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

Just do the under 5 hits combo rule and you’ll be good.

You really read my mind. SSFIV would be a great game if it weren’t for so many anti-footsie tactics like focus attacks. I think this results in a lot of people who don’t have solid fundamentals to look better in the game than they actually are. That is my biggest criticism about SSFIV (the focus system).

I don’t believe every character needs good footsies. Characters like Rufus exist well in the SF system, but characters like Viper (ugh) she doesn’t have to play SF at all.

I meant three quarters speed, haha.

I would also like a very racist fighting game. Like balls to the wall racism. But not really harmful racism. Like the Chapelle Show. He seemed to decimate all races equally.

From my time playing SFIV I would say it’s nearly impossible to play C.Viper without good footsies unless you’re loaded with meter for EX seismos and even then good players just neutral or forward jump random EX seismos. The best C.Viper players make use of her normals and standard seismos more than anything. Her regular seismos are vital to her spacing and if you whiff one seismo you eat free damage. Learning how to place seismos properly IMO is one of the hardest aspects of the game in general because it requires you to know how to footsie and anti air with a move that has 20+ frame start up and a year of recovery if you ever whiff it. Plus having 3 different attacking placements.

In comparison to UMVC3 where the only barrier is the execution. It’s difficult at first but once you get it down you’re playing a game where the seismos are faster, have bigger hit boxes and are cancellable into themselves on WHIFF. How would you like whiff cancelled seismos in SFIV? Yeah…you wouldn’t. Being able to whiff cancel everything in aerial/anime style fighters makes a huge change in the way you space yourself and apply footsies in general compared to any game with the name SF on it.

I personally don’t have too much a problem with the focus system in SFIV although it does change up things a lot for characters like Guile who don’t really have a lot of multi hitting moves and is reliant on an unsafe move to break focuses without throwing otherwise. My main problem with SFIV is that too much of the old school cheap mechanics is missing for me. I hate how soft the throw games are, how block strings are extremely jab oriented, special moves that have unnecessarily long invincibility frames and invincible backdashes. Too many game mechanics that just go towards taking real interesting pressure games out of the fights. Even though UVMC3 mechanics wise isn’t the best game ever I’d rather play that easily simpl because it has more of the old school cheap mechanics that I’m accustomed to. The pressure games just don’t feel right in SFIV to me.

Did other games FADC without the FA? How exactly did DC’ing work in other games?

3D graphics with 2D gameplay
Plays like A2 without Custom Combos
GGPO netcode
Good graphics + fun character design
20 characters MAX!
Gameplay revolves around footsies, spacing, and momentum not on rehearsed setups and guess which way to block shit

when i was taught SF in the early 90…i was told to do 6236 too!
or better put i was told to hold the stick forward then to do a tiny quarter circle immediately after pushing forward.

roll super
just defend
custom combos
parries
dodge
short jumps
roll cancel

What’s A2?

Detailed sprites (Blazblue has the closest to what I’m talking about of all the games I’ve played)
No random shit that takes away half your life bar
Every character having the same potential to be godlike (pretty much MK1-MK3 era)

That’s really all I care about

Street Fighter Alpha 2.

but every game made in japan is fucking anime, hell, look at your av, its fucking anime :stuck_out_tongue:

the Roman Cancel and False Roman Cancel from Guilty Gear, Rapid Cancel from BlazBlue
Boost Cancel from Hokuto no Ken, Engun Cancel from Sengoku Basara X, the Homing Cancel from Arcana Heart, iirc Chaos Breaker has some type of Cancel, and i think that world heroes too

Did CvS2 have Dash Canceling?

For me… I admit I’m easy to please, so I tend to like a lot of things, but a few things I think a great fighting game should do:

-Emphasis on neutral game/footsies/spacing over all else. This is the most important part of what makes a fighter good in my mind (come to think of it… more than just fighters actually), and it’s the aspect of the game where fighters shine the most as a powerful, tense and competitive product. The strength of a fighting game period rides on the quality of its neutral game.
As part of that… Less emphasis on the gameplay after a hit confirm (but still enough combo options to allow for style and variety).
Decent options for a defender to put the game back at neutral while under pressure, but things like invincible reversals should be expensive, risky, or both. A game where a defender has completely free GTFO options is flawed, but so is one where the attacker has completely safe mixup options that lead into more completely safe mixup options even if they guess wrong. The attacker should be at an advantage, obviously, because he’s the one applying pressure. But in some games it can just be too free.

-A combo system that’s very balanced between creativity and control. I frankly don’t know enough game design to really tell people how to accomplish this, but for examples regarding Capcom games only, on one end you have SF4, where a too stifling system oftentimes the system is so restricting that going for overly advanced or expensive combos becomes a wasted effort. On the other you have MvC3, where a combo system is so free that with few exceptions, you can almost always convert into a standard BnB and the concept of changing your combo in order to establish better spacing (etc.) as opposed to going for max damage is nearly nonexistent.

-Character variety should be immense. There should be simple characters, complex characters and in between. Slow tanks and hyper mobile pixies. Fundamentals characters, zoning characters both mid and long range, combo video characters. Everything. The more options a player has, the better. As part of this, system wide mechanics should be left to a bare minimum. Movement options, defensive options, vitality, I don’t see why anything should be set in stone (other than a few hyper basic concepts)

-Limited comeback mechanics. Or none. But if you do want to stick this in a fighter. It should have limited effectiveness. An aid to help overcome a game’s “win more” mechanics can be fine. But a mechanic that suddenly turns a losing battle into an even match when you enter comeback mode is a terrible one. MvC3 and T6 are the worst offenders here IMO. Marvel’s has the worst impact on the game, but from a conceptual standpoint I think T6’s is far worse.
Secondly, if you’re going to throw a comeback mechanic in, at least make it meaningful in some way. Make using the comeback mechanic and fighting the comeback mechanic have some tactics or strategy involved. Again I point to Tekken 6 as the example of what not to do (it hits both points by simultaneously turning a significant life lead into effectively an even match and by adding virtually nothing thoughtful to the game)

These two are more subjective, but things I love
-Nuanced meter usage. I love meter in fighting games. I think it can add a lot of depth and make a game far more dynamic if implemented right. Three basic tenants I think need to be applied to meter though.
-Options off meter need to be varied. Roman cancels, multiple supers, power up modes, guard cancels, whatever. Binary super meter ( like SF2 ) doesn’t add much to the game. Forcing the player to make choices on how to use their meter is a huge part in what makes it compelling. Personally I like cancels and install supers… but I think that making sure you have options is the more important point here
-Meter generation needs to be reasonable. Too fast and resource management stops meaning anything. Too slow and it only becomes something to use in desperation or to force a win.
-Least importantly, I think meter needs to carry over between rounds in round based games, as again, it forces more choice upon the player on how to utilize meter.

Lastly, I’m a big sucker for extra customization options, Grooves, Arcana, assists, power ups, chaos code’s selectable skills, all that jazz. Done well it adds a lot more depth to each character. Not much else to say here. I just think more customization is better.

Either way this is a really interesting topic to discuss… Hope more people offer opinions

I would love to play your fighting game

When I think a great fighting game there are two categories: The accessible fighting game and the really technical fighting game.

A good example of this is the Street Fighter Franchise. Super Turbo is a masterpiece but it is also an accessible game. You can win with Ryu, Ken, Guile, Blanka, Chun Li, Zangief, etc and win a lot of games. The learning curve for these characters are not that difficult to learn so in a little time you can compete. It’s fun and classic. Not too difficult and extreme.

Third Strike is also a masterpiece but the learning curve is steep. You can say it’s like the Virtua Fighter of Street Fighter. It takes a long time and a lot of practice. But the more time you put in and master it the more fun it gets. There are sooo many options in the game. It’s always rewarding. But this idea of a steep learning curve can be too much to ask for a lot of players. Some people just want to learn a little bit so they can try to compete.

Capcom pushed the limits of the Street Fighter with Third Strike and that’s why they never made one for ten years because they felt that there was nothing more you can do with SF. So when they rereleased SF with SF4 they went back to the original classic formula and it worked because it was not too easy or not to hard to learn.

Personally I think Third Strike is the perfect 2D fighting game because there are so many things to master but the skill level just to compete well in it might be too much of a commitment for a video game. SF2/SF4 takes some practice to play but it’s not overwhelming.

When it comes to fighting games in general, I really like Tekken 5 Dark Ressurection and Blazblue. Both have the movement, combo’s, damage and general speed and aesthetics just right for a 3d and 2d fighter. This is what would make the perfect fighter for me:

Balance in a fighter is the most important.

Less invincibility and a slower pace to a game makes it much more strategic, which I like. Also it should be very easy to whiff or block punish your opponent. Literally any game mechanic that would make mashing easier to punish is good.

A combo system where combo’s don’t go on forever is nice. And no stupid ground bounce or anything like this in combo’s anymore! It has ruined Tekken 6 and it also ruins MVC3 for me.

You should have many ways to spend meter outside of just supers and all these ways should be balanced.

KOF13 and the GG/BB series have something I really like in 2D fighters: Universal Systems. Everyone in KOF13 is able to run, roll, and short hop, giving everyone equal mobility, and GG/BB has universal airdashing. Making a fighting game with drastically different characters can be hard to balance, but with universal mechanics, everyone becomes grounded within the same range of abilities.

Whatever’s coming out next but isn’t quite out yet is my pefect game!

/no sorry that’s mean.

Easy answer: A game where the emphasis is on fighting the other player, not the game engine.

so, no excessively long combos and simple self-evident game systems.

This thread reminds me of a chapter in The World God Only Knows.
The main character as an infamous gamer was given a voluntary assignment of writing the concept of a top selling game.
He knew all niches and cliche sources of appeal. He became stressed and obsessed through all the viewpoints he created in his mind, to the very two things that change the structure of the game…
(Fighting game equals being traditional vs new-school/Marvel-style, don’t get why people think GG is the original.)
However, he forgot the one factor is all that is needed if it surpasses all aspects, entertainment.
There is no perfect game, we will always conflict each other, but we can always get the closest to it for ourselves and those like-minded of us.
Though I gotta say, a lot of these are coming down to an HD Melty Blood AA, Arcana Heart 3, and Virtua Fighter 5 (and newer) if you remove the anime aesthetics of the first two. AND GUESS HOW POPULAR THEY ARE, AND HOW POPULAR THEY WOULD BE IF THEY DID.