Of course, there is a chance these examples will be lost on you if you don't play the games or at least understand them.
Chipp in Guilty Gear is very fast, has teleports into many different areas, has multiple air jumps and an air dash, and can use the walls of the area to launch him in a direction for strong pressure and Oki. He also has different movement options with one of his special moves and how he uses it, since he can cancel it and cross the entire screen in less than a second, and still have mobility options after it. Also has a trait where he can cancel one of his normals in the air to alter his jump trajectory which makes very tricky situations.
Millia in the same game is also very fast, with a quick walk speed, and decent aerial options to change how she moves and get in. Also an incredibly strong mixup game. I-no's dash puts her in the air, and she can act out of it with attacks, or dash/jump from it. As well as canceling one of HER normals to change movement uniquely as well. General Stuffs.
In HnK, Toki can be anywhere he wants, with different dashes, as well as telports. Additionally, the Boost mechanic lets him change momentum on all of his moves, as well as cancel out of them instantly if he wishes to. HnK has a fairly slow normal dash velocity, but Toki (and Rei) can still be pretty crazy.
KoF in general has a ton of movement options in general. 4 jumps, at any time, fast dashes, cancelable back dashes into some air moves (which can be either for offense or deffense, if you do, say, Iori's air command normals his backdash goes almost full screen).
3D fighters are more general momentum base, since they have moves that will miss if you move forward or backward in relation to the screen, and certain moves that track that direction and the like. But 2D fighters are not lacking in general movement at all times. They are also, pretty much factually, much MUCH faster than 3D fighters are. Attack wise, 2D fighters ARE faster. Movement wise, depends on the game.
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