Fighting Game Central

(Copied from a profile post I did, forgot this thread was here)
Oh damn, surprise SF6 Sagat trailer drop.
Love that he's almost the height of the screen, it's a nice touch. Tiger Knee seems to go over projectiles which is pretty sick, and he also has what looks like a chargeable Tiger Uppercut that goes into an animation and wall bounce on at least juggle hit. The big thing though is what looks like a knee based version of Jinrai kicks, with at least three or four follow-ups it's kinda hard to tell in the video; at least an overhead and a launcher though. I mean it continues the SF6 meme of 'every character has a mix-up block string move' but at least it looks cool. He also seemingly has an insanely fast and long DRC (1:22) which looks terrifying, and even I guess some different super versions? Looks pretty damn good to say the least, but it's easy to say that off of a single edited trailer.
I'll give him a (tiger) shot, for sure. I'm a bit surprised that he received such a fast DRC, as Sagat is usually a slower character outside of his backwards walk speed. I would've preferred that he didn't have it, if I'm being honest; the fast DRCs across the roster makes the game feel more homogenized than I'd personally like. The new specials as you mentioned look like they'll be fun to mess around with, though.

I've been playing ST more than SF6 recently, but I'll definitely come back to the game for his release.
 
The fast DRCs across the roster makes the game feel more homogenized than I'd personally like.
That's my biggest complaint with SF6 honestly, a lot of the cast ends up feeling the same with the system mechanics being so dominating. Time will tell on Sagat, of course, but another character with a fast DRC and a seemingly safe mix-up special is maybe a little lame. He seems pretty fast in general from the trailer, he has a 5f jab considering he punishes close Scissor Kicks at one point and even punished Ryu sweep at close range with what I'm guessing was Cr.MK. Maybe his walk speed is atrocious or something, they didn't really show him walking at all, and his knockdowns did look pretty bad for oki after outside of DRCing.
 
1000045704.jpg

This is from Capcom's blog post on Sagat on Steam - there is now only one low tiger shot (using jab) and two high tiger shots (using strong or fierce)

...that's a rather disappointing change to me. Mixing up the tiger shot speeds was kind of a big part of the character's identity.

@Octopus pinging ya in case you haven't heard the news about this.
 
I mean I guess it's a bit of balancing given the new stuff he has, but yeah that's a little disappointing; kind of a signature Sagat thing to have the shot speed mix-ups. I assume it's also maybe because his Jinrai knee thing is probably qcf+kick now that I think about it, so they wouldn't be able to have kick based low shots.
 
Is the typical fighting game player at all interested in the design decisions behind a game's single player modes?
Most are not. I know i do tho, in the limited superficial knowledge of game design i have. I enjoy playing single player modes just as much as playing online.
I spend a ton of time on survival mode on Guilty Gear +R, it's one of the best single player experiences in fighting games i've played, most people don't talk or acknowledge it much
 
Fuckkkkkkkkkkkk this brings up so much memories of being a kid using internet not knowing shit about english and just downloading random games i thought the cover were cool.
I downloaded a melty demo from a random website and it got stuck in my head rent-free.
 
Is the typical fighting game player at all interested in the design decisions behind a game's single player modes?
I do, I appreciate all things on a FG including the artstyle and the single player mode related content, even story sometimes.
 
I do, I appreciate all things on a FG including the artstyle and the single player mode related content, even story sometimes.
Based.
I have an impression that too many fighting game players completely ignore every aspect of the game that isn't online or local pvp. It's partially the blame of the developers that completely take those aspects to the side on many FGs but the ones that take a good care of this are too underappreciated.
I think more focus and effort on single player content would actually make fighting games a mainstream thing again. Only playing against random people online over and over gets tiresome even for people that enjoy the competitive side
 
Fuckkkkkkkkkkkk this brings up so much memories of being a kid using internet not knowing shit about english and just downloading random games i thought the cover were cool.
I downloaded a melty demo from a random website and it got stuck in my head rent-free.
I like many classic FTGs but I got a massive soft spot for early 00's doujin fighting games.

GWQ is a nice channel making people discover semi obscure stuff

I remember that one too

I'm not a furry I swear.
And finally this
 
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I like many classic FTGs but I got a massive soft spot for early 00's doujin fighting games.

GWQ is a nice channel making people discover semi obscure stuff

I remember that one too

I'm not a furry I swear.
And finally this
Me too, i have this sorta nostalgic feeling with 00s doujin fighting games because of that habit of downloading random stuff online.
I love that first game you linked, i saw JWong play it in his channel too i believe. Justin Wong is a very good source to find obscure fighting games lmao. I discovered Es Laf because of him
 
Assuming this would be a place to ask... Let's start with the pretense that every single character's ultimate is a super form. Would fighting every other base game playable character in sequence, starting with the biggest pushover and ending with the worst possible matchup for your chosen character followed by a unique final boss, make for a sensible story mode? Would restrictions on ult use that are lifted as you advance, the penultimate enemy having permanent full ult from the start of the battle, or the player having permanent full ult for their final boss fight, depending on difficulty or as an alternate game mode, make for a nice touch?
 
Assuming this would be a place to ask... Let's start with the pretense that every single character's ultimate is a super form. Would fighting every other base game playable character in sequence, starting with the biggest pushover and ending with the worst possible matchup for your chosen character followed by a unique final boss, make for a sensible story mode? Would restrictions on ult use that are lifted as you advance, the penultimate enemy having permanent full ult from the start of the battle, or the player having permanent full ult for their final boss fight, depending on difficulty or as an alternate game mode, make for a nice touch?
I think the way it works best for me (not only just related to fighting games) is that the last fight be where you have access to all the cool things and ''ultimate forms'' you can have but also making it difficult. Probably having the last boss being in their full ult along with the player's character would be the most fun.
Probably making the game more difficult as you advance but also letting the player have less and less restrictions, simply because being able to see all the cool stuff your character can do is more fun, that's why i love survival mode in +R, you can make your character become super busted but also all your enemies become busted too
Although i know if any of this would be implemented in a traditional fighting game story mode it could be received poorly because of many people not being able to let go of traditions in these games lol
 
I think the way it works best for me (not only just related to fighting games) is that the last fight be where you have access to all the cool things and ''ultimate forms'' you can have but also making it difficult. Probably having the last boss being in their full ult along with the player's character would be the most fun.
Probably making the game more difficult as you advance but also letting the player have less and less restrictions, simply because being able to see all the cool stuff your character can do is more fun, that's why i love survival mode in +R, you can make your character become super busted but also all your enemies become busted too
Although i know if any of this would be implemented in a traditional fighting game story mode it could be received poorly because of many people not being able to let go of traditions in these games lol
Well, the boss itself isn't exactly a playable character. If it has an ult, it might do that at half health or something. Each boss's first appearance is as the last enemy their respective player character's story mode. So yeah, it's already going to be a difficult, high-stakes encounter with an extremely powerful opponent even before the possibility of giving it an ult is thrown into the mix.
 
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I think more focus and effort on single player content would actually make fighting games a mainstream thing again. Only playing against random people online over and over gets tiresome even for people that enjoy the competitive side
This is why I will never truly hate the 3D era of MK games.
Sure, the gameplay was super broken, but it was the early beginnings of Konquest Mode. MKDA had 10 missions for EVERY character, showing their entire movesets and even a little piece of lore about them, MK Deception featured an awesome Konquest Mode where you travel all six realms, meet several characters and there's even special challenges from non playable characters like Quan Chi and Shang Tsung, and MKA's Konquest was an action-y beat em' up with a similar premise.
Their current story modes might seem just eh and very inconsequential with yet another game going multiverse/timeline plot (which didn't work in movies so why are they doing in games?), but I'll always respect what they did in the PS2 era. And that's without even mentioning stuff like Chess, Puzzle and Motor Kombat.
 
Is this game running under the SFIII engine?

And it's probably my favourite Dio voice next to the OVA's.
 
Is this game running under the SFIII engine?

And it's probably my favourite Dio voice next to the OVA's.
Yes, Jojo HFTF runs on Capcom's CPS3 board just like SF3, which is why they look similar.
Is the typical fighting game player at all interested in the design decisions behind a game's single player modes?
I missed this earlier, but personally speaking I like having options for single player modes, and things like +R's mission mode help add variety to the game. @AkiraSO4 mentioned MK's chess and Motor Kombat game modes, which similarly are fun alternatives from the standard gameplay loop.

The casual player base seem to like those sorts of features and extras like MK's Krypt, but in many fighters (SF before 6, KOF, etc.) the single player was limited to a Survival mode, arcade mode, and trials to learn character combos, with little else on offer. Because of that, the typical longtime SF or other FG fan is unlikely to be interested in the single player too much, as it has never been the genre's strong suit in general.
 
On a side note even if the competitive crowd is the bread and butter of video game companies I still think that the removal of many single player and bonus modes created a hole in modern fighting games.

 
On a side note even if the competitive crowd is the bread and butter of video game companies I still think that the removal of many single player and bonus modes created a hole in modern fighting games.

Exactly, it’s why I fell out of the genre. By the time 6 brought it back, it was too little too late as I already ingrained the habit of just going into online right off the gate. SFV really tanked it, amongst other sins. I think SF4 did it best, you play arcade mode while you wait for an online opponent to connect. It was really fun.
 

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