SFV Lounge: No News after the grass, 10K POWERRRRRRR

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Looks really good in motion. Soundtrack choice is good as well even though I would have preferred a modern remix. I like my 16bit MIDIs as much as the next guy but they get old fast when used as background music in a fighting game.

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I totally forgot about this show and it showed up on recommendations randomly.

That small robot sure is nasty.

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Learning fighting games is fun even if it’s Moron Kombat. I’m having fun with Frost’s big girl buttons, maybe I’ll try Raiden too because he got zoning and apparently big damage too (although I can still see why people say he’s not that strong).

Just what I needed to pass time while I wait for Falke’s new costume to become available. Then, 20 days later, SamSho will be here and the FGC will be saved.

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Regarding the earlier talk about using different controllers for fighting games:

Wake me up when somebody does work with a fishing rod controller.

I’m sure somebody out there has their Donkey Konga bongos modded up and ready to go…

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Everybody should just switch to one of these.



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I’m in there with the boomerang. :sunglasses:

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That picture of the Virtual Boy controller reminds me that Hyper Fighting is a thing on that system now

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It actually reminds me of the Logitech Wingman controllers, and those were quite good.Very reliable.

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The Saturn controller is kinda crazy to look at now but I played a shitload of Xmen vs. SF on that thing.

Whenever I think of garbo controllers I remember when I owned a Jaguar. That goofy thing had inserts for the num pad. Yep, num pad.

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The Dreamcast controller is pretty shitty.

OG genesis controller hasn’t aged well either.

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It’s subjective i know but i really like this one. Feels very good and nice layout.

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That one is still pretty good.

Also, the Saturn 3D controller and Virtual boy controllers are fine. They look weird but hold and operate just fine.

I forgot one. I still don’t like the wiimote, even with the nunchuck.

It’s a mammoth !

Whoever said execution shouldn’t be the end all be all anymore is right. There are too many tools, “hacks” mods and controllers that allow some people to have a huge advantage over others and there’s no real way to police it outside saying no “non officially sanctioned controllers” which opens another can of worms.

Yeah… it’s hungry, but it holds fine.

I actually own one… because reasons…

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Very initial observances/take on Mortal Kombat 11

Graphics/Presentation/Animation

  • Game definitely looks good even on PS4. No real hard AA jaggies to speak of. Game looks real clean and shows how far games have come from PS1 days. PC SFV is pretty clean on the AA, but PS4 SFV still has some jaggies and slightly grainy roughness (although they did fix some of the grainyness in a patch).

  • Game is finally actually BRIGHT again. Plus the characters are zoomed in more so less of that character blending in with background shit that plagues Injustice. I feel like I can actually see shit in an NRS game and differentiate characters from backgrounds. That’s a big plus. Reminds me a lot of the old MK1-3 games where the games found a way to be moody without feeling like you’re fighting in a low lit cave like pretty much every NRS game of the past has.

  • Music is more theatrical drone music. Not a fan, but that’s NRS music.

  • The game weirdly runs you back to the title screen if you don’t do anything in the main menu. I think that’s pretty stupid and adds unnecessary loading time to go back to the menu then get to playing. Not sure why that’s a thing. Not like you need screen savers or things really moving with newer monitors/TVs.

  • Animation is definitely the best its been, but still kinda derpy and takes you out of belief of the characters. Characters like Raiden and Kano still have normal/command attacks that make no sense to do in real life and Sub Zero/Scorpion D3s just dont look like a kick that a human being would ever do or could really do proportionally.

Like why does Kano have a really shitty version of Elena’s sweep for his sweep (b3)? It just seems out of character for him to do an attack like that and because it’s NRS, they speed up the animation so hard that it just feels like someone is pulling puppet strings to move him and he’s not using his own muscles and body weight to do it. Lot of this Animation 101 janky nonsense is still in and keeps you from believing in the way the characters move and own their moves. Especially since some of these moves make the character switch sides it’s even more jarring.

  • Characters are mostly about the same height outside of a select few (mainly the big bad/boss type characters). Which also pulls you out of a sense of belief that the characters are in a world that’s trying to be real. If there’s a mix of human and outworlders, why is it that almost every human character is the exact same height as each other? In most every other fighting game including SF they do a good job of conveying different heights for characters which gives a sense of belief and where they’re from. Like how Karin is going to be shorter than Guile because she’s a little Japanese girl and he’s a weight lifting, burger eating Murrican. Even though Guile has a slouched position its very easy to still tell he’s taller than Karin because idle Karin is standing near fully upright and is still shorter than stanced Guile.

Gameplay Stuff

  • Having to preset tournament variations manually. This is so so so SOOOOOO stupid. This should have just been something that you can regularly have to choose from without having to do anything manual. They’re the only variations you can use in ranked, but someone new won’t understand why they go into a ranked match and can only use 2 preset variations after spending all of that time gearing their dude up.

  • Not having a default control scheme for every type of controller (due to the game not really being in arcades for a long time) forcing issues. Like I was trying to figure out the best 6 button layout for me and it took a hot minute because I had to figure out which type of layout would allow me 6 buttons while still allowing amplify/interacts/fatal blows to work. Put the wrong 6 buttons together and you can’t amplify or you can’t fatal blow.

  • To further on that there’s inconsistencies with how this is explained in the controls menu and tutorial. In the controls menu there’s nothing showing double inputs so that you can map those (at least from what I saw). For instance…there’s no way to initially tell that block and move switch together will act your fatal blow or that 1+2 can also act as your amplify/interact. Then you go into tutorial and the tutorial will explain that L2 or 1+2 will allow for an interaction, but then later in the tutorial it will say that ONLY L2 allows for an amplify or meter burn (with no mention of SQ+TRI/1+2). In SF you have a basic 6 layout and then maps for shit that’s show in the control menu and can just do everything on that basic 6 or map as you want. Even Guilty Gear has its basic 5 which is more or less SF without a MK button. NRS be wilin.

  • At first I thought everyone having generic looking decent walk speeds was generic, but I realize now there’s some variety to it. After actually playing the game it’s more apparent that there’s some difference between the forward and back walk of each of the characters and the forward and back dashes are pretty diverse between characters. Liking that so far. Skarlet has good solid walk and dashes and Geras has unga forward dash. Do also like that the lack of proximity guard and the big back step on walk back makes it easy to walk out of shit and poke back instead of being stuck in proximity traps. Like SFV/V ISM MK11 doesn’t have close/prox normals.

  • On that note Neutral Kombat 11 basically trying to be MK2 reborn also defeats James Chen’s idea that you need prox normals for grounded neutral type games. No you don’t even with considering NRS’s differences.

  • Game seems to work where the neutral crash is a bit less crazy than SFV, but I don’t really have a problem with neutral crash in of itself any way as long as it’s not like NRS levels of just hold a run button and you’re in. That’s kind of been fixed in this game. Although the game still does have its fair share of neutral crash (again, not inherently a problem) and like SFV, there’s a lot of basic ass combos like Liu Kang’s strings into bicycle kick that just hurl you into corners for free. Not that I care that much, but it’s there.

  • Some throws take too damn long to finish for the lack of camera presentation. Geras’ forward throw basically stops both players from playing the game for 5 seconds while he does this overly dramatic turn into sand bullshit while the camera does no panning in or out. With grabs/command grabs that have this much going around them, games like SFV and SFxT did a better job of shifting the camera to force a bit of a cinematic while also generally not lasting quite as long. With SFV specifically it’s mostly set to command grabs like Birdie’s command grabs and such and does a good job of emphasizing the impact without locking the opponents from playing for a long time.


I’ll have more after I actually play more/ranked etc.

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I remember vividly picking up a Genesis controller after not having held one in awhile and being amazed at how flat and uncomfortable it was to hold (I think this was back in the PS1 days). Most of the old controllers are just hockey pucks with buttons on them.

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I won’t lie, i never used one but it looks very off.

Do you actually get headache if you play VR boy too much ? From all that red ?