressing the D key - Medium Attacks

Pressing the Q key- Block

Tap C - Weak Projectile/ Hold C - Strong Projectile

Z and X at the same time: Ozaki Mode

Z- Grab

---------------------------------------------------------

A Key - Rapid Claw Attacks (Godzilla rapidly strikes his opponents with his claws, attack can continue slightly by pressing A three times. Close range.)

A Key + Up - Claw Uppercut (Godzilla leans down slightly before sharply turning and crushing his fist upward against the target's jaw, causes knock back to most opponents except for heavier and larger ones. Close range. )

A Key + Left - Arm Swipe: (Godzilla raises his left arm slightly up before slamming it across the opponent's face, causes larger or equal sized targets to stumble back, smaller opponents are knocked back. Mid range)

A Key + Down - Headbutt: (Godzilla rushes forward before headbutting into the opponent's chest. Mid range)

A Key + Right - Lunging Close-Line: (The nuclear titan lunges as he brings out his right arm and heavily close lines the opponent, causing knock-back. Opponents of the same size, or smaller are knocked back. Larger opponents only stumble back slightly. Mid range)

----------------------------------------
S Key - Tail swipe Attacks (Press S and Godzilla will turn slightly and slam his tail against the left side of the target's body heavily, continue to press S and Godzilla will redirect his tail and slam it against the right side of the target's body, casing the opponent to fall over onto the ground. Mid range.)

S key + Up - Upper Tail Sweep: (Godzilla crouches mildly low before turning his body in a 360 degree turn, tail sweeping the opponent across their face. Causes the opponent to fall backward onto the ground. Mid range)

S key + Left - Hammer Claws: (Godzilla makes a quick sharp uppercut with his left hand, before smashing his right hand downward against the victim's skull. This causes monsters to stumble back. Close range)

S key + Right - Overhead Close Line: (Godzilla jumps up mildly high over his target's head before slamming his right arm down against the neck or face the target, causing knock down into the ground. Mid-Large Range.)

S key + Down - Tail Uppercut: (Godzilla lowers himself down, before quickly rising his tail upward, knocking back opponents. Mid range.)
----------------------------------------
D key - Kick Attacks (Continue to press D to continue kick assault. Close range.)

D key + Up - Knee Crush: (Godzilla makes a sharp leap forward, raising his right knee and striking the opponent in the chest/abdomen. Causes opponent to stumble back. Close range)

D key + Left - Over Head Toss: (Only works whenever a opponent is jumping, in mid-air, or lunging toward you. Godzilla catches the opponent before tossing them over his head. Close range.)

D key + Right - Shoulder Burst: (Godzilla makes a small leap forward, bashing his right shoulder into the opponent's chest, causing the target to stumble back but not knock over. Mid range)

D key + Down - Stomp: (Godzilla raises his foot highly before driving it down and stomping onto the opponent, close range)

------------------------------------------------------------------

Z + A Grapple Attack - Nuclear Beatdown: Godzilla pounces onto his opponent, rapidly punching the victim in the face with both hands before climbing off. (Somewhat like one of Baragon's grapple in STE)

-----------------------------------------------------------------------------

Tap C - Atomic Ray (Tap projectile button): A quick but fairly weak stream of nuclear energy, costs energy

Hold C - Blazing Atomic Ray: Spiral streaks of nuclear energy form into the King's maw, then a powerful
atomic ray erupts forth. (Must hold projectile button and charge Atomic Ray completely to perform)

--------------------------------------------------------------------------------

Z + X (At the same time) - Ozaki Mode: (For a short time [11 seconds real time], Godzilla will gain a mild power boost, and will be able to use Hyper Spiral Ray but only once. This is a one time use and can only be used when below 40% of health. Once over, the player will have mildly reduced defense stats. [Overall the mode is pretty much like Hyper Mode for Megaguirus but with a few differences.] If Hyper Spiral Ray is used then the mode ends automatically after the attack is finished. If the mode's time runs out before the use of Hyper Spiral Ray then the opportunity is lost.)

Press X- Hyper Spiral Ray (Can only be used during Ozaki Mode, the attack does 35-37% damage).
--------------------------------------------------------------------------------


Now most movesets from the pipeworks games have a listing of more than 14 moves (Including abilities and other forms of attacks), the main challenge to me is coming up with at least 10 moves that will make a Godzilla interesting and stand out. Godzilla GFW did some crazy things in its film, so I took the actual things that happened, while coming up with other attacks based on "certain aspects" displayed. For example Godzilla GFW can jump really high, and lunge very far since that's what the film had shown to us, so why not put it to good use? So I decided to involve close-lining attacks and involve it with the lunging and jumping.

Now, the elephant in the room is obviously Ozaki Mode. The film never displayed Godzilla keeping his short power-up after obtaining it. And to make it balanced, why not look at what pipeworks did for Megaguirus for guidance? Make it a mode that increases the monster's abilities, but while only being a one time thing. And since the film displayed Godzilla being greatly powerful, for balance reasons, its best to attach a drawback that will make things fair. A large but understandable decrease in defensive stats. Keep a even fight. Overall the mode is a last resort kind of deal.


And now, Finao Goji has a playable movest, and I love it. Now who's going to make a moveset for Manda?


Already did.Original moves on 1st page,3rd to last post and revised moves on 3rd page 2nd post
SpanishBulldog63 wrote:
UltramanGoji wrote:Now you know, and knowing is half the battle!

And the other half is fought with a shotgun!
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Brianzilla2004 » Sun Apr 22, 2012 10:41 pm

Mr. Strange wrote:
PopInPicsPresents wrote:I have a question, would it be possible for the bigger kaiju like Godzilla to be able to actually walk through buildings like in the films? Or when a monster like Ghidorah lands from flying to have him just crush the buildings under his feet if there are any?


Sure. The monsters just walked through buildings in all three G games.

Of course, I suspect your question really is "can they just walk through the buildings which, before, were so big that they wouldn't just walk through them?"

Let me ask you - if the buildings offer no resistance, then what is the purpose of having buildings at all? Why not just leave open spaces? It seems like a lot of time and trouble to make buildings which offer no resistance.


I posted about this very subject a while ago. Weird that it's just now picking up...

In my post, I mentioned that buildings COULD offer resistance while allowing you to walk through them. Monsters could push through knee-high buildings, but they'd be very sluggish as they pushed through the structures. The monsters could even have alternate animations as they struggle to swing their mighty legs through these buildings.



As for this whole thing about the monsters being able to do more agile things, I don't see anything wrong with it. I DO agree that Godzilla 90's should be slowed down and turned into more of a tank, and I think that giving monsters varying levels of jumping skills would be a good idea. For example, Godzilla 90's could have a very short, low jump compared to Baragon, Gorosaurus or Zilla. Turning speed might also be an attribute to consider making a variable in a monster's skill set. Destoroyah doesn't seem like he'd be able to spin around as fast as Jet Jaguar.

Also, I just remembered something... the beam mechanics obviously need to not be like they were in GU. I thought they were just a big mess in that game, but making monsters mobile while using beams isn't necessarily a bad idea. While any future games should have beam implementation more akin to GDAMM and GSTE, allowing monsters to walk as they shoot their beams is reasonable. Also, monsters should be able to turn as they're firing their beams. I think that walking and turning speed should be reduced while the monster is firing its weapon, but it should be possible. Sort of a GSTE / GU hybrid-ish system.
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Re: (Possible) new kaiju game from Matt Frank and Simon Stra

Postby Infinity » Sun Apr 22, 2012 11:00 pm

The only kaiju I recall walking with a continous stream of energy beam would be Kiryu if you look at the movies. The others would usually be still or in flight mode when firing them. Continously firing the beam is probably not a good idea anyway since most kaiju just shoot their beam for a maximum of 2 seconds. The only ones who have exceptionally long beam durations are: Kiryu, GMK godzilla, Shodai Goji, Mire Goji, Biollante, FW Goji. I'am not sure about Baragon since I haven't seen FCTE. This is not counting beam locks ofcourse.

All in all, I think G:STE had it pretty good. Some may not have been represented well (Heisei MG for instance) but it was all adjusted to be balanced and fair. I could avoid them by simply running to the extremes of the screen and I would usually get my opponent to block often as I would threaten them with low powered beam blasts whenever their health was low.

Now what I'am wondering is how many beams the monsters are allowed to have. With Mechagodzilla, there are many, many beams missles and having the option of blasting them all at once would be really cool.
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