Fighting Game Thread

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.
 

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