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Reviews for "Flash Bash"

What's that track that plays during the beach fight?

Are you gonna add a Ending for Ryan?

Godlimations responds:

nah no ending, i'm working on flash bash 2 though

Luemas is awsome

wow man this game it was freakin amazing
but what exactly amano says before the battle begin
and what dan says what he loose?

Godlimations responds:

amano: are you familiar with the black arts?
Dan: Did i mention I have a think against loooosiiing!

As an experienced fighting game player, I am quite impressed with what you have here in terms of a flash game. I see that you were very influenced from SF4 when you made this game. However, I do have a few problems with the system and the controls however. To start things off, I do like that the controls are very simplified for beginners, however this also means that a lot of inputs overlap and give you something that you don't want. For example, when I want to dash cancel my focus attack, I often get ultra. I would recommend adding an option for players to have complex controls so that once the training wheels come off, your combos and such won't be interfered by inputs overlapping. I would also address the focus attacks because they are horribly overpowered. In SF4, you have 3 levels of focus (I assume that you know the properties because you're a SF4 player) and only level 3 focuses are unblockable and you take provisional damage if you get hit. In this game however, I believe that all levels of focus are UNBLOCKABLE (or at least I think it is) and you don't take provisional damage. This makes focus a very abusable because not only does an unblockable level 2 give you crumple but the level 1 also knocks opponents away full screen which is a very good option to get people off your back. I would recommend using SF4's focus properties to make it more balanced. Another issue would be the meter building. Super meter is given in huge chunks off of physical attacks and projectiles are hardly given any. It would also seem that ultras are built off of hits instead of damage. This would mean that characters with multiple hit attacks will just toss ultra meter to the opponent. I would have liked to see more balanced ways of building meter like in modern fighting games. Finally, as a fellow Street Fighter player, I would like to point out a few things about Ryu... Err... Ryan. It would appear that his Shoryuken does very little damage when you land it during the initial few frames and more damage when he rises off the ground. It should have been the other away around because this reduces his combo damage by quite a bit. Also, his FADC is a shadow of itself in SF4. I was pretty sad to find out that I could FADC ultra or even land the Solar Plexus->Shoryuken combo off off a focus crumple. Well I'm just being picky now because of my SF4 experience heh heh. But overall, it's a pretty good fighting game that could have been great with a few tweaks.