I’m not positive if this is the right section, if not please move or lock, or whatever must be done.
This is more like a question: are the fundamentals of a game like Guilty Gear, BlazBlue, or even P4A different than a game like SF4, SFxT, etc or is it all universally the same? I’m told fundamentals is a skill that you can apply to virtually all fighting games (after adjusting to their nuances; paraphrasing) but it seems like a game like Guilty Gear would have less of a focus on the neutral game than Street Fighter usually does. I don’t have a good grasp on fundamentals, so hopefully anyone who has played both games can answer my question.
Basic fundamentals carry over but there are some changes.
For example, being in the air in an Air-dasher is generally not considered as much of a risk as say SF where 90% of the time the player shouldn’t be jumping at all.
Fundamentals is just a word. There are specific fundamentals like footsies and execution that’ll carry over from game to game, but obviously fundamentals like parrying will only carry over to games that let you parry, such as SFIII and Soul Calibur.
If you’re wanting to learn a skill that’ll help you in all you fighting games, check out the Sonic Hurricane Footsies Handbook and Seth Killian’s 101, as most of what they talk about crosses over. Links to both below:
Games don’t have fundamentals, players do. If what you’re asking is whether different skills can make you stronger in different games, of course! But a lot of the same skills carry over as well.
Guilty Gear specifically is a very neutral-heavy game. It’s not as heavily focused on pressure as BlazBlue and P4A, but more on the characters’ dynamic ranges and various okizeme. Comparing it to Street Fighter, I would say there isn’t any less emphasis on neutral, but the neutral is simply different due to the wider range of attack angles and movement options.
If you start playing some newer anime games (UMvC3 included), neutral is slightly less emphasized in favor of more damaging combos and more powerful mixup opportunities. You could say that these games are slightly less “fundamentally sound”, but in my opinion, reads and defense are also a part of fundamentals.
Both of the above may look different, and you may only understand the first one, but they both mean the same thing. So the problem is you not understanding the “language that is spoken” in Airdasher play, even if you have knowledge in the content itself.
While it’s not really hard to grasp, it’s not something one can explain on a whim, so without spoiling anything, I advise you to subscribe to my youtube channel and wait for my next huge project.
Knockdown, mix up for damage - works for both
use positive attacks to pressure - works for both
bait and punish predictable things - works for both
on wake up, learn to block - works for both
don’t be a stationary target - works for both
buncha other basic stuff - works for both…
Don’t get hooked up on fancy words, just know that the common sense stuff is basic enough to pass from one game to another and you will do it automatically. As you become a better player, you will abuse similarities between games and adjust your training accordingly…
Basically every fighting game boils down to staying in your characters ideal range and out of your opponents ideal range, and how to defend. After that its applying how the game engine allows you to attack, how to maximize damage once you land an attack, and what to do after you recover from being hit. All the fancy combos and special move and what not mean nothing if u are not landing attacks in the first place and getting hit instead.