American made fighting games

Neither Raiden or Kratos are top tier so stahp

They were again after that very first Santa Monica patch came out. Haven’t touched the game since that happened. Seeing Santa Monica undo everything superbot did made me see the game didn’t have much life left in it. I also never did like how tournaments would always only run teams. A lot of the cast was useless in anything but 1v1. Parappa might as well had not been in the game because of that.

Another small-midlevel project like SG would be nice to see. Something that doesn’t have as much features (not using a huge budget like SF4) or characters but has its own look, I mean. It would be great to see another fighting game without a martial arts theme.

I feel some of the cast is useless in straight 1v1. Radec and Issac won’t stand a chance in 1v1.

This is true. Some characters just did not stand a chance at being rushed down in straight 1v1. Most of which being characters who used guns. I tried to learn Jak and he just felt so pointless. Zoning is only a strong tactic in that game during 2v2\f4a where you have plenty of opponents to snipe out. The game had wonky as hell balance between 1v1 and other modes.
Parappa was pretty good in 1v1 because he had good mix ups and really good ap burst combos. He could also generate his own ap with boombox. But using him in any other mode makes him really punishable due to his basic combos making him an easy target to interrupt. You’ll be there linking uppercuts then out of no where you eat a level one from someone who noticed you were busy. The only thing he could do in 2v2 was spam boombox over and over again because it was the only way for him to build meter without getting punished. Which is stupid because then all you’re doing is standing around until you can do a level 2\3.

Jak can do well in 1v1 if you keep him in the air but that was pre-Santa Monica. The reduced range to his burst shot, reducing AP gain and losing the knockdown on his rifle shots hurt him tremendously. Making his level 2 better doesn’t make up for nerfing his best tools.

As for Parappa, I’ve PaRappa players relay more heavily on mic setups for team matches so at least he can still be useful in teams.

I actually plan to go into game development one day (once I get the programming knowledge and network connections under my belt) and make something like that. But who knows, this is all just wishful thinking as of now.

Yikes. That’s even worse than I remember. Jak just might not had been my type of character. I never could find an alt in that game.
Parappa’s mic grab set ups had their uses but then you’re just setting up combos for your partner and still aren’t able to do much yourself. Between the mic grabs and the ap generator he was just a glorified assist character who couldn’t do anything on his own.

I can think of a couple things most with current american fighting games that are different from japanese fighting games. One is using percentage values for damage instead of whole values. The second thing I notice is health bars are the same for all characters instead of including health as a way to balance a character. Exciting finales such as fatalities from MK, or Ultra combos from KI. I’m sure NRS could’ve thought of a similar concept with injustice, but possibly wanted to give the game as much of it’s own flavor.

I’ve always found this interesting, since IMO, it’s easier to to make sense of percentages instead of raw damage values.

Of course they should

I haven’t been able to play Killer Instinct due to not having an XONE(where is the PC version guys damn) but looking at the game, everything seems to be extremely top notch, fluid animations , good fighting mechanics and diverse cast and it looks extreeeemly fun to play

I tried NRS’s MK9 and Injustice and both of the games were actually really fun to play
even tho I had to get used to the clunkiness since coming from SF , it was really fun, even tho stuff like idiotic zoning or fireballs trading pissed me off to no ends in that game

Exactly. Using percentages for matches allows the player to judge their opponent’s life and decide to use resources to finish off the round, or to save their resources and end the combo into more pressure.

This topic is actually pretty interesting. I started thinking about the possibilities of what route american companies would take with fighting games if it does happen. Taking a look at past beat-em-up games that had fighting as a mode, I think american fighting games will adopt a similar route to MKX and use strings as their primary purpose for combos.

X-Men Legends, Godzilla: Destroy All Monsters Melee, War of the Monsters, previous MK games, I’m sure there are more… All are fun and casual games. My point with listing them is that it wasn’t hard for a new player to press a few buttons or look up the movelist and learn simple button combinations to learn combos. Which can then be taken a step further to make longer combos by learning another string that can be built from the first one. I believe Mortal Kombat is the first to really take this concept and try to make it practical instead of just mashing.

Face Breaker From EA seem like decent game. Though its technically an Canadian game.

Though it isn’t out yet, and I don’t know if it is “American” it is English and technically even if it’s Mexican or Canadian it’s on the American continent :slight_smile:

Pocket rumble:

https://www.kickstarter.com/projects/cardboardrobotgames/pocket-rumble-new-2d-fighting-game-for-pc-and-hand/comments

Well it depends really. For instance, the poverty game Big Bang Beat Revolve which I will never stop talking about as long as I live has a system where everyone has universal 10,000 max health, but different defense modifiers like GG so an attack that does 1000 damage to one character might only do 700 to another, so on and so forth. But because 10,000 is just such a nice even number, you might do a combo that does say 4,572 damage, which sounds just as complicated as most games, but you can convert 10,000 into 100% which is just moving two decimal places over, and by following that train of thought 4,572 damage becomes 45.72%, which you can round up or down or drop the decimal entirely and still have a good idea of where someone is at in their health bar.

KoFXIII also does the same thing basically with universal 1000 health. Move the decimal over once and you’ve got a percentage.

Basically, raw damage values can be just as good as a percentage when health values are scalable as such. Weird arbitrary numbers like MvC2 143 life or Skullgirls 15,500, or on the reverse character specific health like most Capcom games is where things get stupid and harder to track.

Hey so what are you guys talking about when ya say health percentages vs raw numbers or health bars?

Yeah even though those games weren’t the most competitively viable they were a lot of fun. If American Devs can have the rock solid mechanics of Japanese fighters along with the fun factor and accessibility of those games. American fighters would be a force to be reckoned with in the market

I much prefer for American devs to take established mechanics and putting their on spins on them which is why I like NRS games so much.

Such as when a player is performing a combo, and the hit counter would appear with (usually) the amount of damage the opponent took.

I know some games such as SF or Tekken will hide the amount of damage in actual matches, but it still applies when practicing during training mode.

Maybe it’s because I’m heavily playing MKX right now but I favor percentages. Seeing my combo did X percent damage is a lot easier to grasp than the raw numbers that Arc Systems usually have for their games.

Ah ok. Yeah that’s a feature I REALLY like in a fighter. Especially one that’s played competitively.