Fighting Game Central

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 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).
As a BlazBlue player I don't recommend you play cross tag battle is not good. I did play melty blood too it's been so long since I haven't touch it
 
Got it then.


I liked Actress Again a lot but I'm not that much into the Type Lumina remake.
I only played actress again current code. About type lumina I still haven't tried it. Maybe I'll check it out eventually. Thanks for letting me know.
 
I’m a big fan of old fighting games that I used to play whenever I went to arcades, I would always pick the muscular characters because they reminded me of the movies I was watching at the time.
 
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.
Yeah, labbing in Training mode is mostly for drilling your BnB's into muscle memory, and maybe helping to get an initial feel for your character and gameplay mechanics. You won't actually learn much beyond that without practical, hands-on matches. I'd argue that leaning too much into lab time can actually reinforce bad habits, as it can lead newer players to neglecting fundamentals and neutral in favor of (often predictably and recklessly) fishing for combos.
 
Yeah, labbing in Training mode is mostly for drilling your BnB's into muscle memory,
Bed and Breakfast?

Sorry I don't understand what that meant.

and maybe helping to get an initial feel for your character and gameplay mechanics. You won't actually learn much beyond that without practical, hands-on matches.
Exactly. Maybe to train for a long combo or for special moves but in a real match the stress can make it harder to execute.

I'd argue that leaning too much into lab time can actually reinforce bad habits, as it can lead newer players to neglecting fundamentals and neutral in favor of (often predictably and recklessly) fishing for combos.
Absolutely! I know that for many a fighting game is about who'll gonna pull a cool combo first but if it was just a matter of being the first to strike a hit then it's either badly balanced or just a bad fighting game since comeback and counters are the basis of the genre.

That's why parrying mechanics are a double-edged sword: many fighting game have a meta that is more about being proactive (waiting for the opponent to attack first) rather than trying to manage the neutral and doing footsies.


PS: I am wondering: are 3D fighting game much more "grounded" since jumping isn't that useful?
 
Bed and Breakfast?

Sorry I don't understand what that meant.
It means bread and butter combos, which refers to common, practical, and flexible go-to combos that you'll use in a large number of common situations, like landing a jump-in or a common button like a crouching LP or MK. Ryu landing a crouching medium kick then canceling into a fierce Hadoken is a classic example of a short BnB.
 
PS: I am wondering: are 3D fighting game much more "grounded" since jumping isn't that useful?
honestly i think if its like vf or tekken 7 yeah that makes sense though im not sure whats going on in tekken 8 since i havent kept up since the s2 balance patch that "ruined" the game
 
honestly i think if its like VF or Tekken 7 yeah that makes sense though im not sure what's going on in Tekken 8 since i havent kept up since the s2 balance patch that "ruined" the game
I know that VF was much more realistic (which is why it's less flashy and more technical).

Honestly if the side stepping replaces jumping to avoid a hit that makes sense.
 
Jumping isn't that useful in many 2D fighters, let alone 3D ones.

In 3D fighters like VF, side stepping brings in avoidance, but opens things up to side positioning & from behind positioning for different attacks. Pair that up with stance (whichever foot is facing forward), distance, high-mid/mid-low targeting, rock-paper-scissors mechanics on attack, guard, throw gameplay.

You get a ton of depth to help manage the constant math, gaining advantage in the 10-frame input buffer.
 
Jumping isn't that useful in many 2D fighters.
Then again it depends of the genre and gameplay mechanics. KoF has many different ways to jump (more than SF and others). I mean Anime fighters and Air Dashers also have an emphasis on jumping, same with MvC type of games with a lot of air movement. And Smash Bros (yes, this series is a fighting one) alongside other platform fighters are all about jumping.

More grounded games are obviously less reliant on jumping of course.

let alone 3D ones.
Maybe DBZ with the Budokai Tenkaichi series has a massive emphasis on jumping and flying but air control is hard to properly do for the genre.

In 3D fighters like VF, side stepping brings in avoidance, but opens things up to side positioning & from behind positioning for different attacks. Pair that up with stance (whichever foot is facing forward), distance, high-mid/mid-low targeting, rock-paper-scissors mechanics on attack, guard, throw gameplay.

You get a ton of depth to help manage the constant math, gaining advantage in the 10-frame input buffer.
Now that's getting technical but I feel like a fighting game shouldn't just be a game of rock paper scissors or else it'd become a bit too basic.

Thankfully there are many more mechanics to be added and even a special gimmick for a character as well as an interesting lore to follow for those who wants and to bring variety and uniqueness to a series.
 
1763587979816.png
 
Capcom has so many classic IPs just languishing in obscurity, bring them back dammit!
i mean the second one was in the fighting collection so its at least acknowledged but then again morrigan is in everything capcom makes and we wont get another darkstalkers
 
View attachment 129037

Played for the first time tonight needs ported to the switch
Banger game. Unfortunately we're never gonna see it get re-released because Tatsunoko's characters and the rights to their franchises in the west are split up amongst so many different companies, it would be a licensing nightmare for Capcom to get it back.
 
Banger game. Unfortunately we're never gonna see it get re-released because Tatsunoko's characters and the rights to their franchises in the west are split up amongst so many different companies, it would be a licensing nightmare for Capcom to get it back.
I understand same way id love some WWE games to come back but licensing would be nuts.
 
I've always sucked at fighting games, but generally speaking I've been playing Melty Blood: Actress Again Current Code for a longggg time.
1763699196009.png

When I say a long time, I don't mean I've put a lot of hours into it, although I've put in a few, I just mean in terms of fighting games it's the one I revisit most often. I mainly play C-Ciel, as I like how much she can jump around the stage, and especially that leaping throw she can do, that shit's fun.
I have recently picked up BlazBlue Centralfiction too, and Kagura has been great on that.
 
Yeah, labbing in Training mode is mostly for drilling your BnB's into muscle memory, and maybe helping to get an initial feel for your character and gameplay mechanics. You won't actually learn much beyond that without practical, hands-on matches. I'd argue that leaning too much into lab time can actually reinforce bad habits, as it can lead newer players to neglecting fundamentals and neutral in favor of (often predictably and recklessly) fishing for combos.

Another issue is that if you play online, the harder combos will usually not work because of the lag or dropped frames and inputs. Pros even adjust to the lag and change the combo's timings.
You have to do same combo twice for offline and online, which is too much for most newcomers
 
I've always sucked at fighting games, but generally speaking I've been playing Melty Blood: Actress Again Current Code for a longggg time.View attachment 129095
When I say a long time, I don't mean I've put a lot of hours into it, although I've put in a few, I just mean in terms of fighting games it's the one I revisit most often. I mainly play C-Ciel, as I like how much she can jump around the stage, and especially that leaping throw she can do, that shit's fun.
I have recently picked up BlazBlue Centralfiction too, and Kagura has been great on that.
I wish there were some indie fighting game taking cues from old school anime fighters.
 

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