SOCIAL DISTANCING BOIS
[spoiler]
[/spoiler]For context I just took this picture at the storytelling contest held by my school
SOCIAL DISTANCING BOIS
[spoiler]
[/spoiler]For context I just took this picture at the storytelling contest held by my school
Itâs grounded in the sense that people have few options in the air compared to most other games.
But yeah. The risk reward ratio for jumping in SFV is really good.
So if I play Es, does that make BB a grounded game, since she limits the aerial options of the opponent to Barrier Block or die?
I got a shout-out in my favorite FGC podcast, I am now Hollywood, I donât need you people anymore.
I now need 40 minutes since me and the wife started another Gotham Episode.
Out of curiosity, which podcast?
I never heard of it, so thanks! Will check it out.
you might have run in his âState of the FGCâ videos he does yearly, great content.
are you up for some games?
Am out drinking with some friends as per my previous post. My Saturdays are usually for game nights but itâs been a while since Iâm out with my friends since the lockdown.
Iâm definitely free tmr!!
Games built around one-hit kills, an idea that many fighting game fans probably wouldnât accept as the basis for âregularâ fighting games. And many of the ones that did accept it would rather see it buried under execution barriers that will only reward âdedicatedâ players that spend hours just practicing the muscle memory in training mode. (Also, Iâd guess that many would consider Divekick and Lethal League to only be fighting games in the broadest senses of the label.)
Also games that you admit arenât even your âfavorite fighting gamesâ, hardly an endorsement.
Divekick is definitely a fighting game. Its hyoe AF to play too.
Iisnt lethal league a game about smacking a ball around?
To actually answer Dayaanâs question: Tekken and Samsho sort of fit the bill. Looping offense in both of those games is really hard because oki is rarely guaranteed, and plus-on-block moves are generally either rare or risky to set up. Both games still make it easy to open people up and get small hits in, but characters are given universal tools to heavily punish those options, so if you overextend and get hard read with, say, a dodge (samsho) or a sidestep/low parry (Tekken), you can lose half your health or more for trying to hit a move that might do 7-10% damage to the opponent.
Because of this, attacking is more about controlling the pace of the game, forcing defensive mistakes you can punish, and getting a life lead you can defend, rather than allowing you to snowball rounds off of momentum. There are a lot of exceptions to this though, especially in Tekken, but the games still sort of fit the bill that was outlined.