I recently went back and checked this game, and I think this is one of the few games that was fun over complete. It reminds me of Soul Calibur in that it's both very fun to play and it somehow got progressively worse in newer iterations. Toshinden had all kinds of whacky balance issues, but the game was fun to play. The special moves are actually special and do insane damage. Combined with the hit from behind factor you can take off half of someone's life in one move if you rolled behind them. But I actually like this over the more technical games where special moves are generally slightly more powerful than the equivalent of fierce, and sometimes not even that. There's also Sho, the Shin Akuma before there was Shin Akuma (there was no formal distinction between Akuma and Shin Akuma until Street Fighter Alpha 2 if I recall, because he's either always super powered or not until then). There's obviously nothing fair about him as he has elevated damage, reduced damage intake, and his hit recovery is so fast he can flat out avoid moves that'd combo on anyone else in the game. There's nothing fair when you use Sho (or face him) but that's why it's fun, especially after you lose to an Ellis infinite (which Sho can actually roll out of).
In fact, the game's inconsistency is actually what makes it interesting. Ellis's strong dragon punch does not always knock down. Her ultra cheap desperation can very rarely be blocked even if the initial hit connects. Speaking of desperation moves and the Sho secret moves, they're some of the coolest moves I've seen in a fighting game. Some of them are literlaly "What the..." when someone pulls one on you, and sure you can literally just do nothing but Ellis's desperation and win half of the time since two of her desperation kills almost anyone. I remember killing someone from full health with Sho's secret move, which is actually not that hard to input compared to some of the more insane stuff.
To me Toshinden is a good example of what a modern indie game should be. It's certainly not very big in scope (10 total characters). It's not really too concerned with stuff like balance. Pretty much everyone had the same commands, and balance was pretty much way out of the window. I think Mondo's strong dragon punch is guaranteed to get you a counter hit even when you knocked someone down because he does a Yoshimitsu helicopter move and takes 10 seconds to come down, but just doing that move is cool enough to worth the risk.
In fact, the game's inconsistency is actually what makes it interesting. Ellis's strong dragon punch does not always knock down. Her ultra cheap desperation can very rarely be blocked even if the initial hit connects. Speaking of desperation moves and the Sho secret moves, they're some of the coolest moves I've seen in a fighting game. Some of them are literlaly "What the..." when someone pulls one on you, and sure you can literally just do nothing but Ellis's desperation and win half of the time since two of her desperation kills almost anyone. I remember killing someone from full health with Sho's secret move, which is actually not that hard to input compared to some of the more insane stuff.
To me Toshinden is a good example of what a modern indie game should be. It's certainly not very big in scope (10 total characters). It's not really too concerned with stuff like balance. Pretty much everyone had the same commands, and balance was pretty much way out of the window. I think Mondo's strong dragon punch is guaranteed to get you a counter hit even when you knocked someone down because he does a Yoshimitsu helicopter move and takes 10 seconds to come down, but just doing that move is cool enough to worth the risk.