Fighting Game Central

Damn Majinobama just dropped a 2 hour documentary on FUC. I'll have to watch it later. It's been a game I've been interested in for a while now, unfortunately there's not way to netplay outside of Parsec. The title is kind of cringe, but I'm sure there's probably some analogy in the video that justifies it.
 
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Finally got this 1 working properly on my mini PC i do like it i know people have issues with the art style and music.
There was weird jank with the animations at the time. Ultra Street Fighter II ironed those out on Switch. I have both games, but HD Remix is part of the Capcom XBLA collection on 360. The Switch version has Dramatic Battle and Evil Ken.

 
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Eh, it's not the end of the world. Just means they don't want to learn and will drop off if they get a win or not.
The issue isn't with the rage quitting itself, it's more so the fact that this is the type of audience a lot of modern fighting game devs are trying to appeal to. They make the game easier to pick up by simplifying control and mechanics yet these people still refuse to learn anything about the game. Invincible VS is an incredibly streamlined game with 1 button specials and only 3 attack buttons, yet this still happens.
 
The issue isn't with the rage quitting itself, it's more so the fact that this is the type of audience a lot of modern fighting game devs are trying to appeal to. They make the game easier to pick up by simplifying control and mechanics yet these people still refuse to learn anything about the game. Invincible VS is an incredibly streamlined game with 1 button specials and only 3 attack buttons, yet this still happens.
I know, and understand that. Hence my response. These fuckers don't want to learn no matter how simple the devs make the controls. Sucks to be the rage quitters who never want to learn, and only want instant gratification and to feel special without any effort. Hope Invincible VS has a lengthy and varied single player mode. Otherwise, there is going to be fast drop off, even with all of the appeal going for the game.
 
Fighting games can't be casual friendly as a whole, but so long as the game is fun and easy to pick up, but hard to master, then just make the best game you can and move on.

Easy to start but hard to master is a good game design imo (and not just for fighting games).

Yet I feel like that a minority (hopefully) think that the fighting game genre should be that one esoteric genre that only a few chosen can truly get into when even SFII on the SNES was played casually between friends back then. Maybe people forget that some are playing a game for the fun of it rather than just being a try hard that only wants competition.

the new Avatar fighting game looks cool.
It looks neat. I have read people complaining about the small roster but I see a variety of characters in it.
 
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I saw this trend on Twitter recently and decided to make my own version of it, and since I’ve been on a fighting game kick lately, I made a fighting game version of it
 
People rage quit in Sparking Zero of all place, this doesn't surprise me at all.
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Unrelated: I recently got into Fightcade, and I think I just became a 3rd Strike junkie.
 
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I've recently started playing Ultra Street Fighter IV. Before i had a problem with 3d fighting games, specially cause i grew up playing 2d fighting games. The 3d graphics wasn't as good as the poxel art and the game itself felt slow to me. But after giving it a chance, i realised i was wrong, this game is awesome ::nyamcoawards
 
I've recently started playing Ultra Street Fighter IV. Before i had a problem with 3d fighting games, specially cause i grew up playing 2d fighting games. The 3d graphics wasn't as good as the pixel art and the game itself felt slow to me. But after giving it a chance, i realised i was wrong, this game is awesome ::nyamcoawards
I used to like the 3DS version of Super then realized that pixel art fighting games were better and tried to act snobbish towards 3D ones then I went to appreciate the low poly 32-bits era ones to come back to Ultra SFIV partly because of nostalgia and because they're fine as well.

I think IV's art style and gameplay are still good despite the odd proportions for the characters. I am less fan of V and VI for looking realistic while keeping their cartoony proportions...
 
Old game still had importance for frame data: a light attack was faster than a hard one because it made sense (both in a realistic and in a game design sense).

Also CRT screens made it so there were less input lag.
The video is more so about having to study frame data. In modern games things usually play out the same way because the frame data is very uniform and the input buffer easily allows people to execute things as fast as possible. In older games the frame data often has little rhyme or reason, so studying and memorizing it it less important. Moment to moment gameplay is also much faster, so recognizing exact frame advantage is much harder. Plus even if you do, the lack of an input buffer doesn't guarantee your move comes out at the exact frame.

James' example of Balrog's dash punch vs Cammy in SF4 is perfect. Dash punch is -3 and Cammy's standing jab is 3 frame start-up. In a modern game that punish is guaranteed because of the input buffer, but in a game without one that punish suddenly becomes a 1 frame timing. If Cammy mistimes and Balrog blocks the heavy drill follow-up she'll eat a max damage combo since it's like -30 or something.
 

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