![]() I mainly played Striker, a beginner-friendly close-ranged rushdown character. While some moves use very little MP, others use a ton, and this varies heavily from character to character. This means that the main constraint is usage of MP, making for a theoretically quite unique resource-management game compared to the traditional meter gauges in many other fighting games. DNF Duel is a lot more freeform – most characters have the classic anime-fighter chain combo, and many have complete freedom on how to use special moves or metered special moves. This meant that many characters focused on hit-confirming stray hits into special moves or supers, which gave the overall experience a traditional vibe – it’s a design decision rather than necessarily a weakness, though the limited combo game did turn off a few people. In that game, there was a very strict limit on hitstun and damage scaling – leading in many cases to it being more effective to do less hits in a combo for an unscaled ender, either in a super or an EX special. For one, the cancel and combo system is much less restrictive than GBVS. There are also a lot of mechanical differences when compared to a game like GBVS. The hit effects are maybe a little OTT, but not in a bad way Thankfully, DNF Duel does a much better job in this regard – much like Guilty Gear Strive, it implements rollback netcode extremely well, making matches that would be unplayable in an old-school delay-based game feel just fine as long as the connection is stable. The online play for GBVS was also infamously not very good, releasing right at the point in the global spread of Coronavirus that made this a massive problem. DNF Duel skews a bit further towards the anime end of the spectrum, in my opinion for the better. It was quite well-received within the fighting game community, bridging the gap between ‘anime’ games like Guilty Gear and more ‘traditional’ games in the vein of Street Fighter. This included one-button specials, a pared-back combo system, a block button, and very minimal system mechanics. ![]() Starring the characters from big-time Japanese gacha game Granblue Fantasy, its main feature was the streamlining of fighting game mechanics for the audience of the original mobile game. In particular it’s reminiscent of Granblue Fantasy Versus, released in early 2020. While I’ve seen people speculate they might include beat-em-up-ish stuff like Granblue, it’s just that – speculation. Note: This beta was only for online play, and there’s been no indication whatsoever of the game’s offline features. ![]() It inherits a distinctive style and a pick-up-and-play sense of fun that strikes a better ease to enjoyment ratio than many others that have come before it, and despite some deserved skepticism about its online play it seems to have succeeded at that, too. It features some of the many classes from that game duking it out one-on-one in a format familiar to those who’ve played Arc System Works’ other titles. Duel is based on extremely popular Korean MMO beat-em-up Dungeon Fighter Online (known as Dungeon & Fighter in its homeland), which retains a huge playerbase in Asia. That is to say, a sort of 2D-styled 3D that they’ve been perfecting since Guilty Gear Xrd. It’s a combined effort between developers Neople, 8ing, and longtime anime fighting game creators Arc System Works, in the style of many of Arcsys’ most recent games. The weekend before Christmas, in festive tradition, there’s a beta test for DNF Duel.
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