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

or you could equally pay the grand finalist regardless of the outcome of their match.

I bought a copy of DOA 4 for $10 and I gave it and 2 other games to my sister and her bf today since they have a 360. I played with them, and I have limited DOA experience, all around 9 hours at the extreme most playing the 1st and 2nd games together. I beat my sister’s bf and his sister 3 times each, and they didnt want to play after that. :confused: Theyre around 20, and had nothing but FPS games in their apartment. :confused:

What do you guys do when playing people who only play FPS games and are new to fighting games?

I had posted in your now closed thread so came in here to discuss further (I think the thread was fine by the way).

My post from the thread.

Since writing that and thinking about the Asymmetry thread I had an idea for a fighting game that doesn’t need life bars and is asymmetrical. Obviously it is a rough idea but hear me out.

Only one character (for actual video game purposes you should be able to change the appearance without affecting the gameplay).
Fights are not won with a strict decreasing amount of life.

The character has 4 levels that can be transitioned up and down, 4 being the best, 1 being the worst and 0 being dead. The fight starts with both characters at level 2 with the goal of reducing the opponent level to 0.

Level 1, weakened specials, limited use of meter, meter burst (use full meter to perform a burst giving the opponent the meter).
Level 2, you have basic special moves, level 2 combos can only kill a level 1 opponent.
Level 3, gives access to 2 upgraded specials and further meter usage access (supers, EX moves, etc.), combos can reduce opponent level by 2.
Level 4, further upgraded special, combos can take opponent down 3 levels, level burst (sacrifice 2 levels to burst).

Normals do no ā€œdamageā€, only specials (mainly/only in combos) can reduce the opponents level, they do however still build meter.
While being combo’d you can input the same special as the opponent to negate/reduce the level decrease.
Supers cannot be nullified and reduce levels the same way specials do.

Specials have a short cool-down for their ability to reduce levels, they can be performed any time though. This cool-down is used for nullification too so punishing a whiffed special with the same special is a guaranteed level drop and then potentially go into a combo after too.

The game system is based around reads and mix-ups.

I have thought of a few ways to make the overall system mechanics, unfortunately they would all need to be tested, but the design is if you know exactly what the opponent will do, you will survive, to win you have to do something they don’t expect.

I’ll use Street Fighter analogies where possible.

Let’s say the single character is some type of shoto. At the beginning of the round both characters have the exact same specials with the same properties (both level 2). I’m going to refer to player 1 as Akuman and player 2 as Rooken. Akuman lands a combo and ends it with a fireball, now his fireball special is upgraded giving it a shorter cool-down and changing it’s properties. Akuman is level 3, Rooken is level 1. Rooken’s specials still work but have longer recovery or cool-down or some such. From here pretty much any combo from Akuman will kill Rooken unless Rooken inputs the same special when Akuman does the combo. Rooken can’t outright kill Akuman (maybe with meter, dunno), he would need at least 2 combos.

I like the idea of an evolving moveset, for example, start as a shoto then upgrade your fireball so it can eat other fireballs or travel slower, then upgrade it further so it’s a beam. Upgrade your tatsu to be vertical, go through fireballs, rekka (SFEX) style.

Meter would be used for supers/EX moves which cannot be nullified by inputting the motion like regular specials and also some form of cancel (FADC/Roman Cancel/Extend Force/etc.).

I’m gonna cut this short. If anyone wants to discuss or tear apart my idea, feel free. No point writing loads more hypothetical stuff at this point.

I think there is potential here, unfortunately I am not a proper programmer. The system would prevent instant ROFL-stomping requiring at least 2 reads/confirms to win, without using a comeback mechanic. No need for a health meter with only 4 player states, the graphics would be enough.

You start by not starting them on shitty fighting games. Even the DOA community knows that DOA4 is shit.

Start them off with something mechanically simple like ST - they’ll learn a lot more about basics that way.

While i agree that it will be cool to get them started on something that is not DOA4, if that is the only thing that they have, welp
Also, i disagree with the notion that you need something like ST to teach basics, fuck that noise, you teach the basics on the game that people want to play, the key is letting them know that some stuff maybe work differently on other games, also you start by basic stuff and move on more complex shit depending of the mechanics of the games.

IMO, I feel Pot-splitting is a victimless crime, colluding isn’t.

I think you can learn Fundamentals from any game really. The guy who beats me every time we play AE at my local scene learned his fundamentals from Tekken. I agree with you there.

ST doesn’t teach you basics, game is gimmicky as fuck.

I’m not saying you need to start with ST - just that the simpler a game is, the shorter the learning curve, and thus you get palpable results more quickly, that’s all.

It’s like starting someone off with GG. Sure, it’d work, but throwing someone into a game with something as complex as FRCs might not be the best idea. If the person is learning GG with the express intent of playing GG (as opposed to fighting games in general), that’s okay, but if the newbie’s just trying to learn how fighting games work, I say start with something simpler.

Their is no one game that’s going to best teach someone how to play fighting games.

Of course not - I never said that either. I was just using it as an example of a mechanically-simple game.

I still think Turbo is the most complete street fighter game. ST isn’t even close to being as good as Turbo, or even Super (the version before ST).

I’d say start with Hyper fighting/Turbo first. Once they get a basic understanding of zoning, pokes and footsies move on to other games.

lol, what?

I sometimes wonder why Vampire Savior isn’t usually mentioned when this kind of discussion comes up. Hyper Fighting/Super Turbo is regularly brought up for emphasis on zoning, pokes, and footsies, 3rd Strike cuz it’s a good game, Guilty Gear/BlazBlue/Persona 4 Arena because fuck yeah airdashing and anime combos, SSFIVAE ver.2012, SFxT, UMvC3, and Injustice because popularity power and hype.

Because Jon Talbain is stupid as fuck

Sasquatch is the unholy love child of Zangief, Fei Long, and an albino Wookie.

Im not trying to get them hooked on fighting games, it was the only fighting game i saw at the store for 360, if I had seen a newer or better game I would have bought that. So I bought it since it was $10. Akai Katana is the one I really hope thye play a lot, its freakin awesome.

Also to add to that. I was hoping theyd be ok with trying something new for once, I could tell what type of games they played. Of course they just play stupid FPS games. And those stupid games make people lazy and not try to invest in learning how to play other games, because you already know in 5 minutes how to play a FPS game, fighting games take a lot longer.

LMAO
The problem with that logic is that they are not learning the game that they want to learn but other that they probably don’t give a shit about. If they are interested on Marvel, then you teach them in marvel, if they are interested in Tekken then tekken will be.
I have a lot of friends that learned all their fundamentals precisely on GG. And of course that you don’t teach them about the FRC from the beginning, you move gradually to that point.
You teach the players on the game(s) that they are interested, not on the ones that you deem as ā€œsimplierā€.

Any of you have an elegant solution to playing a game that doesn’t allow mirrors?

Or does character selection literally come down to rock paper scissors.

You make a good point about FRCs, but you missed something else I said: If someone’s trying to learn a specific fighting game, I have no problem with that. All I was saying is that if the newbie has no preference as to which game to start with, it’d be a good idea to start them off with something simpler.