Fighting Game Central

Been playing Street Fighter Alpha 3 Max on Vita tonight.
Still my favorite SF (tied with A2 which has more iconic music imo) in almost every regard, from gamefeel to roster to art.
But MAN am I rusty, the Zangief fight as Mika totally obliterated me lol

It's a bit tough getting used to the controls, but I'm managing.
Also, does anyone know what the difference is between "Free" speed settings and "Turbo" speed settings? Free 2 was default, and I switched to Turbo 2 which is apparently the "tournament" speed, but it felt like it made everything slightly slower, which I liked, but now I see that Free is supposedly slower than Turbo so I'm confused.
 
à bummer VF Revo 1.06 resorted to Easy Cheat that breaks mods and also installs app in program files and also adds a service.

If you disable or delete it, game refuses to run. Reverted back to 1.05 as I use it mostly for offline, mods and ultra wide, all of which were removed in 1.06

Same for Dragon Ball Fighters, that also refuses to run without eac and since game was dead anyway and even cracked version will not run on W11, I removed it

Some people think pcs are like consoles
 
à bummer VF Revo 1.06 resorted to Easy Cheat that breaks mods and also installs app in program files and also adds a service.

If you disable or delete it, game refuses to run. Reverted back to 1.05 as I use it mostly for offline, mods and ultra wide, all of which were removed in 1.06

Same for Dragon Ball Fighters, that also refuses to run without eac and since game was dead anyway and even cracked version will not run on W11, I removed it

Some people think PCs are like consoles
Consoles are like PC.
 
Had a conversation with a friend about this last night and thought it might be worth it to share here. I was sent this tweet and I found the notion that Melty Blood is considered not viable to be recommended to "new fighting game players" to be at least a *tiny* bit silly. I feel like fighting games are one of those genres where the love of it and the desire to learn more can spawn from a very mindless casual place considering how the barrier to entry for them used to only be the 25 cents you'd spend on an arcade credit, maybe more beginner knowledge is gained just from messing around with it and playing with someone who's about as experienced as you are. Does the lack of robust training tools or an in-depth tutorial matter to new fighting game players as much as experienced players think they should? What was your experience learning how to play fighting games like?
 
Had a conversation with a friend about this last night and thought it might be worth it to share here. I was sent this tweet and I found the notion that Melty Blood is considered not viable to be recommended to "new fighting game players" to be at least a *tiny* bit silly. I feel like fighting games are one of those genres where the love of it and the desire to learn more can spawn from a very mindless casual place considering how the barrier to entry for them used to only be the 25 cents you'd spend on an arcade credit, maybe more beginner knowledge is gained just from messing around with it and playing with someone who's about as experienced as you are. Does the lack of robust training tools or an in-depth tutorial matter to new fighting game players as much as experienced players think they should? What was your experience learning how to play fighting games like?

I agree. Difference with fighters in contrast to other accessible genres is that 90% of discussions revolve around 5% of top players that are incomprehensible to the rest.

It would be like being a Mario fan and read about speed runs.
 
Had a conversation with a friend about this last night and thought it might be worth it to share here. I was sent this tweet and I found the notion that Melty Blood is considered not viable to be recommended to "new fighting game players" to be at least a *tiny* bit silly. I feel like fighting games are one of those genres where the love of it and the desire to learn more can spawn from a very mindless casual place considering how the barrier to entry for them used to only be the 25 cents you'd spend on an arcade credit, maybe more beginner knowledge is gained just from messing around with it and playing with someone who's about as experienced as you are. Does the lack of robust training tools or an in-depth tutorial matter to new fighting game players as much as experienced players think they should? What was your experience learning how to play fighting games like?
I wasn't a big fighting game player until around the time I've tried MBAACC during sales (it was a free weekend trial for the EVO of '19).

Air Dashers are harder to get into but ultimately it shouldn't matter at lower levels as you said.

Even not reading the VN shouldn't be a big deal since many characters aren't from it (Eltnum is literally made for that game).

It's like playing a DB video game without having watched the series post-Freezer nor seen the movies and OVAs.
 
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I feel they would slap that PS3/Xbox 360 JoJo HD Ver. as a direct port which was...uh, not that great. The filter made it look hideous. The Dreamcast version was definitely the best since it had both versions of the 2 arcade variants.
I agree that the DC release was the best overall, though I'll add that at least the HD version of HFTF also provided an option to remove the filter. I'd say the weakest aspect of the HD release is the forced wallpaper on the sides of the screen, even if I personally don't mind it.
1762394857729.jpeg

On the other hand, one of the biggest benefits to the HD release was the inclusion of full move lists for the characters. The DC release only showed the player special moves, and didn't show supers.

Shame HD didn't include Jojo's Venture. Not to mention it was delisted only two years after its release.

What about the PS3 DarkStalkers?
Darkstalkers Resurrection is pretty good. Had useful tutorials/trials, especially for its time. Arcade perfect ports of Hunter and Savior. Rollback netcode in 2013 as well. Like HFTF HD, one of the only cons is the forced wallpaper.

If you wanted the definitive release of the series however, that is still Vampire: Darkstalkers Collection on PS2. Includes all games, an arrange mode, as well as the only release with the character Dee.
 
I agree that the DC release was the best overall, though I'll add that at least the HD version of HFTF also provided an option to remove the filter. I'd say the weakest aspect of the HD release is the forced wallpaper on the sides of the screen, even if I personally don't mind it.
View attachment 125305
On the other hand, one of the biggest benefits to the HD release was the inclusion of full move lists for the characters. The DC release only showed the player special moves, and didn't show supers.

Shame HD didn't include Jojo's Venture. Not to mention it was delisted only two years after its release.


Darkstalkers Resurrection is pretty good. Had useful tutorials/trials, especially for its time. Arcade perfect ports of Hunter and Savior. Rollback netcode in 2013 as well. Like HFTF HD, one of the only cons is the forced wallpaper.

If you wanted the definitive release of the series however, that is still Vampire: Darkstalkers Collection on PS2. Includes all games, an arrange mode, as well as the only release with the character Dee.

I remember on Dustloop forums at that time, jedpossum, the guy responsible for adding lua hit boxes in finalburn version, messaged the staff at Iron Galaxy about an accuracy issue with DS:R and they responded that their aim was consumers and not aiming for an arcade accurate release.

PS2 version is fine but it has input lag that also existed on original console
 
I remember on Dustloop forums at that time, jedpossum, the guy responsible for adding lua hit boxes in finalburn version, messaged the staff at Iron Galaxy about an accuracy issue with DS:R and they responded that their aim was consumers and not aiming for an arcade accurate release.

PS2 version is fine but it has input lag that also existed on original console
Now that I think about it, I believe I recall seeing your handle on the SRK forums as well, petran - I was always a lurker, never a commenter back then. I didn't frequent dustloop much.

Still, I guess arcade accurate wasn't the right way of saying it, given I had forgotten some of the inaccuracies of the port. I recall netcode being quite good though, using GGPO. Jojo HD didn't use rollback, iirc.

Regardless, nothing will beat fightcade or buying the real arcade board, at the end of the day in terms of accuracy. Of the ports, I personally enjoy the Saturn and PS2 versions of VSav the most.
 
Why? Just play on fightcade
CodeMystics making an official rollback port for people (with crossplay) would be good.

Of course people can use FightCade/Kaillera/etc... or even MUGEN/IKEMEN but those aren't official ports.

Darkstalkers Resurrection is pretty good. Had useful tutorials/trials, especially for its time. Arcade perfect ports of Hunter and Savior. Rollback netcode in 2013 as well. Like HFTF HD, one of the only cons is the forced wallpaper.

If you wanted the definitive release of the series however, that is still Vampire: Darkstalkers Collection on PS2. Includes all games, an arrange mode, as well as the only release with the character Dee.
I have the iso (in japanese) but I got those weird squares on the game (which looks a bit ugly for a 2D game).
 
Had a conversation with a friend about this last night and thought it might be worth it to share here. I was sent this tweet and I found the notion that Melty Blood is considered not viable to be recommended to "new fighting game players" to be at least a *tiny* bit silly. I feel like fighting games are one of those genres where the love of it and the desire to learn more can spawn from a very mindless casual place considering how the barrier to entry for them used to only be the 25 cents you'd spend on an arcade credit, maybe more beginner knowledge is gained just from messing around with it and playing with someone who's about as experienced as you are. Does the lack of robust training tools or an in-depth tutorial matter to new fighting game players as much as experienced players think they should? What was your experience learning how to play fighting games like?
the thing about the tutorials that ive come to realize is that the only way youre really gonna internalize anything is just by playing the game and having fun while learning about the esoteric concepts

thems fightin herds did something really cool by implementing the tutorial in its enemy design in the story mode
there's no long ass textbox or constant "[incredibly specific term] refers to..." like you just play the game and youre equipped to deal with the basics by the time youre done

as for the training stuff, i do think that is also incredibly important because the main reason i should go there is to learn how my moveset can be applied in a controlled environment
if i cant set up or understand a specific scenario then why did you bother putting it in
 
the thing about the tutorials that ive come to realize is that the only way you're really gonna internalize anything is just by playing the game and having fun while learning about the esoteric concepts.
I liked that time where you could accidentally do a hadouken and wondering how you did that.

I think that reading a wiki for advanced techniques is the worst thing to do when tackling a new fighting game for the first time. Go with the flow don't blindly study the game or else it'd make you try something above your level.

Thems Fightin Herds did something really cool by implementing the tutorial in its enemy design in the story mode
there's no long ass textbox or constant "[incredibly specific term] refers to..." like you just play the game and youre equipped to deal with the basics by the time you're done.
I remember that My Little Pony Fighting is Magic fangame that was all about "lol a fighting game from that little girl show" before they made their more serious (and Trademark free) project but they're just fighting game with non humanoid characters.

as for the training stuff, i do think that is also incredibly important because the main reason i should go there is to learn how my moveset can be applied in a controlled environment
if i cant set up or understand a specific scenario then why did you bother putting it in
Training modes will never replace real experience imo. Only good for combo training (like for infinites or trying to pull a super as fast as possible) but like for arcade mode VS. CPUs they're too predictable.

During a match you have a different moveset than when you fight against a dummy.
 
Training modes will never replace real experience imo. Only good for combo training (like for infinites or trying to pull a super as fast as possible) but like for arcade mode VS. CPUs they're too predictable.

During a match you have a different moveset than when you fight against a dummy.

im 100% down with this i just mean as in like replay takeover or practicing how to beat certain setups because now that uni 2 has this i feel like a caveman whenever i go back to like fighterz or p4u2
 
has anyone played the game hinokakera? i liked it a lot, i have a core memory of beating it while my friend was ranting about their relationship issues to me
 
i been playing under night in birth sys celes, blazblue central fiction and continuum shift extend and tekken 3 lately. i mostly play them more than the other fighting games.
 
I've casually tried Tekken 5 and Soul Calibur II on the PS2, very fun but I'm definitely not used to side stepping.

I need to try Soul Edge/Soul Blade and perhaps the Tekken series besides 4.

i been playing under night in birth sys celes, blazblue central fiction and continuum shift extend and tekken 3 lately. i mostly play them more than the other fighting games.
I still prefer Melty Blood over Under Night In-Birth (which had a weird naming convention).

I also need to check the rest of the BlazBlue series besides the four main entries (there's a Crossover and Roguelite spin-off).
 

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