Post by fia on Feb 24, 2006 0:59:03 GMT -5
Anyone ever know and try this game? The fact that not even google show much searches for it, I can hardly find much info for it(Such as to find replays and such. I really wants to learn more deep mechanics on it, and also each character Overdrive.).
If possible, I will upload a movie of it on next post.
EDIT: The whole gameplay-
Writer's note: Most names included are self dubbed.
Gauge
-----
1. Besides the life gauge, there are three more gauges on the screen: The Guard gauge(The blue one located just right below the life gauge, which change to darker colour when depleted), the Energy gauge(The one at the most bottom), and the Brake gauge(The one situated just right above Energy gauge.)
2. The Guard gauge is quite similar to most game, in that if you manage to blow off the whole gauge of your blocking opponent, you will score a Guard Crush, in which duration you are free to punish the opponent with them stunned.
3. The Energy gauge has 2 limiters below them for each characters, which allows the amount of Energy Unit stored. The more damage a character deals, the limiter will draw closer to his/her side(Stops at half bar.), thus allowing the opposition to store more Energy Units(Maximum Energy Unit allowed is 150, default is 100). The limiters return to their neutral position at the middle when another new round starts, eliminating any exceed Energy Units stored.(Example: If you win a round with 111 left, it will be 100.) There are three ways to gain Energy Unit- the main method is to attack(Cannot whiff, blocked attacks also count.), Guard Cancel(Instant block in this game. Refer to #Block.) Brake Burst(Refer to #Etc) or Energy Burn(Refer to #Etc)
4. The Brake gauge is responsible for all those special stuff you will need to pull. Lower than 25%, they will be in blue in colour. More than 25%, it will turn green. 75% and more, purple and lastly pale blue for 100%. Gradually gain overtime, and when damaged.
Button
------
Hinokakera is a 4 button fighting game. They are A(Light), B(Medium), C(Heavy), and D(Brake).
Brake button is not an attack button like the other three. Instead, it has various uses as written below:
- Hold D when blocking - When blocking while holding down Brake, you will perform a Brake Block(Refer to #Block).
- 222D - You will go into Overdrive mode(Refer to #Etc). Need at least 50 Energy units.
- 2 or 8 while holding D - Sidestep(Refer to #Movement).
- 4D or 6D while performing a move - Blue Move Brake(Refer to #Etc). Need 75% Brake Gauge.
- 4D or 6D while performing a move and the opponent Guard Cancel(Refer to #Block)'ed it - Green Move Brake(Refer to #Etc). Need 25% Brake gauge.
- 4D, 6D or A+D after getting hit - Brake Burst(Refer to #Etc). Needs 100% Brake gauge.
- Hold C+D or A+D - Energy Burn(Refer to #Etc)
- 4D, 5D or 6D when hit in air - Posture Control(Refer to #Etc)
- 4D or 5D while grounded - Flip(Refer to Etc).
Movement
--------
Hinokakera shares much similarities with most 2D fighting games such as Guilty Gear XX. Except the following differences:
- Air Dash and Air Backdash - Only one character has the ability to air dash
- Double Jump - Double jump is only restricted to air combo from a Launcher(Refer to #Attack), unless some requirement is fulfilled(Refer to Overdrive Mode in #Etc)
- High Jump - There is no high jump in this game.
- Sidestep - By holding down D while pressing 2 or 8, you can sidestep toward the screen or into the screen. Good for dodging a straight attack.
Attack
------
1. Chain
Hinokakera allows basic chains of A>B>C. Though the chain is far looser than most games(Which is another proof in that the producer tries to make it a beginner-friendly game. Like BMB's activation is far less complicated that most cancelings known.) Say, if you are starting from an A attack and is going to B, you can also chain into another A before then(Example: You can chain 5A>4A>6B, if that character have a 4A attack.) However, you cannot chain after a knockdown attack or a Launcher(Refer to Launcher in #Attack). You cannot also rechain back to previous button.(Say, 2A> 2B> A is not possible.) One example chain of Kakeru: 5A > 5B> 4B(Non-charged)> 2B> 5C> 2C. Sounds complicated? Should not be a problem after you get a feel of the game.
2. Advanced Moves
There are 3 types of advanced moves in Hinokakera - EX(Use 25 Energy units), EF(50 Energy Units) and ODF(Overdrive move. Need to go into Overdrive mode(Refer to #Etc). Uses all Energy Units).
- EX will use up 25%, and command moves have a EX version unless noted otherwise.
- EF will just be what we call Super in most games. Some EFs can be "enchanced" by spending 25 more energy units during the moment the EF is performed. Timing varies for each EFs.
- There nothing much to say about ODF, but they will work just like Instant Kill in GG, since it can take out a large portion of a character's life with it. The damage percentage raises or drops depending on the remaining Energy unit left when you perform ODF.(With 140 units, you start at around 135%. Lower than 50 units, it starts at 75%). If given similarity, it will be just like how Bloody Roar's super works(The more gauge you have, the better the damage.)
3. Launcher
All characters except one have an attack which allows them to launch the opponent into the air, continuing with an air combo. Press 8 after launching the opponent to chase after them.
4. Attack Canceling
Like Roman Cancel in GGXX, Hinokakera features two move cancel options, namely Blue Move Brake and Green Move Brake(Self dubbed named. Refer as BMB and GMB hereafter.):
- Blue Move Brake(4D or 6D) - No tight timing needed, and you can even BMB on some whiffed moves. The best thing about BMB is that it reset your damage percentage back to 100%, making it possible to duke out strong combos. BMB also resets other movement usage, in that you are allowed to do another Double Jump in air combo. Uses up 75% of Brake gauge.(NOTE: You cannot BMB a EF or ODF.)
- Green Move Brake(4D or 6D if attack was Guard Cancel(Refer to #Block) - GMB is a rather tricky version of BMB. If your opponent able to Guard Cancel(Before they attack afterwards) your attack, you can GMB to get away from getting punished. Very unique, as it can make a battle more grippy. Uses up only 25%(!!) of Brake gauge.
5. Throw(4C)
Each character have an throw and airthrow which is executed by pressing 4C(One character has two ground throws.). Can be Tech(Refer to #Etc) by pressing 4C.
6. There is a feel of realism in the game, in that sometimes how the attack hits results in different effects. If you are to sweep a character but only hit a small part of his/her leg, he/she will most likely not to be tripped. Another example is Raven's sword swipe upper. As shown on the movie, if only the edge of the sword hits, it will be just a scratch and Silvis will not be sent up to the air.
Block
-----
NOTE: In this game, there is no chip damage. Every attack blocked will deplete the Guard gauge instead.
There are 3 methods of blocking for Hinokakera:
1. Normal Block - Basic blocking method by pressing backward.
2. Guard Cancel - If you instant block and then perform an attack and hit, you will score a Guard Cancel. (Instant blocking in this game will be dubbed as Guard Cancel or GC hereafter.)
3. Brake Guard(Hold D while blocking) - By holding down D when blocking, It will works just like Faultless defense in GGXX, in that it will force your opponent away. It does not use up Brake gauge but the Energy gauge, though be reminded not to use it too often, for it can gobble down Energy like mad.
Etc
---
A) Self enchancing Skill
1. Overdrive mode(222D, with at least 50 Energy Units. Uses up 25 Energy Units at activation)
During Overdrive mode, your Energy gauge will gradually deplete over time, but you gain various traits:
- You are allowed to double jump normally.
- You can pull out the character Overdrive move.
- (There are much more, but I cannot get to understand them right now....)
- Can be used like a Brake Burst during activation.(Push opponent away.)
2. Energy Burn(Hold A+D or C+D)
This allows you to trade your life for a reasonable amount of Energy Units. Quite risky though, as there is a recovery after it.
B) Recovery Skill
1. Posture Control(When hit airborne, 4D, 5D or 6D)
This allows you to recover instead of falling straight to the ground.
2. Flip(When grounded, 4D or 5D)
Allows you to flip away from your previous position.
C) Countering skill
Brake Burst
It will be like Guilty Gear's counter burst. Uses up all Brake gauge and gains some Energy units(If hit).
D) Various elements
Counter
Varies in up to 3 levels(Counter 1, 2, & 3). The higher the number, the longer the recovery is. Counters make it possible for some combos, even to combo a chain string into an ODF, though the damage percentage will obviously drop a lot.
Critical
Not much is known about it yet. But it seems to prevent airblocking a ground attack.
E) Difficulty
Hinokakera has quite challenging AI to play with. Below are the difficulties and what I will think that they will represent:
- Easy - One who has not even touched fighting game before.
- Normal - One who has known of this game for... say, a week. So-so player.
- Hard - One who has been playing this game for like... a year. An expert.
- Nightmare - Nuff said. if Hard is considered expert, I will let you decide what is next.
F) Voices and Musics
The voices used are fine, and I like how they include interaction between character(Like how Eddie will respond to Millia in GGXX): During intro and while fighting. The music is enjoyable.
If possible, I will upload a movie of it on next post.
EDIT: The whole gameplay-
Writer's note: Most names included are self dubbed.
Gauge
-----
1. Besides the life gauge, there are three more gauges on the screen: The Guard gauge(The blue one located just right below the life gauge, which change to darker colour when depleted), the Energy gauge(The one at the most bottom), and the Brake gauge(The one situated just right above Energy gauge.)
2. The Guard gauge is quite similar to most game, in that if you manage to blow off the whole gauge of your blocking opponent, you will score a Guard Crush, in which duration you are free to punish the opponent with them stunned.
3. The Energy gauge has 2 limiters below them for each characters, which allows the amount of Energy Unit stored. The more damage a character deals, the limiter will draw closer to his/her side(Stops at half bar.), thus allowing the opposition to store more Energy Units(Maximum Energy Unit allowed is 150, default is 100). The limiters return to their neutral position at the middle when another new round starts, eliminating any exceed Energy Units stored.(Example: If you win a round with 111 left, it will be 100.) There are three ways to gain Energy Unit- the main method is to attack(Cannot whiff, blocked attacks also count.), Guard Cancel(Instant block in this game. Refer to #Block.) Brake Burst(Refer to #Etc) or Energy Burn(Refer to #Etc)
4. The Brake gauge is responsible for all those special stuff you will need to pull. Lower than 25%, they will be in blue in colour. More than 25%, it will turn green. 75% and more, purple and lastly pale blue for 100%. Gradually gain overtime, and when damaged.
Button
------
Hinokakera is a 4 button fighting game. They are A(Light), B(Medium), C(Heavy), and D(Brake).
Brake button is not an attack button like the other three. Instead, it has various uses as written below:
- Hold D when blocking - When blocking while holding down Brake, you will perform a Brake Block(Refer to #Block).
- 222D - You will go into Overdrive mode(Refer to #Etc). Need at least 50 Energy units.
- 2 or 8 while holding D - Sidestep(Refer to #Movement).
- 4D or 6D while performing a move - Blue Move Brake(Refer to #Etc). Need 75% Brake Gauge.
- 4D or 6D while performing a move and the opponent Guard Cancel(Refer to #Block)'ed it - Green Move Brake(Refer to #Etc). Need 25% Brake gauge.
- 4D, 6D or A+D after getting hit - Brake Burst(Refer to #Etc). Needs 100% Brake gauge.
- Hold C+D or A+D - Energy Burn(Refer to #Etc)
- 4D, 5D or 6D when hit in air - Posture Control(Refer to #Etc)
- 4D or 5D while grounded - Flip(Refer to Etc).
Movement
--------
Hinokakera shares much similarities with most 2D fighting games such as Guilty Gear XX. Except the following differences:
- Air Dash and Air Backdash - Only one character has the ability to air dash
- Double Jump - Double jump is only restricted to air combo from a Launcher(Refer to #Attack), unless some requirement is fulfilled(Refer to Overdrive Mode in #Etc)
- High Jump - There is no high jump in this game.
- Sidestep - By holding down D while pressing 2 or 8, you can sidestep toward the screen or into the screen. Good for dodging a straight attack.
Attack
------
1. Chain
Hinokakera allows basic chains of A>B>C. Though the chain is far looser than most games(Which is another proof in that the producer tries to make it a beginner-friendly game. Like BMB's activation is far less complicated that most cancelings known.) Say, if you are starting from an A attack and is going to B, you can also chain into another A before then(Example: You can chain 5A>4A>6B, if that character have a 4A attack.) However, you cannot chain after a knockdown attack or a Launcher(Refer to Launcher in #Attack). You cannot also rechain back to previous button.(Say, 2A> 2B> A is not possible.) One example chain of Kakeru: 5A > 5B> 4B(Non-charged)> 2B> 5C> 2C. Sounds complicated? Should not be a problem after you get a feel of the game.
2. Advanced Moves
There are 3 types of advanced moves in Hinokakera - EX(Use 25 Energy units), EF(50 Energy Units) and ODF(Overdrive move. Need to go into Overdrive mode(Refer to #Etc). Uses all Energy Units).
- EX will use up 25%, and command moves have a EX version unless noted otherwise.
- EF will just be what we call Super in most games. Some EFs can be "enchanced" by spending 25 more energy units during the moment the EF is performed. Timing varies for each EFs.
- There nothing much to say about ODF, but they will work just like Instant Kill in GG, since it can take out a large portion of a character's life with it. The damage percentage raises or drops depending on the remaining Energy unit left when you perform ODF.(With 140 units, you start at around 135%. Lower than 50 units, it starts at 75%). If given similarity, it will be just like how Bloody Roar's super works(The more gauge you have, the better the damage.)
3. Launcher
All characters except one have an attack which allows them to launch the opponent into the air, continuing with an air combo. Press 8 after launching the opponent to chase after them.
4. Attack Canceling
Like Roman Cancel in GGXX, Hinokakera features two move cancel options, namely Blue Move Brake and Green Move Brake(Self dubbed named. Refer as BMB and GMB hereafter.):
- Blue Move Brake(4D or 6D) - No tight timing needed, and you can even BMB on some whiffed moves. The best thing about BMB is that it reset your damage percentage back to 100%, making it possible to duke out strong combos. BMB also resets other movement usage, in that you are allowed to do another Double Jump in air combo. Uses up 75% of Brake gauge.(NOTE: You cannot BMB a EF or ODF.)
- Green Move Brake(4D or 6D if attack was Guard Cancel(Refer to #Block) - GMB is a rather tricky version of BMB. If your opponent able to Guard Cancel(Before they attack afterwards) your attack, you can GMB to get away from getting punished. Very unique, as it can make a battle more grippy. Uses up only 25%(!!) of Brake gauge.
5. Throw(4C)
Each character have an throw and airthrow which is executed by pressing 4C(One character has two ground throws.). Can be Tech(Refer to #Etc) by pressing 4C.
6. There is a feel of realism in the game, in that sometimes how the attack hits results in different effects. If you are to sweep a character but only hit a small part of his/her leg, he/she will most likely not to be tripped. Another example is Raven's sword swipe upper. As shown on the movie, if only the edge of the sword hits, it will be just a scratch and Silvis will not be sent up to the air.
Block
-----
NOTE: In this game, there is no chip damage. Every attack blocked will deplete the Guard gauge instead.
There are 3 methods of blocking for Hinokakera:
1. Normal Block - Basic blocking method by pressing backward.
2. Guard Cancel - If you instant block and then perform an attack and hit, you will score a Guard Cancel. (Instant blocking in this game will be dubbed as Guard Cancel or GC hereafter.)
3. Brake Guard(Hold D while blocking) - By holding down D when blocking, It will works just like Faultless defense in GGXX, in that it will force your opponent away. It does not use up Brake gauge but the Energy gauge, though be reminded not to use it too often, for it can gobble down Energy like mad.
Etc
---
A) Self enchancing Skill
1. Overdrive mode(222D, with at least 50 Energy Units. Uses up 25 Energy Units at activation)
During Overdrive mode, your Energy gauge will gradually deplete over time, but you gain various traits:
- You are allowed to double jump normally.
- You can pull out the character Overdrive move.
- (There are much more, but I cannot get to understand them right now....)
- Can be used like a Brake Burst during activation.(Push opponent away.)
2. Energy Burn(Hold A+D or C+D)
This allows you to trade your life for a reasonable amount of Energy Units. Quite risky though, as there is a recovery after it.
B) Recovery Skill
1. Posture Control(When hit airborne, 4D, 5D or 6D)
This allows you to recover instead of falling straight to the ground.
2. Flip(When grounded, 4D or 5D)
Allows you to flip away from your previous position.
C) Countering skill
Brake Burst
It will be like Guilty Gear's counter burst. Uses up all Brake gauge and gains some Energy units(If hit).
D) Various elements
Counter
Varies in up to 3 levels(Counter 1, 2, & 3). The higher the number, the longer the recovery is. Counters make it possible for some combos, even to combo a chain string into an ODF, though the damage percentage will obviously drop a lot.
Critical
Not much is known about it yet. But it seems to prevent airblocking a ground attack.
E) Difficulty
Hinokakera has quite challenging AI to play with. Below are the difficulties and what I will think that they will represent:
- Easy - One who has not even touched fighting game before.
- Normal - One who has known of this game for... say, a week. So-so player.
- Hard - One who has been playing this game for like... a year. An expert.
- Nightmare - Nuff said. if Hard is considered expert, I will let you decide what is next.
F) Voices and Musics
The voices used are fine, and I like how they include interaction between character(Like how Eddie will respond to Millia in GGXX): During intro and while fighting. The music is enjoyable.