Solved Double Dragon 1 Elbow Attack vs Double Dragon 2 Elbow attack.

Question that is answered or resolved.

PS_VITA

Active member
Hi,
I'm playing the arcade version of double dragon 2 and I'm noticing that the elbow smash attack isn't as overpowered as the Elbow smash found in the original arcade version of double dragon 1. Does anyone know what exactly did the devs do in order to nerf it on part 2 and how would that translate in the opebor engine?

I have a few guesses myself but I would like to hear a fresh perspective.
 
@PS_VITA

The elbow attack itself is more or less unchanged, it's the AI that's different.

In DD1 the AI is programmed to approach more aggressively when your back is turned. In the case of mooks, they move in close as possible to try and get you in the Nelson Hold. This caused them to blindly walk right into your elbow (or jumping back kick). This is also why you could just walk up, turn around and elbow them untouched. The AI goes into back turned mode and causes most enemies to halt their attacks.

In DD2, the AI is more cautious about approaching your back, and rarely tries for the hold. Instead they stop and attack when in range, same as your front. They are also quicker to attack in general than in DD1. Since the elbow always had a short reach, these changes make it almost useless. That's all before you factor in the left/right attack system that made the elbow mostly redundant anyway.

FYI, OpenBOR's default AI is already the same as DD2's behavior. You'd have to go out of your way to make it behave like DD1.

DC
 
Additionally, I always had the impression than in DD1 the hit box of the elbow stay longer.
Plus in DD2 the elbow I think the animation is faster/less delay so the hit box disappear faster.
 
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