Bother the ever living fuck out of IanToTheMax so that anything the writers do on your stuff actually gets posted.
Edit 1: Lol at a site dedicated to all the content that should be on the SRK front page. Good stuff but SMH.
Edit 2: Lol @ Smash having Smash Con, an entire event dedicated to smash, all the while having no fighting games there. That’s some good ol’ bullshit that they get to do something so hypocritical then claim they want to be part of the “FGC”.
Not sure if this is the right place for this, but is anyone planning on going to CEOtaku this year? I just put in my time off request at work and I’m planning out my schedule for that weekend. Maybe we can get a group out to Universal the night before or something.
Is Ian the same guy who made/posted an article about some guy getting harassed at a tournament and closed the comments section, cuz forcing opinions on people and discouraging discussion works well since the inception of censor and dictatorship?
I played it a lot but just on a casual level with my brother and friends. I wouldn’t really say there is a defined tier list. the characters for the most part played quite similarly. So there really wasn’t anyone that stood out in terms of viability. There was suspect, but he was deliberately OP. I could be wrong though, so don’t take my casual word for it.
Kick Boxing mixed with Street fights is hella broken.
My custom ended being an one combo into super after i ended the story mod, i know that there were other shit that ended up in the mix, but that was the 1st 2 choices when i started the game.
All these wanna be easy to execute yet deep fighters are don’t look promising to me. Rising thunder being a 8 madotory button fighter,This game may be simple to play but require a lot just to begin to play it. Theirs reason Why most fighter abandoned 6 button attacks. Only games that justified them at this point is Skull girls and KI.
I don’t get this complaint. Rising Thunder only actually has 3 normals. The other buttons are so that you don’t have to hit 2 inputs at any time to do a special move, no “towards+special” to to x move and “back+special” to do y move. Same with the throw and super buttons. There is nothing in that game that requires 2 or more simultaneous button presses.
As for Fantasy Strike, this is Sirlin simply simplifying the genre to those things which he values the most in fighting games, which is yomi and space control. Throws now only work as a way to punish excessive blocking, which plays into the whole RPS. Lack of high/low means that you are relying solely on space control and/or counter-poking to deal damage.
Do you guys think there’s a way to design a fighter to overcome the “randomness” of having a large roster? The concept I’m thinking about right now involves a CvS1 fixed-ratio game with a few high power characters and a fair amount of weak ones.
Make a system-centric game like many 3d fighters and KOF, where a lot of tools on both defense and offense are standardized. That way you can count on everyone having certain baseline capabilities. In KOF, for example, you know everyone can reversal roll, has access to good mobility, guard cancels and can use hops during pressure to create high/low/throw mixups. Tekken and VF, similarily, have a lot of universal movement options, and being the timing-oriented games they are give many attacks have roughly standardized frame data - you can more or less count on a move being -X being jab punishable, -Y to give a sharp opponent a launcher, and so on because just about every jab and launcher in the game is within a small window of startups.
Building this kind of skeleton for a game tends to ensure two things. One, it helps avoid creating horrendously lopsided matchups, or at least give the weaker party something to play with, even if they have to be extremely precise and smart about it (you often see in ST situations where the weaker party just has no right to do anything until the opponent fucks up, for example). Second, it helps ensure that every character feels like they play the game, avert the kind of situations you have with designs like El Fuerte and Dekappa that just feel like they don’t belong in the game and feel shitty to play against because of that even if their power level is objectively fine. It creates a feel where “being good at KOF” is more important than being good at the character.
The downside to that is that it does homogenize the cast. There’s something to be said for the kind of game where characters feel drastically different and two matchups can play almost like completely different games the way you can see in ST, SF4, Guilty Gear and the like. That kind of feel to the gameplay is absurdly hard to get with a system-first design.
I feel like the first approach can accomodate a wider cast - it needs to, because the characters are more the spice on the meat and potatoes of the system itself, while in the latter the characters are the meat. The amount of knowledge needed to play a matchup competently is higher and as such I tend to like those kinds of games with a smaller cast so you can actually explore all the matchups with the attention they deserve.