Variety that gets richer year by year. Now there are even more alternatives and just like in the 80s, we see experimentations with the genre. Unlike the 90s where there was mainly SF and MK
2D fighters werent overtaken by 3D fighters like it was feared they would. Now they co-exist peacefully even in tournaments.
Legacy. Fighting games have some of the oldest legacies in video games. You can learn stuff even while looking at matches and info from the past, just like in chess.
Controllers. Few decades ago it would be a distant dream to play fighters at your home with an arcade stick. Now everyone can afford even a cheap stick. This really makes a difference.
GGPO. Currently the best option, unless something better comes up in the future
Dislike:
Genre needs more support for PC since it is the best training tool.
With the exception of NRS, no major western developer for the genre, especially in 3D fighters. But western developers have made great steps compared to the previous decade. Skullgirls is a positive sign
Less competition for Capcomâs SF. In previous years Capcom was forced to produce polished fighters due to SNKâs excellent output. Now SNK being a shadow of their former selves, gave room to Capcom to do as they please, at the expense of gamers.
Anime fighters while interesting in gameplay are too niche and some of them not to my taste. While I like anime as well, I cant stand all those screeching voices that seem to have increased in pitch lately.
Experience. Genre due to the long legacy is quite difficult to learn and grasp properly. Players need to understand that it is the journey that matters instead of the destination.
Sega leaving the console market is shitty news. While itâs partly their fault for failing to properly utilize their IPs, itâs still shitty news for a company who used to try to innovate in the fighting game genre.
Anyone else remember this?
I recall seeing it only once in the arcade. I believe this is the first attempt at bringing 3D movement into the genre (a couple of years before they did it with VF, and even that didnât have true sidestepping until later on).
I remember dark edge from reading about it in a hardcoregaming101 article, the game didnt seem all that interesting gameplay wise. However, seeing it in motion looks beautiful, would be great if this game had a resurgence in scene
EDIT: i forgot to mention the fast paced nature of footsies in the game looks really tense and fun
Depth inherent in a majority, if not all of the games
Being able to learn and play a variety of different characters/styles
The competitive nature of the genre
Me being directly responsible for my success and failure, victory and defeat and nothing else
The satisfaction that comes with continuously learning new things, getting stronger in certain facets, and generally the process of improvement in general
D i s l i k e
People who wallow in general ignorance and âscrub mindsetsâ
How niche the genre unfortunately is and, by extension
How cutthroat it can be to certain games as a result. In some cases, at least in States, youâre reliant of having some manner of âsceneâ to play your game. If you donât have one, then you canât play the games you want to play in an efficient manner, regardless of how much you may like or enjoy it
Some fighting games possessing really arbitrary levels of difficulty in regards to execution to a point where itâs excessive and somewhat needless
If you donât like a game, you donât like a game. I donât think whether more people play it or not really makes a difference lol
But I canât say I understand where youâre coming from. Your complaint is that combos are inconsistent in UNIEL compared to Melty, right? I would think it would be the opposite, or at least similar in the latter. In Melty, you have to adjust your combos to compensate for various positioning, heights, and so on outside of like getting a counter hit on an aerial opponent? In any case, combos seem extremely straight-forward and consistent in UNIEL on top of not really being all that difficult and it doesnât seem like there is much you need to adjust or compensate for, as the combos strike me as being extremely straight forward, especially compared to Melty.
I mean, I guess it could depend on who you play? Before I dropped it, I played Eltnum and her combos routes were fairly straight-forward and consistent and I didnât really experience what youâre talking about, and my execution is pretty ass in general.
I played C/H Riesbyfee, C-Ryougi Shiki, And H Ciel. In Uniel I am playing Orei.
My issue is I need to be flexible in UNIEl. Iâm relying to much on my impulse. I think the only way for me to do that is to either grind out new muscle memory that accommodates UNIEl or have guide to refer to tell me what my options are. The later one is harder because how character are design. their no âgo to answerâ or :âgeneral rule of thumpâ because cases become drastic different.
Grinding out new muscle memory isnât really fun to me. Even then I still have the issue of knowing when to and to not do it.
Its kind of the reason I always prefer gameâs with defensive shield/ Parry like mechanics because Iâm really bad at reacting to hit confirms in fast pace games like this.
Accepted tier list in the arcade version of ST, other versions of ST slightly differ:
1 Sagat (Old)
2 Vega
3 Dhalsim
4 Balrog
5 Chun-Li 1
6 Dee Jay
7 Ryu (Old)
8 Ken (Old)
9 Dhalsim (Old)
10 Ryu
11 Guile
12 Chun-Li
13 E. Honda
14 Guile (Old)
15 Vega (Old)
16 Balrog (Old)
17 Ken
18 M. Bison
19 T. Hawk
20 Sagat
21 Blanka
22 Fei Long (Old)
23 E. Honda (Old)
24 Dee Jay (Old)
25 Fei Long
26 Cammy
27 M. Bison
28 Blanka
29 Zangief
30 Zangief (
31 T. Hawk
32 Cammy (Old)
Mine:
1 Balrog
2 Vega
3 Sagat (Old)
4 Dhalsim
5 Chun-Li
6 Dee Jay
7 Ken (Old)
8 Ryu (Old)
9 Dhalsim (Old)
10 Ryu
11 Guile
12 Chun-Li (Old)
13 E. Honda
14 Guile (Old)
15 Vega (Old)
16 Balrog (Old)
17 Ken
18 M. Bison
19 T. Hawk (Old)
20 Sagat
21 Blanka
22 Fei Long (Old)
23 E. Honda (Old)
24 Dee Jay (Old)
25 Fei Long
26 Cammy
27 M. Bison
28 Blanka
29 Zangief
30 Zangief (Old)
31 T. Hawk
32 Cammy (Old)
Youâre better off looking at the ranking charts over at ST Revival than some plain old list as it helps you better understand the balance of the game. http://www.strevival.com/strategy/rankingchart2013/
The port is good so far. The only thing I noticed is inputs are slightly read differently than PS2 port. It shouldnât affect people, but when I try to buffer short cuts like doing Ioriâs cl.C xx f.A xx qcfhcb+P, Iâd hold down the C button from cl.C (so that specials canât come out) do qcf+A to get a f.A with a qcf buffer, then crank hcb+P to get the super. Holding down the button function works, but no super comes out, but I use the same timing in PS2 port with success.
In contrast in the 98umFE port, I can still perform this kind of input without problem. So I donât know how the input reader works in 02um differently for Steam, but everything else feels good and works fine. For Iori in 02um, I donât even need that combo anymore or anything similar so Iâm good.
Good to hear. From what I read on the steam forum the port of 98UM seemed to be a mixed bag. Knowing that the same guys ported 02UM I want to know as much as I can before buying. This and XI are the only KoFs I care to play.