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

What if you did a command normal though? Like if I walked up with Ryu and did his overhead or solar plexus and you moved slightly out of the way, would it be a whiffed throw or the normal?

I prefer the one button throws in alpha2. execution was fast but the throws were slow unlike ST where you can get thrown multiple times in a matter of seconds.
I dont understand why anyone would want really easy tick throws, it adds nothing to any fighting game. For me its the only thing that ruins ST.

Here’s a list of fighting games popularity in terms of world wide sales…

I had no idea Smash bro’s was this popular, wtf… This gives me more of a reason to simplify my game.

Super Smash Bros. Brawl **(11.79m)**
Tekken 6 (2.56m)
Mortal Kombat (2.26m)
Street Fighter IV (2.06m)
Mortal Kombat vs DC Universe (1.71m)
UFC 2009 Undisputed (1.71m)
Fight Night Round 4 (1.44m)
SoulCalibur IV (1.37m)
UFC Undisputed 2010 (1.35m)
Super Street Fighter IV (1.31m)
WWE SmackDown vs Raw 2008 (1.29m)
Marvel vs. Capcom 3: Fate of Two Worlds (1.25m)
Naruto Shippuden: Ultimate Ninja Storm 2 (1.14m)
WWE SmackDown vs. Raw 2010 (1.12m)
WWE '12 (1.07m)
Virtua Fighter 5 (1.04m)
WWE SmackDown vs. Raw 2011 (1.02m)
Naruto: Ultimate Ninja Storm (1.00m)
Fight Night Champion (0.91m)
WWE SmackDown vs. Raw 2009 (0.89m)
UFC Undisputed 3 (0.84m)
The King of Fighters XIII (0.31m)

Smash popularity has more to do with Nintendo than with simplicity.

Thanks for the replies.
I never thought about not having a throw whiff before. But i don’t think thats enough for me. I really dont like the throw OS’s you get from it. Maybe MVC3 just ruined it for me

You should ask that question in the general discussion lounge thread.

Tatsunoko vs Capcom on the other hand…

Phantasy took a really long time to say that SG needs more characters.

Depends on how close you were to the opponent for the game to recognize a throw attempt:

A. You weren’t close enough for the throw, so Solar Plexus came out instead.

B. You were too close to the opponent for a Solar Plexus, so a throw comes out instead.

I guess your opponent would have to move just barely out of maximum distance for the throw to whiff. I’ll have to test this later on tonight by recording the CPU to backdash while I’m attempting to throw.

Tatsunoko vs. Capcom: Ultimate All-Stars ( 0.50m)

It still did better than KOF XIII.

skullgirls: 6 button game with 2 button throw, 2 button team interaction button that crosses columns, combo system, lack of pokes, general balance issues involving assists, pace of the game/movement, all seem awkward and not for me.

I really wish Virtua Fighter gains more popularity/recognition in the future. Even though it’s been doing fairly well, I want that series to grow even more.

Why don’t you just say that you don’t like MvC2 style invincible assists.

In my game standard blocking is holding back or down/back, but with certain button combinations your opponent can execute a regular move that has to be blocked by you pushing foward, this includes jump-in attacks. These moves are just slightly slower than a regular move (but quicker than a SF overhead for example)… its fast enough so that a pro player can block it at least 70% of the time on reaction.

A friend of mine told me this would piss a lot of people off.

So is there a reason specific moves will require forward to block? I’d imagine that, if you were really trying to make a game with simplistic controls, you wouldn’t have something that seems so arbitrary. (Not saying it is, just that it seems that way without proof of concept).

And wouldn’t holding forward to block jump ins be bad against characters that end up having good cross ups? Or is it your plan to remove those somehow?

MvC2 style invincible assists are fine for a game with the movement of MvC2 top tiers. As I’ve said earlier I don’t like the smaller scope of combat in Skullgirls when it has Double bomber etc.
Curious, what is the fastest assist in SG? Like Psylocke style?

So would you say that Mike Z made the wrong choice when he decided to not give the same movement options as MvC2 top tiers?

trust me, i have a concept behind pushing forward to block. I just haven’t explained it to you in detail because i don’t want to give too much away. If a character has good cross-ups then you’ll obviously need to know when to hold back or push forward, which really isn’t that much different to blocking cross-ups in Street Fighter.
Well in my game landing knockdowns takes a certain amount of skill, so you cant simply walk up to your opponent and slide (or throw them) then cross them up.

i want specific moves to require pushing forward to block because I think its a good way to get around players who persistently guard but it doesn’t take anything away from players who use turtling as a strategy. You can still block any attack, it just takes a little more effort to do so.

KOFXIII sold over 500k, not only 300k+