The word toxic is really overused to the point that it’s meaningless now. 5 people clicked LOL on your post and that makes the FGC bad? What about all the others that contributed to the thread and engaged in a actual discussion with you on this topic? But forget that, lets call the FGC toxic because 5 people found your post laughable… -_-
Yeah it would be great if the AI in arcade/story mode played more like actual people. There for people wil get conditioned and learn to play naturally through playing arcade mode at their own pace. As appose to feeling like they’re being thrown to the wolves when going on-line. But what is it that makes new players feel so nervous and pressured when playing on-line? As if something is actually on the line?
Not really internet points. I think some people prefer a gradual learning process instead of being thrown to the wolves immediately aka online.
E.g in USF and Tekken Tag, I play ranked only. No endless match stuffs. I like being “thrown to the wolves”.
And I’m in Asia (Singapore) where I can hardly find opponents online to play.
I know nuts about programming, but since there are combo challenges in fighting games, why not let the AI use those combos on you?
Anyway I’m really glad to hear that AI in Killer Instinct pulls off combos. It’s really a good alternative when all you can find online is people with 1 bar latency and you’re itching to pick up a new character and test that combo on a moving target.
Lastly, seeing AI pulling off cool combos on characters that you never thought of trying before might make you wanna pick them up and try.
Jill Valentine in MvC2 is the case i remember the most about a Character doing combos, if she had meter she always used her super in the end of her air chain
I’m confused as to why mugen’s ai for the BALANCED characters are much more challenging? guilty gear and kof13 is the closest to this, burst limit too.
SF4’s Seth does jumping HK, crouching MK, Hyakuretsu Kyaku, stomp, stomp, divekick. SPD when you land. Too bad the first part is a precanned script in his ‘Boss’ scripts.
In Tekken 5/Tekken DR and Soul Calibur 2 arcades you could create ghost data characters. You would play a character and the game would remember how you play them. Later on, other people could play against the AI playing that character like you. The more you did a move in a certain position or after a certain move the more likely the AI was to do it in the same situation. The AI did your combos and repped you.
If you want hard A.I. you should play shooters. Stormtroopers rarely miss in SWB2, hell they can headshot you from a distance with a blaster rifle way after the deviation is supposed to be topped out from repeated shots.
Or instead of a hard cpu you could just fight a hard boss where the A.I. level barely matters. KOF in general. I wish there was a compilation of SNK boss fights made into a game. I mean I know a lot of fighters these days only care about the online play, but damn that would be sick.
Not that I’m insane enough to want to play something like that, I would love to see other people suffer playing it though.
I don’t like how the rest of the games are easy on hard mode but when you get to saiki or gill you have to deal with the stupidest shit I’ve seen in a fighting game outside of an unbalanced mugen
They’re on par with mugen’s slightly more bullshit characters like a buffed shin akuma or holy ken or mugen versions of arc system characters.
This is amazing!! I would love to be combo’d to death like that in SF5 and Tekken 7. Any idea if the AI does these kinds of combos in GG XRD Sign and the latest update?
Will_Diesel -> The tag combos the AI does in TTT2 are so sloppy.
Haven’t heard of Breakers Revenge. Looks great too!!