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Fighting Games Weekly | Feb 9-15 | Mikrotransaktions™

Azure J

Member
While anime fighters have always been complex by comparison to SF, starting off by attempting to grok every single mechanic would be disheartening for any fighting game. Just play, pick Leo, and worry about the complexities later.

No please, we don't need more of them.

i0MU5k53uC9d4.png


I don't care to argue how good or "bad" he is, I've just come to the point where I realize that it is really mentally draining playing long sets against him due to how much shit can sway in his favor off one wrong call.

He's anime Wolverine.

is he free DLC?


the hell is this danger time shit too? PLS my brain can't handle this anymore dawg, I'm starting to feel like a t hawk player

Danger Time is basically hilarity mode. Clash an attack (attack hits another person's attack on the same frame) with an opponent at any time during a set and there's a small chance that you engage this mode. When it's active, every attack gets Super Smash Bros. 64 style hitstun and the game goes into Matrix bullet time at the same time. Damage is scaled less and it's just fucking nuts. :lol
 
I come from Street Fighter my nigga

we hold back to block. thats it, nothing else

this shit got

fauntless defence
roman cancels
regular defence
Instant blocking
Psych Bursts
air blocking
blitz shield


like nigga.. I'm just trynna hold back why I gotta do all this extra shit, lemme chill yo
QNlbu0R.png

I think this might be my favorite post in a while, lol that's great.

Not unless there is a Wii U version. :(

Yeah after playing MH3U on Wii U, I refused to touch the 3ds version again.
 

vocab

Member
While anime fighters have always been complex by comparison to SF, starting off by attempting to grok every single mechanic would be disheartening for any fighting game. Just play, pick Leo, and worry about the complexities later.

fuck off
 

Essay

Member
Oh I literally just remembered pushblock as I looked at my post and refreshed the page. :lol

Yeah, I don't see Vsav/the Darkstalkers series retaining stuff like that as it existed. It'd probably all get simplified to Marvel style pushblock inputs and SFIV ultra inputs/Marvel super inputs.

This would make me pretty sad. Marvel/Skullgirls pushblocks feel incredibly unsatisfying to me. It's too easy in those games to time your pushblock input to be eaten by your blockstun. What makes Vampire's system fun is that more consideration is being put on how your inputs for tech hits might spill into normals and interact with things like staggered pressure and delayed meaties, or even your opponent's desire to close-in and succeed with a throw.
 
Stuff like this reminds me again that Vampire Savior in this day and age would never fly.

Not that there's even going to be one.
A good portion of the few people that bought Vampire Resurrection don't even care about getting a sequel in the first place. That should tell you enough about it's chances.
 
I'd probably prefer BB to GG also if playing the character i like wasn't like running headfirst into a wall.

As is they're about even, and Persona is the most fun for me since Mitsuru lets me maul the online horde of scrubby rushdown players >.> Gotta take your enjoyment where you can find it, right?
 

Tik-Tok

Member
The fuck you tying to learn a new fighting game by yourself for anyhow?

Edit: Also GG XRD is mad fun. Much more fun that Street Fighter for me at this point.
 

petghost

Banned
only 2 games im interested in atm are hella poverty... i wonder if other genres which people get really into have the equivalent of poverty or kusoge or whatever.


bbcp is a lot more fun for me than xrd, but that's mostly because the character gameplay designs in blazblue are like an order of magnitude more unique and compelling imo

man i disagree... i do admit that BB definitely took the idea of gg character design specificity to an entirely new level where everyone has some kind of extra resource or whatever but it seems like there is only one way to play all bb characters. in GG there variety of playstyles for character can be huge. like for instance there is an amazing og johnny player who doesnt give a fuck and gets rid of his coins asap. gg allows that kind of individual flexibility with their designs imo.

that said i dno if this is still the case in xrd but i'd imagine so.
 

shaowebb

Member
Blaz Blue is amazing. Yes their is a unique aspect to each character with its own rules, but honestly aside from a few they aren't too difficult to get a feel for. I think people just exaggerate things and make it sound overwhelming. Yes, there is a lot there but one play through arcade mode with a character and you can get a decent enough idea of how a character works to play against them without needing to master every character and their tools.

Yes there is a lot to learn to go deep in the game, but no its not such a giant amount that you are functionally incapable of playing the game competently until you master the entire roster.

Its great. If you prefer to be able to bounce across the roster quicker and with less to discover then thats fine. This won't suit you if that sort of rapid variety tasting is what you go for when you play but it doesn't mean you are wrong or anything for feeling that way.

I just feel Blaz Blue doesn't actually suffer from ease of entry issues...just that the scope of mechanics is so large people feel its not as easy as it actually is to use and enjoy. Sort of puts off a stronger vibe than it actually has.
 

QisTopTier

XisBannedTier
Blaz Blue is amazing. Yes their is a unique aspect to each character with its own rules, but honestly aside from a few they aren't too difficult to get a feel for. I think people just exaggerate things and make it sound overwhelming. Yes, there is a lot there but one play through arcade mode with a character and you can get a decent enough idea of how a character works to play against them without needing to master every character and their tools.

Yes there is a lot to learn to go deep in the game, but no its not such a giant amount that you are functionally incapable of playing the game competently until you master the entire roster.

Its great. If you prefer to be able to bounce across the roster quicker and with less to discover then thats fine. This won't suit you if that sort of rapid variety tasting is what you go for when you play but it doesn't mean you are wrong or anything for feeling that way.

I just feel Blaz Blue doesn't actually suffer from ease of entry issues...just that the scope of mechanics is so large people feel its not as easy as it actually is to use and enjoy. Sort of puts off a stronger vibe than it actually has.

Sorta, my take on it was coming from someone on the higher end of the playing spectrum and thinking competitively. It's kinda like Marvel where you see someone do crazy shit and you want to do said crazy shit but there is a pretty steep hill to climb when it comes to combo routes and optimization.

For a majority of the characters I feel like it's easier to get up to that point in GG due to stuff being a bit simplier.

If it's two new players going at each other both games are pretty simple to enjoy though damage might feel on the low end in BB in that case.
 
Just another example of the tutorials people clamor for in FGs doing the exact opposite of what they think they accomplish.

Eh, not really. You said in the next post that it's a perception issue; I agree with that part. Overwhelming the player with information they think they need to know to play the game is definitely a problem.
 

pixelish

Member
kbrad stuck in australia = 2015 edition of dieminion & triforce stuck in france?
Kenneth Bradley ‏@KBradJStorm 36s
K-Brads log
Day 6 of being stuck in Australia.

I got SUPER wasted yesterday
I have no clue what to do next.
Still no damn Kangaroos
 
I can do without VSav pushblocking, but I really want its guard cancels in more games.

As long as it's not Anakaris' guard cancel aka spend meter to kill yourself. I actually really like to play Anakaris, he really is fun because he does have nice offensive tools and his Dhalsim normals are also pretty out there, like his jump normals coming from the ground. Pretty much he is fun until you block something, because he doesn't have pushblocking or GC worth a damn, but at least he can backdash in the corner to get to the other side of the screen. To anyone who doesn't know how bad his GC is, here is a snippet from mizuumi wiki

(ES Version) Inarguably the worst GC in the game, Anakaris may as well not even have one. This is because it gives the opponent free damage on you, so you're essentially wasting meter to give the opponent a free hit on you. But let's take a look at how bad it really is. Anakaris spits out Kaibito at a specific range, if the opponent is too close or too far from Anakaris it will whiff completely and allow the opponent a free combo on you while you recover from the move. If it manages to hit it deals a very tiny little bit of damage to the opponent and morphs them into their paper doll for a very short amount of time. But the opponent un-morphs from this state before Anakaris finishes his attack pose, and since the opponent can move around in their paper doll form they can get point blank and throw Anakaris as soon as they un-morph, before he even recovers from the move. All at the cost of one stock. In other words, never use this unless your opponent has never seen it before, and don't expect it to catch anyone off guard more than once. You can expect to eat a throws worth of damage or worse any time you use this with very little reward even if the opponent does nothing to retaliate.
 

QisTopTier

XisBannedTier
Eh, not really. You said in the next post that it's a perception issue; I agree with that part. Overwhelming the player with information they think they need to know to play the game is definitely a problem.

Ideally I would do a story mode with little challenges / Minigames based around the system mechanics.
 

Korigama

Member
I debated getting Xrd for PS3, but decided $20 was probably too much given how likely I am to put much playtime into it. So Imma get some Street Fighter. Third Strike complete edition, SF2HDR and Alpha 3 will run me around $7 total. Is the PS1 version of Alpha 3 worth playing?

If it's the PSN stuff, most likely not. Actual disc on actual hardware, maybe.
PSN version and actual disc for the PS1 SFA3 would be the same, but no, not all that great of an option. The one included in the Street Fighter Alpha Anthology on PS2 would be better, but of course that isn't on PSN and probably wouldn't be particularly easy to find by now.

EDIT: Actually, seems it goes for pretty cheap on Amazon right about now (a bit over $10 at the time of this post).
 

JeTmAn81

Member
Played some Third Strike Akuma trials, it's mind-blowing that even in a redone edition something as simple as the option to have the combo demonstrated for you is not considered. How am I supposed to know you can cancel the uppercut into his Super Art almost immediately?
 
Do you think coaching would work within fighting games? I mean the type DOTA 2 does, where you can coach and overlook a player's games giving them hints and pinging important things. Not only can they give them insight during a match (the hardest part of learning the game is getting the game plan going) but guides them in adjusting mid match. Obviously something like coaching would work better in DOTA2 because it has a larger pool of players this can work with that pick up the game, where a fighting game might only leave behind players experienced in the game and not many newbies within a few months. It can be interesting since in game trials don't always adjust for changes in the meta or new tech found with characters but an up to date player usually will be. They can do things like explain if a certain trial combo is inefficient and if there is something better out there.
 
When I started playing Blazblue when the first game released I thought it was pretty easy to pick up and play at the start.

All of the mechanics weren't that hard for me to understand despite it being my first serious foray into fighting games.

Listing off all the terms isn't really making a case imo, they literally tell you what all of those things do in the tutorial. I'm not sure how it could be confusing unless you're just skipping through all the text. Even then, you can usually tell what something does just by visual feed back. Or ask for clarification on specific mechanics if you are confused.

The thing with fighting game tutorials is that I don't think they will ever grab the type of player who does not want to make any kind of investment yet still win against other people easily.

I think it might be easier to not introduce many mechanics all at once for people who are completely fresh to the genre. Just play with the basics and pick up individual things slowly.
 

enzo_gt

tagged by Blackace
PS3 or PS4? I use the PS4 pad and it works okay. The D-pad bothers my thumb after a while especially when doing lots of motions though. And it doesn't feel that smooth compared to the PS3 d-pad.
I've been playing with a pad and with my character it hasn't been so bad, although I'm apparently not using real air dashes (instant air dashes) as per critique I've received playing the game.

I don't even know how that works on the pad if at all.
Thanks for the impressions, and yeah, PS4 here.

Played some Third Strike Akuma trials, it's mind-blowing that even in a redone edition something as simple as the option to have the combo demonstrated for you is not considered. How am I supposed to know you can cancel the uppercut into his Super Art almost immediately?
I thought this was a Namco patent?
 

Fitts

Member
Well shit. I'm checking out dat VF5FS vid and this definitely seems like the kind of fighter you don't play with pad. I was really trying to get away from stick since I'm old, slow, and far too casual to have one sitting in my living room now.

What do ya'll reckon I can get out of a well cared for PS3 Tekken Hybrid TE-S these days? If I can sell it and get a HRAP V4 to future proof myself I may just take the plunge.
 

hitsugi

Member
Played some Third Strike Akuma trials, it's mind-blowing that even in a redone edition something as simple as the option to have the combo demonstrated for you is not considered. How am I supposed to know you can cancel the uppercut into his Super Art almost immediately?

Never forget El Fuertes HP HP HP trial combo.
 

shaowebb

Member
I guess everyone has differen't points they will dig up to in a fighter before they decide its enough. It varies with me per title. BB I went a bit further later than I initially did. I sorta dipped my toe in and played through the entirety of Calamity Trigger, but never went deep on the cast aside from just arcade ladder funtimes. Later I tried twice on its sequels. I'm diggin them and trying to at least get good BNB which is about the fun zone for me but still outside my serious zone. Its kind of odd...I'm so spoiled from the days of MVC3 having such a great guide to prime me on stuff that its new to me to go in on games (especially older ones) and do research into the full spectrum of characters. Blaz Blue is one of the research ones, but not as heavy as the older titles I'm going back on which we all know is TvC at the moment.

Digging back through Tatsunoko vs Capcom is a blast. I forgot how wonky Polimar's "i'm a car lol" super was on inputs. I also forgot how his symbols pressured so well. Do the pose get a symbol (up to 3 max). Cancel the pose into a mid with AA, a forward dashing grab or a low and all have great range. Use all 3 symbols to access a huge lvl 3 or use them one at a time to cancel out of his pressure move of kicking you a bunch like Chun.

I really forgot how good that cancel felt...I used to have a friend I played but even on AI you throw up the kicks and you can start grinning as you go for cancels into low, mid or grab. All his shit was that way! You never knew on his jumpkick if he would cancel it into a second or third attack either. Just felt great.

After playing him and Karas and all the moves canceling into other moves it made me wonder if folks just mashing it out could pick up some of the roster or the tools as easily as other games? TVC has a lot of moves hidden as extensions out of other moves which is something I don't think casuals pick up on unless they get fixated on something they don't understand in the movelist (which is terribly laid out on Wii).

Ease of entry varies I guess. Sometimes its hidden tools, other times its character specific mechanics. Each player also has their own sorta levels of how deep they'll dig on a game. Its kind of hard I guess to predict what is too much and what is just right when designing stuff like this.
 

sikvod00

Banned
OK. I understand the appeal of having song requests for your chat while streaming. But god, do I hate it...

What 's the name of the program ppl use to view streams besides their browser? Tired of these flash plugin crashes.
 
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