Things That Annoy You About Fighting Games and the People that Play Them

But most of the moves ARE useless once the opponent knows their weakness… You can do whatever you want but you’ll be playing ineffectively and you’ll lose.

Here’s another one:

Having some problems with a game and airing them out. Being as reasonable as possible, open to feedback, trying to contribute, trying to be as clear and nice as you can without coming off as someone with nub rage. And still getting shit on by that community.

Namco Bandai has the rights over the naruto franchise (and basically any jump manga) so we would never see a game made by capcom or asw related to any franchise like OP, Bleach, Naruto, etc, etc unless for a weird chance Namco Bandai contacts any of them to do a game, which is more than probable would never happen, since the people interested on FG’s for those franchises more than probable are not interested on traditional FG’s to begin with.

The thing that annoys me most about fighting games is how great they are, and how I wish I could play all of them simultaneously but can’t because so much of my time is dedicated to making a paycheck.

The two groups of people who I dislike the most are:

1: Street Fighter players who hate on anime fighters even though SF is anime as fuck, and actually has had anime adaptions made of it. Oh and these guys will yell about how “fanservicy” these anime games are when SF has the same damn thing (Chun-Li, Sakura, Cammy…)

  1. Marvel Players who shit on airdashers even though ***Marvel is a fucking airdasher. ***I didn’t know it was possible to be that damn stupid, but then again these fucks play Marvel and like it, so I guess such stupidity isn’t really out of their bounds.

VF heads that say Final Showdown “isn’t real VF” despite the game being a throw back to older VF.

People who act like stream monsters outside of a stream.

Back in the arcade, we called that a “target” and if you ever came across someone like that, you looked forward to fighting them again and learning how to beat them.

On that note, people who keep running or avoid strong opponents and then complain that they can’t get better.

Getting better isn’t always my goal, it’s nice for some repeats (ie. learned pretty quickly how to demolish a player I saw numerous times who relied too much on Elizabeth’s Thanos abilities, and picked up several useful ideas for using Ms. Fortune by playing against better opponents), but if the other guy is just going to combo into a loop as soon as they get a hit, the fight gets boring for me (too much teching, not enough footsy, especially infinite or 80-100% combos). I come for the fun of the fights, not just a win, so I like drawn out neck-and-neck battles so much more than a handful of death-touches, even if that’s how the pros like to play. I dunno a picture of shrugging

theres like only two people not named clockw0rk that can even play that team

http://sphotos-h.ak.fbcdn.net/hphotos-ak-snc6/180210_3353184633091_1470612460_n.jpg

SSCable wee!

This is a scrubby attitude as 1) you want the other person to play your way 2) that’s the nature of combo heavy games. You get hit? Sit there until the combo is finished or be on the look out for a coin flip reset which leads to -> guess right? Have counter attack ready to punish. Guess wrong? Keep getting hit.

If you want someone to play your way, YOU need to set the pace of the match. The better player will always dictate the match.

You’ve just described any move in every fighting game. Any move can be rendered useless when the opponent knows and exploits the weakness. Any move can be telegraphed when a player reads an opponent. I don’t agree with this notion that there are only a handful of useful moves that should only be use when there are over 100 moves for each character.

If All Mishima players are predominantly wavedashing and fishing for a EWGF, am I not gonna be able to bait and/or punish the move cause it’s too good? If players are sticking to only handful of useful attack strings, would I not be able to catch on after seeing them in motion for the 100th time?

scrubquotes worthy :coffee:

More like many of the moves have the same purpose and one of them is better for that purpose than the other.

Oh and MK vs SF why haven’t they consumated their love yet?

Or a fighting game that includes every popular character from every game into one fighting game that plays like 3S and Ono isn’t involved, in fact he’s dead.

Ryu VS Commander Shepard, Guile VS Private Ramirez, Cammy VS Soap, Sam Fisher VS Ibuki.
Too bad MUGEN is garbage.

The only thing that really bothers me is the egos. Seriously, how can you run your mouth constantly when we’re even in wins? Then have the audacity to give me shit about using training mode and saying it doesn’t help improve my skill. That’s like saying studying won’t help you pass a test.

You might want to check out Card Sagas War in terms of a fighting with implausible characters from various game titles, if just to anticipate it (gonna be in production a long time, but the composition looks beautiful for an original being built in mugen).

Pretty much what I already do. When it’s someone better than me, if I’m not attacking or poking for openings, I’m trying to avoid mixups, read throws/unblockables, or tech if I’m already in a combo to get out and counter. It just bores me if they use an opening to punish with something like Naoto’s corner loop, where only two hits are repeated with no tech openings except for burst, which is limited about 1 per short round (no coin flips either if it’s led by a short combo), because unless they drop it, the round is already over but I still have to go into teching mode (attempting to, in case of a drop) for a good halfminute while watching the same couple of frames on replay. I suppose if it works, why change it? But scrubby as it may sound I wish loop players would show me something a bit more radical in a round too. [/scrubquotes2.0]

Yeah but that’s on you for still playing the game, you gotta love the crust and not just the main parts of the bread. That too is why I don’t play those type of fighters. I like my games fast and engaging for both players, not where my turn is dictated by a hit landing and continuing based on their reactions to themselves.

If you have the balls to crouch against electrics considering the scary mids can be mixed with, that’s your thing. But most moves don’t even require prediction and taking risks like this, just blocking high (what you usually do anyway) and frame punishing with way more damage than the move can ever do.

Even moves that do have some situational use, like Bryan’s d/f+3 that high crushes, end up not being used in high level play because they do get blocked 99% of the time and get you killed. And if you predict something high, you have better, faster, safer options (even just crouching and use whatever WS attack you desire.)

Here’s one I just thought of…

Disagreeing with somebody over a [S]fighting[/S] game and having it reflect your personal opinion of their character.