The most "honest" fighting games you know!

Random flowerpots, police cars, and manholes break the balance of Urban Champion.

Regarding WakuWaku 7, if it is anything like Guilty Gear in being possible to combo into instant kill exclusively for some characters it would be imbalanced in my eyes. But i can’t be bothered to look into it more deeply.

Street Fighter 1 and Karate Champ

No lies detected. White vs Red. It makes me think of 2 older games with similar design:

1979 Vectorbeam’s Warrior
https://youtu.be/IUp0lzFiscs

1985 Beam Software’s The Way of the Exploding Fist
https://youtu.be/j_3rmoA1JKY

Hokuto no Ken

Well if the success of Mk titles before MK9, Marvel Vs Capcom series and the like tells us anything. It’s that an honest fighter is not one that brings in the bucks. You’re game could be broke as fuck. As long as it functions and is fun to play ( iconic characters from well known IPs help too ) Then people will enjoy it.

Yea clearly MvC is way to overboard for me but umk3 was a beauti. In the same fasion I wonder if there are a number of what you could call honest games out there that could be fun or enjoyable maybe even have potential. Some interesting stuff as been mentioned. Besides my own choice I rate the mention of Kengo, bushido blade and divekick. Urban champion was a cool shout lol. Would be nice if people put some more detail on about the games though as to why they are honest and what is good and bad about them.

With Waku Waku the damage is high but the combos generally are not. The one character that I know can perform 100% death combos with enough meter is actually the worse in the game. It is very heavily reliant on zoning and neutral.

Honest is basically heavy emphasis on neutral game and not large emphasis on heavy mix ups and uncontrollable situations.

Fatal Fury Special seems pretty honest. No huge emphasis on unreactable close ranged options that immediately break your blocking and generally just lots of neutral play with most of the cast.

https://www.youtube.com/watch?v=CB1UBsaM3so

Street Fighter II Koryu is the most honest SFII. Every character can turn into Ken and summon a portal into fireball hell.

[quote=“DevilJin_01, post:27, topic:181347”]

Honest is basically heavy emphasis on neutral game and not large emphasis on heavy mix ups and uncontrollable situations.

Fatal Fury Special seems pretty honest. No huge emphasis on unreactable close ranged options that immediately break your blocking and generally just lots of neutral play with most of the cast.

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That is probably the best explaination I heard yet mate nice one

Maybe its just me, but in 2D fighters blocking low is the default and overheads are telegraphed and can usually be beaten by a simple anti-air. In Fatal Fury Special there is a lot less chance to do anything because block stun is high and pushback serves to make offensive strings with special moves on blocking opponents too safe unless its Billy.

There was an interview with the devs of some anime-style game a few years ago. I can’t for the life of me remember which one. Could be Koihime, Aquapazza or maybe Ougon Musou. Anyway, they said they tried to make a game where nothing could be considered by players as “random”. What they learned was that it didn’t work, and they needed to added some bullshit. (I’m paraphrashing).

That is actually quite interesting would be great if you could link that to me one day if you ever come accross it again

it makes sense. no game can really be without a factor of chance or else there would really be no strategy involved. In other words, if every decision could be perfectly expected or reacted to in a fighting game, there would be no way to win or lose. in chess, if every single move could be humanly calculable and anticipated, it would not be a game

Except that fighting game are fast paced games where conditioning and emotions play a very big role. Being read and countered puts you into a stun state IRL that may prevent you from using all the options you need to stop your opponent; punishing the opponent for pressing buttons several times may lead him into eating a throw even if there was nothing stopping them from teching it.
Theorically speaking, if you had a perfect knowledge of the startup, the spacing and the on hit/block properties of each move you could have the perfect counter to any of your opponent’s moves in every fighting game exactly like an input reading AI. But since you don’t, people can throw risky stuff over and over and don’t really be punished.
We don’t need to add more “randomness” than the one that is already created by human interaction.

of course, but it depends on the the speed and other factors whether chance is created or not. if the game is absurdly slow, like as if in slow motion or like at 5fps, there is no chance, and so isnt a game. if there is any element of chance no matter how it is created, it has the foundation to be a game.

The overall speed of fighting games has increased since SF2 to the point where even slowing down things a bit won’t change a lot. I have friends who are beasts in strategy games but still can’t hold very long with SF because it requires making decisions too fast for them. On the other hand it’s easier to transition from fighting games to other fast-paced genres like FPS just because you already have that split-second decision making habit.

Yipes started with Counter Strike and went right to Marvel 2 which is among the fastest competitive fighting games in existence.

There’s other solid/top players I know that started with FPS. Smash players tend to transition to SF/Marvel/Amine games well also since it’s a very reactionary game.

the boundaries are too different there is no one who can go from a fighting game to say original high level starcraft there is way more variables to think about generally in alot of RTS games and starcraft comes with 2 levels of skills shit or korean. There is no middle grounds or anything of the sort. Most of the really good FPS players cannot get to grips with fighters because again even though the field is much bigger in fps games there are still way more variables to take into consideration in fighting games. I would say the closest relation you could make like that is FG players to AoS games(MobA to you youngsters and not league of legends or anything of the like they dont count but more like DotA). There are tons of variables in DotA more then a fighter but there is an element of having the same kind of neccessary speed of reactions/decisions to make I would say this is the easiest transitions between a fighters and another type of game.

I think FG players can transition well to FPS but not necessarily the opposite. But then again, I’ve seen a lot of FPS players that are interested in FGs because of the competitive aspect. I’ve seen less transition from players between MOBAs and FGs but I might be wrong.
RTS are a whole other story, no humans can really play that shit at high levels, only Koreans.

FG players can almost 100% transition to FPS that I can agree but not vice versa. There are some that MOBA to FG and vice versa but the problem is most FG players look to LoL which is the worse example of its type rather then DotA which is much more what moba is about and as I said is a type of game that FG players could really get into. Totally agree on RTS lol if girls think FG or moba players are good with there hands they should see what them korean RTS guys are on lol