hmm…SF: Third strike and GG:XX AC+(reload was pretty good but I liked the balancing in AC+)
It’s impossible to “mash until it works” in third strike without some serious backfire, plus it’s the first real fighter that I actually had to have serious practice time. In Guilty Gear skilled players usually trap less skilled people into loops, sometimes with a taunt after a decent loop.
I play too many fighting games and I say No game separates noobs from pros more accurately than SS series. People tend to think 2 is best but it’s because they don’t explore the new deph in 3 and beyond. And it’s funny because when i first played 3 i thought it was shit but then i talked to this guy that explained the new system and when i re-tried it i finally saw what the director envisioned and saw the genius behind it. It brought a tear to my eye.
Why? because in 3 they invented a new system that did an excellent job at punishing button-mashers.
The system focuses a lot on counters and anticipation. so the more aggressive you are the more at risk you are compared to other fighting games. Also, you MUST know how to play to do well.
Example: if you mindlessly slash at me and I knew what was coming I could hit you through it with a blow that takes dominance over the other and ianytime you take damage while attacking you receive around 50% bonus damage… making you die faster if you just keep blindly mashing and getting countered while mid-strike.
Then they have moves to dodge (where you just step to the side, out of it’s way) and then counter or dodge and swing around the oppenent to face their back… in which case you then see their defense is open and they are confused and are still mid-swing facing away from you…so naturally you go for a big move with them thiis much open.
And even if you got it off late, that they try to block, they tend to accidentally press towards me due to disorientation and are still open cuz they couldn’t think fast enough to realize that they have to now hold the dpad the other way now.
Then you have another counter move that is similiar to dodge that makes you use yor weapon to knock their weapon… making a loud CLANG and their body and arm shakes cuz they struck hard metal… and are then open for another strike.
I’ve played virtua fighter a lot and i say that SS may not have as many moves but i feel it separates noobs from pros better.
SS3 has some bugs though that were fixed in 4. I havn’t played much of 5 because it sucks, but part 6 is definitely king of the hill as you can pick from several of their rule systems or design your own rules. Much customization. I never have seen that much technical stuff in a fighting game in my life… it’s actually overwhelming in SS6. but i love it!
I say SSVI (Samurai Supirittsu Tenkaichi Kenkakuden) = most Technical AND least button-masher friendly fighter I have played.
I’d also suggest “Fire Pro Wresting Returns” for ps2 but that is wrestling. Skill really shines there. amazing depth and customization.
This was in all SS games starting from SS1. And in SS3 people can pretty much button mash you in the back after backtoss throw.
Yes but all in all, you could use “dodge & punish” again in all SS games except SS1.
Well SS6 pretty much brings (slightly changed) gameplay elements from different SS installments in one game, so its about variety of options you get; again Im not sure what is meant under “most skill based game”, is it game which requires strict timing? Has hard to use combos? Needs alot of game knowledge to win mindgames? Takes the longest time to learn?
ss1-2 do not have near the same countering system. they have some.
Like i said… people that approach 3 and beyond after playing 1-2 overlook it.
I say “most skill based game” means whatever game that is hard to pick up and do well against seasoned people… where luck rarely is a factor. and that is why Samurai Shodown defeats Virtua Fighter becuase it is even more impossible for a noob to come into SS and win from luck. So skill pays off majorly,
But really, if you truely want the highest skilled game though… then “Fire Pro Wrestling Returns” is probably best if you don’t mind wrestling games… but wrestling is technically classified as “fighting” so I suggest it as well.
No other fighting game offers such tight, player control over every aspect of its system. It’s a shame fighting game developers won’t look to it for influence beyond its ‘party game’ trappings, because a lot of the game’s mechanics are genius and could easily expand the genre as a whole. We keep talking about how to make a fighting game with integrity that appeals to the masses (legitimately, with gameplay, not just marketing like SF4) when this game has already been made.
Too bad Nintendo stuck its casual dick in the mouth of its competitive fanbase.
you are talking about tv. If they had a real life “fighting” tc show like we see in virtua fighter or soul calibur they would act in that too so as to avoid lawsuits.
but a game is different… it’s whatever you imagine it is in your head. btw- fire pro treats it seriously as if the wrestling were real. presentation is done more like boxing… they leave out the soap-opera and keep it 100% serious.
btw, fire pro is also a UFC game. when you pick your modes of the type of wrestling you want it asks you for what type of fighting: Wrestling or Mixed-martial-arts type
and the game actualy plays entirely different in the mixed martial arts mode… just like real ufc moves. so it’s two games in one without sacricing gameplay. i could hardly beleive the amount of work that went into this game. which is why the grapics look dated… because it focuses all it’s information on thousands of moves and graphical animations for each. I think there is no move in wrestling or ufc that this game doesn’t have!
And, another thing that makes this game score so high on the tech-meter is that you litteraly are responsible for every part of the move!
Example: If you wanted to perform “The Rocks” move titled “The People’s Elbow” you don’t just push one key or a set of keys in an instant like in fighting games and then when it’s activated you sit down and watch… Not in Fire Pro. In FP, your oppenent would have to be weak and in a reasonable place in the ring… if not you drag them there… THEN You litterally have to manually run against the ropes and bounce off… hit the correct key to leap over their body and bounce against the other ropes and as your character is returning to the oppenent again you then are allowed to activate the finaly elbow drop and your 2d charact will actually animate it out like the Rock with a little dance and then will fall to the side with an elbow to the head. it’s amazing the detail. Manually inputting and timing every part.
This would be like doing Chung-li’s super ultra move and litterally having to be responsible with manually hitting a key for each kick. LOL
It’s a shame the Smash series gets so much shit around here (Brawl is understandable). If you looked passed the fact that the game was created by Nintendo; respected its fan-service trappings (which gives a ton of context for its aesthetic design - music, stages etc), sat down, and actually played Melee, you’d actually find that it has every element you desire in a competitive fighting game (and then some).
But hey, it’s your losses and no one else’s. People and their opinions.
Smash is a party game. Removing 95% of the game and then calling it a fighter does not make it one. It;s fine if you like to play it competitively but jamming it into a Genre that it’s not a part of does the game a disservice.