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

Wonderful, now instead of just LCD input delay, we have to deal with network delay in 3S as well.

Yea, like when Microsoft announced emulation/ports of 360 games to xbone i just thought of 3rd strike and how messed it up it could be and they wont listen at all to us on how different it is, so why bother trying to port it? Instead try to get a perfect port to PS4.

3S is trash on PS3.
I’m so regretting my purchase. Playing that game online is almost as bad as MKX.

Anybody know what fighting game this is? I’m not really digging the character design but the gameplay looks interesting.

It’s Koihime Enbu.

SNK reallyyyy needs to start a kickstarter campaign… KOF14 looks like it cost like 4 dollars and a paperclip to make. They ould also make more 2d games again like SamSho, Last Blade, and Mark of the Wolves

I wouldn’t blame the game, I’d blame the number of users that play on wireless.

Maybe. I doubt the people still playing don’t know how to set their console up though.
I think the problem is PSN sucking.

Except PSN should have nothing to do with a peer-to-peer game.

LMAO

Which platform for skullgirls is the most active, PS4 or PC?

Internet forums.

Neither. You have to reach out to find games. There is 1 lobby up at a time.

are there any big differences between ng/2i and TS?

Alot.

3S alone features the switch to two button throws from one button, plus the addition of Red Parries (which meant no more autoguard).

I remember in NG you didn’t need to duck to parry lows.

New Generation is basically like the COTA of the series, with Capcom still not sure of how to balance the new mechanics added. The combination of easier juggles and the revised stun mechanics (and visible stun bar) alone meant that most everyone was rocking long juggles, loops and/or stun combos into death.



This is why later games introduced things like the 6 hit juggle limit in 3rd Strike.

EDIT:
Weren’t air parries done by hitting down in mid air in NG/2I?

in ng you can low parry everything besides overheads. in ng and 2i there are two air parries. forward causes a backward rebound and down projects you forward in an awkward way. 3s air parry more or less maintains whatever momentum you had so its somewhere in between. ng and 2i also dont have a priority system, so normals of different strengths can trade with each other. uoh is done with d, d+any button. the ways uohs hit in general feels really shitty in ng and 2i. seems they just poke quickly at the peak instead of having many active frames lasting until near the end, so i imagine that meaty setups would be less effective.

Fighting game devs discuss how they’re made: http://www.4gamer.net/games/303/G030342/20151110074/

It seems one of the devs is interested in making a Mortal Kombat game. I’d like to see Japan’s take on that game.