Weaponlord: Difference between revisions
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== Gameplay == | == Gameplay == | ||
'''Thrust Blocking''' | |||
*To perform a thrust block in this game and parry high, mid, or low attacks, respectively, you hold a light attack and tap up, forward, or down, in time with the opponent's attack. | |||
**You can also perform a thrust block in the air by holding down and tapping F1 / your button mapped to ForeSlash, while airborne. | |||
'''Guard Drop''' | |||
*Special moves in this game with the "guard drop" ( or "opener" ) property will break an opponent's guard or blockstun, leaving them open to attack for a certain amount of frames. | |||
'''Weapon Clash / Catch / Deflect''' | |||
*Due to the heavy emphasis on weapons, normals performed simultaneously will typically clash as their hitboxes overlap; certain special moves with the "Deflect" property will swat a normal aside and go through to hit, behaving much like a guard point. Certain normals with the "Catch" property, upon a successful contact with a swing, can be buffered into a special move with very precise, almost just frame timing, which will result in the opponent's weapon breaking, leaving it in a diminished state for the rest of the round. | |||
'''Weapon Breaks''' | |||
*If your weapon is successfully broken, for the remainder of the round you will take a penalty to your damage output, and the range on your normals will be limited. | |||
**The only character whose weapon cannot be broken is Bane. | |||
**The only character with more than one special technique in the game with the Weapon Breaker property is Zorn. | |||
'''Special Move Input Types''' | |||
*Special move inputs in Weaponlord are typically in three flavors; charge motions ( holding a direction for a specified amount of time, then pressing a different direction and input ), instant motions ( a la Street Fighter; a directional motion followed by inputting a button ), or hold-down motions ( a.k.a. negative edging; typically involving holding down a button, performing a directional motion, then releasing said button ). | |||
'''Double Over Stun, Stumble, Backturn Stun States''' | |||
*The flow of combos in Weaponlord is often dictated by special moves that have the Double Over Stun property ( Jen-Tai's Shield Spike or Korr's Gut Slash, for example ); these moves function much like linkers in the Killer Instinct series, allowing you to structure combos in the form of normal attack -> move that inflicts Stun -> normal attack -> your ender of choice, typically a move that would knock down or grant further followups. There is also a special Stumble hitstun state; certain normals will cause this when used as a counterattack post-Thrust Block, and this is also fairly common to see when an opponent is hit backturned. As a general rule much like older Samurai Shodown titles, a great deal more hitstun is granted to the attacker if the opponent is hit with a crossup that leads into a backturned combo; as this can be potentially fatal it is best avoided. | |||
'''OTG state / Takedowns''' | |||
'''Hair/Clothing Trimming''' | |||
'''Death Combo System / Frenzy''' | |||
== Controls == | == Controls == | ||
Revision as of 03:52, 1 May 2022
| WeaponLord | |
| Developer(s) | Visual Concepts |
| Publisher(s) | Namco |
| Producer(s) | James Goddard, David Winstead |
| Release Date | NA: October 13, 1995 |
Introduction
Weaponlord is a fighting game designed originally for release on the SNES ( and Genesis, later in the development cycle ), developed by project leads James Goddard, Dave Winstead, consultant Ken Lobb and a specialized team at Visual Concepts aimed at creating a unique weapon based 2D fighter unlike anything else on home consoles.
With strong aesthetic choices and presentation inspired by Conan and other sword and sorcery epics ( and some fantastic Simon Bisley art ), Weaponlord's hotly anticipated launch in the fall of 1995 was met with a mixed reception. Designed from the ground up for online play at the time through the XBand network service and having had regular arcade based location playtests at Sunnyvale Golfland in its heyday, the fighting system heavily emphasizes freeform usage of the thrust blocking mechanic to great defensive effect, with strong pressure tactics and space control. Due to special move inputs being a somewhat abnormal mixture of Primal Rage style negative edge inputs and traditional Street Fighter style motions, Weaponlord's gameplay has been criticized over the years as being somewhat impenetrable to new players; however, those willing to dedicate some time and patience to it will discover an intricate, visceral fighter with nuances and mechanics far ahead of its time.
Combo Exhibition
<youtube>https://www.youtube.com/watch?v=Y6ZnPzLjRLY&index=1&list=PLLkhzJq9cXVzJVSIXUK88J9ebcO6rn8yu</youtube>
Gameplay
Thrust Blocking
- To perform a thrust block in this game and parry high, mid, or low attacks, respectively, you hold a light attack and tap up, forward, or down, in time with the opponent's attack.
- You can also perform a thrust block in the air by holding down and tapping F1 / your button mapped to ForeSlash, while airborne.
Guard Drop
- Special moves in this game with the "guard drop" ( or "opener" ) property will break an opponent's guard or blockstun, leaving them open to attack for a certain amount of frames.
Weapon Clash / Catch / Deflect
- Due to the heavy emphasis on weapons, normals performed simultaneously will typically clash as their hitboxes overlap; certain special moves with the "Deflect" property will swat a normal aside and go through to hit, behaving much like a guard point. Certain normals with the "Catch" property, upon a successful contact with a swing, can be buffered into a special move with very precise, almost just frame timing, which will result in the opponent's weapon breaking, leaving it in a diminished state for the rest of the round.
Weapon Breaks
- If your weapon is successfully broken, for the remainder of the round you will take a penalty to your damage output, and the range on your normals will be limited.
- The only character whose weapon cannot be broken is Bane.
- The only character with more than one special technique in the game with the Weapon Breaker property is Zorn.
Special Move Input Types
- Special move inputs in Weaponlord are typically in three flavors; charge motions ( holding a direction for a specified amount of time, then pressing a different direction and input ), instant motions ( a la Street Fighter; a directional motion followed by inputting a button ), or hold-down motions ( a.k.a. negative edging; typically involving holding down a button, performing a directional motion, then releasing said button ).
Double Over Stun, Stumble, Backturn Stun States
- The flow of combos in Weaponlord is often dictated by special moves that have the Double Over Stun property ( Jen-Tai's Shield Spike or Korr's Gut Slash, for example ); these moves function much like linkers in the Killer Instinct series, allowing you to structure combos in the form of normal attack -> move that inflicts Stun -> normal attack -> your ender of choice, typically a move that would knock down or grant further followups. There is also a special Stumble hitstun state; certain normals will cause this when used as a counterattack post-Thrust Block, and this is also fairly common to see when an opponent is hit backturned. As a general rule much like older Samurai Shodown titles, a great deal more hitstun is granted to the attacker if the opponent is hit with a crossup that leads into a backturned combo; as this can be potentially fatal it is best avoided.
OTG state / Takedowns
Hair/Clothing Trimming
Death Combo System / Frenzy
Controls
Coming soon.
Tier List
| Top | Divada |
| Mid | Surprisingly, everybody else |
| Bottom | Bane |
| Weaponlord | ||
|---|---|---|
| Bane | Divada | Jen-Tai |
| Korr | Talzia | Zarak |
| Zorn | ||
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