What elements would make up the perfect 2d fighting game?

Guilty Gear AC. When I got good at gear it was the most satisfying fighter ever, nothing compares. Honorable mention to cvs2 n the big 4 in mvc2 for pushing the limits.

something like CvS2 or GGAC
both games are good examples of what is a great game
but as d3v said, its hard to tell, what works on a game doesnt work in another
at the end its about how all the options present in the game add to the depth of it, enriching the strategies and gameplay

remember, after sf4 became non existent, so it doesnt matter what GGAC, MB, AH, DB, KOF, etc did because they simply dont matter :coffee:

Street Fighter II´: Champion Edition

okay i forgot vf. sorry.

ggac just barely within 5 years, i’m not really counting it. it’s closest to the best designed fighting game ever made.

For me, a lot of what Aquapazza has is something that I stand to vibe with:

  • An interesting assists mechanic
  • Various characters have different movement options/subsystems
  • Just Defense + Guard Cancels, etc.
  • Ground-based gameplay (even the one character who has air dashes isn’t that much better than everybody else)
  • Good “SNK-style” pace

Pretty much the only thing that I don’t care about is the Aquaplus fanservice and overall aesthetic! :lol:

other game that looks like it can be very fun and solid is that musou hime or whatever its called

blazblue.

It will be out very soon.

Positioning emphasis, variety of characters styles, variety of gameplans depending on the different match-ups, simple engine. Super Turbo, Hyper Fighting. Fatal Fury Special is also a good game.

What game would you say has the best throw system? Im not sure which one is my favorite. probably ST. I do know that my least favorite might be MVC3’s. theres no reason throws need to be 1 frame have, like 1/6th screen range, be able to be option selected with what is probably your best button, and lead to death.

Guilty Gear AC, precisely because throws are a powerful, useful tool but not so much that you see them all the time. The tech system is pretty much designed to avoid the random nature of timing throws at the exact same time. The only problem I have with it is that it has option selects involving it. (I think Option Selects are horrible). If it was a two button system, it would be absolutely perfect.

This thread comes down to Skullgirls basically. Play dat shit. GGPO too.

Dudley.

No PC port :frowning:

There is a pc port in the works for it. Console comes first.

Oh, is there! I just went with the Wiki article. If there’s a PC version, I’m going to buy that <3

not being able to mash like crazy, throw out supers at random and not get punished for it, no x factor, no ultras, no gems, no bull shit.

^this.
-the game should have the ability to customize your character like cvs2,ah, and sdbz.
and it should have rock-paper-scissors feel to it…so like, your customized character should have an advantage over one type of opponent but a disadvantage over another

-team play where you can switch your characters in & out during play like kofxi or mvc2

-mvc2’s combos, both ground and air type combos. air combos should be simple and universal…lp,lk,sp,sk…most characters shouldn’t have a double jump, but a few “acrobatic” characters should.

-a roman cancel just to allow for more combo creation but NO frcs!!! FRCs are just too time consuming to master. it takes 10,000 hours to master frc and most people just don’t have the time to sit their asses down to bother learning em…so cut frc out of the picture entirely. if u want your game to actually have a scene, that is…if u want your fav game to not have a scene, put something in it that requires people to quit their personal life just to master it and execute it in high level play. nothing that requires insanely strict timing to pull off in the game.
rc are just fine.

-defense options like kof.

-auto bursts like in power instinct…the matrimee games…just that the auto bursts happen every 25th hit, nothing below that hit count number…this is just in case somebody figures out infinite loops.
auto bursts cancels out infinite loops or ridiculous juggling-Tek6.
i could be wrong, but i think capcom put in x-factor into mvc3 to try to keep the game balanced, or better put, to try to counter infinites and pin downs to a minimum but…an auto burst after a certain hit count number woulda sufficed

How about being able to use the attack I entered the command for, instead of shortcuts assuming I wanted a DP.
And no comeback mechanics. Basically undo SF4.

I still need to get KoFXIII.

Ahahahaha oh wow.
Go and play some Ougon Musou Kyoku.
(if someone would ever describe Seacats like that i would never touch it)