FGD Lounge: for general fighting game discussions that aren't thread worthy

The biggest question I’ve always had is why can’t there be a happy medium between balance and fun? I’m assuming there has to be variation in each and every character’s playstyle, and maybe (further than that) have variations of the variations (EX: Thunder and Hisako in KI, two grapple based characters who play very differently), but what else?

da fuq People still want balance? How can I be low teir hero if the game is balance?
Jk aside

I just want balance of game play mechanics that rewards many different style play.

Edit: Im nto understanding this “keeping tech” mentality, even if prize money and stuff on the line…I mean its false advantage in the long run because once its discovered and common knowledge its no longer an advantage (probably never was one). I prefer to be open with tech so it can be developed much quicker people. While one few people may have discovered or find the tech its other who usually optimize it or developed counter tech.

In regards to balance vs fun gameplay. That’s why Vampire Savior is one of my fav fighters. every character plays unique, which results in some being top tier while others are lower tier. but the mechanics of the game gives everyone a fighting chance. I.E Talbain vs Jedah is a match up that highly favors Talbain. But even so thanks to push blocking and guard cancels/alpha counters Jedah is not flat out screwed in that match up. I think that’s the way to do it. have the characters play however the dev wants them to, but have the mechanics of the game curve any imbalances that might come up. I think when the mechanics themselves are imbalanced or lack there of then the game becomes silly. MVC3’s DHC glitch, or UMVC3’s tac infinites and lv 3 x-factor come backs. Or even Zero lighting loops for example. he himself doesn’t need to be nerfed. A mechanic like KI’s combo meter which when it gets full ends your combo immediately, would fix those lighting loop infinites and the tac infinites.

Oh another example. SSFIIT’s Akuma and SF3’s Akuma. In the former. He was broken as hell. Not because the character himself was busted, but because there was no mechanics in the game to keep his abilities in line and give the other characters a chance. Now come Street Fighter 3 we now have dashes and parrying. Akuma got to keep his move set and play style, while everyone now had mechanics they could utilize to deal with it.

No. Akuma wasn’t anything special in Alpha 2 and the game didn’t have mechanics to keep him in check. And even though 2nd Impact has dashes and parries, he was top tier.

What Capcom did to him for being less powerful was just directly tweaking with its moveset.

This nonsense that balance and fun are mutually exclussive needs to end. Seriously people, just because capcom sucks monkey balls in making a balanced game that is also fun to play it doesn’t mean that it can’t be done.

We worked hard to create content but for $27 you’ll gain the privilege of NOT having to play through it.

WTF on those prices. $40 for a season pass is bullshit.

Thanks @tataki haha I love your channel. I was kinda doing a doomsday trolling with that post. glad it sparked some actual comments. :slight_smile:

What in the hell? I swear I dont understand some tournament rules.

So the MKX community wants both character and variation lock for the winner but loser is free to change.

Why can;t is be character locked but variation unlocked?

AH and melty does this with their subsystem. It keep the game for being counter pick fest.

how do they even handle stage picks?

Variation lock is bullshit. For most characters a change in variation isn’t very steep.

Yep, pointed this out in our review. Most characters still keep the same specials and canned strings in all their variations.

So is there any other major or even interesting FG releases planned for this year? Only thing I can think of is Yatagarasu

this one reminds me of good old Budokan. Developers made also a game inspired by those old Barbarian/Deathsword games
but it seems game is more for those who played those 80s fighters

The Lets Play of this, on the Sw1tcher’s channel is hilarious.

A few miscellaneous fighting game thoughts:
-Does it make sense for Western Boxing characters (Ala Balrog, Dudley, Steve Fox) to have lows? Doesn’t that go against the whole “Don’t hit below the belt” rule?
-I’d like to see actual wake up attacks in a 2D fighter, similar to Tekken. You could have the wake-up sweep for low profiling and lows, the wake-up straight punch/kick for just getting a hit in with as much range as possible, and tackles from a face down position for more of a throw-centric option. Maybe it’ll happen in TxSF.
-Could a free-to-play model actually work for the fighting game genre? It doesn’t have to be quite like KI’s “free to play” system, but maybe more like Tekken Revolution where (iirc) you have access to all the characters and have to pay for alts and to get special non-gameplay perks.

This would be true if thoe fighter were in boxing match, but their not.

technically this is done by wake up/ reversal from knockdown, but their few game that does rising attacks, like smash clones, and I think Assessor of dark combate has it but that game isn’t 2d fighter in the traditional sense.

yes their 炫斗之王 Xuan Dou Zhi Wang and the namco fighters you mention. Their is also the Core fighter from DoA5.

Personally I prefer KI and DoA5 version because its better business from the developers. Tekken revolution and 炫斗之王 Xuan Dou Zhi Wang model are pretty similar were you get few character and have to unlock the rest and what not but they also try to change the game by “level” up characters and at time pay to win stuff. This isn’t welcome in competitive game play and splits the community.

炫斗之王 Xuan Dou Zhi Wang actually was very tame in the former mention and yet teh game is on development hiatus because tencent found more marketable stuff. Its simply not good business practice, these game cost time and money so they have to get their revenue some where.

KI and DoA5 model gives the bar minimum but you play the game with he options to expand at your leisure. Its more of glorifies demo than free 2 play. It may not be the consumer advantage but allow developers to keep development priority on the game itself and not about making ends meets by selling stuff that doesn’t to the game.

There’s the update to Blazblue CP. It’s already out in Japan. Waiting on a western release.

Some VF history, recorded by STL_Tim during the VF4 heyday in Japan, that was uploaded by BLACKSTAR with commentary by both persons. Really cool insight about the U.S -> Japan perspective, etc.

YT Link:

Spoiler

https://www.youtube.com/watch?v=7jTeiB_k0hY#t=1248

So I see that what few fighting games are releasing are coming with awful netcode. I recently (couple of months ago) just had what I want to be my final purchase of a game with poor netplay. Outside of maybe a new SC (because Namco isn’t getting enough complaints really and its my preferred 3D series) I can’t see myself buying anything that doesn’t use rollback style netcode ever. The way I see it, if they don’t use rollback they don’t want me playing their game.

I really think that FG fans need to stop buying games with poor netplay. Otherwise it may not stop.

I think with how advanced the graphics are nowadays we should all give up on the games having great online play. Even with good netcode most people dont have good online services. My dads work got google fiber and says that its worse than time warner optical.

Rollback with GGPO is only possible with games that use 2D old graphics. Newer games if they want to be 3D and have great visuals cant use GGPO. Hopefully something is done and a 3D game equivalent of GGPO is made but I wouldnt get my hopes up anytime soon.