Fighting Game Hype Thread

Anything from run & guns to modern RPGs, what else do you play?
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Blinge
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Re: Fighting Game Hype Thread

Post by Blinge »

EVO - USF4 - The Shirts Come Off

"Two men, not one sit up" LOOL

Edit: Just realised Iconoclast posted the same thing, but this one contains the match too and a sound body(ing).

Melee was hype enough for me:

- Leffen the renowned asshole losing to a Samus (mid tier) player in top 8.
- Hungrybox beating his career long rival and kryptonite, Mang0 (former champ).
- Hungrybox also being a villain to the crowd with his lame play/ time out strats. So much that his countrymen cheered against him in favour of Armada.
- Armada the "beast from Sweden" finally taking the EVO crown after so many years.

I'll grab some more vids later but here's the oldschooler, ChuDat making top 8 with a nail-biter solo Ice Climber victory against another oldschool legend. https://www.youtube.com/watch?v=gjefhNsFxdY
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Re: The Fighting Games news thread

Post by KAI »

Blade Arcus from Shining EX anounced for PS3/4
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Prerender tony tits fighter is coming out on november 26
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Cagar
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Re: The Fighting Games news thread

Post by Cagar »

KAI wrote:Rising Thunder - EVO 2015 Teaser Trailer
F2P fighter with robots directed by Seth Killian.
LOL dat SFIV physics.

Gameplay video
Doesn't look bad at all for a pre-alpha F2P game.
But cooldowns for special moves in a fighting game though? That's just absolutely retarded, hopeless fishing for audience that is familiar with cooldowns on skills. (AKA Mobas).
Will 100% try it out though. I mean it's F2P so why not
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Re: The Fighting Games news thread

Post by Obscura »

The whole design is screwed up. According to Seth Killian, the cooldowns are there to "balance" the fact that you'll be able to input a DP or a command grab instantly instead of having the 10 or so frame "delay" on doing the move with non-blocking inputs (zero input time DP that can be done from blocking = lolreacttoanyoffense = unfun game), but all I can see this actually doing is making it so that you get your totally free DP, and then your opponent gets to jump for the next three seconds completely for free.

It's just a disastrous design in general.
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Re: The Fighting Games news thread

Post by system11 »

I think he's right in that joystick gymnastics really aren't a great thing (and I'm talking about 1/4 circles, Z motions and so on) - but I don't think reducing it to the level of keypresses and cooldowns is really the best way to fix that.
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Re: The Fighting Games news thread

Post by Obscura »

Disagreed; joystick gymnastics can be loads of fun.

Even when something like doing a basic KoF XIII Shen BnB like c.C -> 6B xx 214A -> 236A [DC] 236A, 236236A, the QCFs and QCBs really add to the game's feel; doing all of those quarter-circles while Shen throws wild haymakers creates a neat connection between what you're doing with your hands and what's happening on the screen.
Last edited by Obscura on Wed Jul 22, 2015 10:15 pm, edited 1 time in total.
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Re: The Fighting Games news thread

Post by Cagar »

Obscura wrote:The whole design is screwed up. According to Seth Killian, the cooldowns are there to "balance" the fact that you'll be able to input a DP or a command grab instantly instead of having the 10 or so frame "delay" on doing the move with non-blocking inputs (zero input time DP that can be done from blocking = lolreacttoanyoffense = unfun game), but all I can see this actually doing is making it so that you get your totally free DP, and then your opponent gets to jump for the next three seconds completely for free.

It's just a disastrous design in general.
You know, there are other ways to anti-air than DP.
That's not the problem I see with the design; I think that they should just remove the cooldowns completely (or at least ALMOST completely)
But we'll see how the game works in alpha. I'm sure that Seth is not that half-assed as you make him sound
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Re: The Fighting Games news thread

Post by Blinge »

Obscura wrote:
Even when something like doing a basic KoF XIII Shen BnB like c.C -> 5B xx 214A -> 236A [DC] 236A, 236236A
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Re: The Fighting Games news thread

Post by Obscura »

Cagar wrote:
Obscura wrote:The whole design is screwed up. According to Seth Killian, the cooldowns are there to "balance" the fact that you'll be able to input a DP or a command grab instantly instead of having the 10 or so frame "delay" on doing the move with non-blocking inputs (zero input time DP that can be done from blocking = lolreacttoanyoffense = unfun game), but all I can see this actually doing is making it so that you get your totally free DP, and then your opponent gets to jump for the next three seconds completely for free.

It's just a disastrous design in general.
You know, there are other ways to anti-air than DP.
That's not the problem I see with the design; I think that they should just remove the cooldowns completely (or at least ALMOST completely)
But we'll see how the game works in alpha. I'm sure that Seth is not that half-assed as you make him sound
Sure, there's other ways to AA, but there's none that are as "one-stop universal answer". And DPs respond to *any* offense. Imagine being able to react to any gap in an opponent's offense 10 frames faster with a DP... yeah.

@Blinge: Look at the numpad on your keyboard. The numbers correspond to directions; that is, 623 would be the classic Shoryuken motion, 236 is QCF, 214 is QCB, etc. (Also, there's an error and the 5B should be 6B. Whoops.)
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Re: The Fighting Games news thread

Post by Blinge »

Oh I'm familiar with number notation, I'm just poking fun. Also you seem to assume everyone here knows KoF specifics.

I don't know what xx or DC mean, for example.
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Re: The Fighting Games news thread

Post by Obscura »

"xx" is fairly standard notation for "special cancel"; that's not KOF specific.

DC is KOF XIII specific (it stands for "Drive Cancel"), but I use KOF 13 as the example here just because it does such a good job at using motions to create nice "feels" for the characters, and that Shen example where "rhytmic repeated QCB/QCF motions correspond to the street brawler throwing wild haymakers" is a simple and good example.
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Re: The Fighting Games news thread

Post by Squire Grooktook »

Just throwing this out there, but a fighting game trying to add moba elements sounds horrible.

Any game trying to be like a moba sounds pretty horrible.

Moba's are pretty horrible.
Spoiler
horrible.
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Re: The Fighting Games news thread

Post by Obscura »

Moba's are pretty horrible.
Good sir, I do believe I can show you what will become your favorite series of articles on the internet, ever:

http://www.learntocounter.com/why-dota-sucks-prologue/
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Re: The Fighting Games news thread

Post by Squire Grooktook »

I was just about to go to bed, but you had me with the title. Will read tomorrow. Always pleasurable to stoke my frothing hatred of Dota/Dota 2/LoL/whatever the kids are playing these days.
RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................

Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
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Re: The Fighting Games news thread

Post by Formless God »

maggots
videogames
is that icycalm??
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Re: The Fighting Games news thread

Post by system11 »

I got a SFV beta code, waiting for the servers to be switched on..
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Re: The Fighting Games news thread

Post by Obscura »

Formless God wrote:
maggots
videogames
is that icycalm??
Given that Icycalm has a 10+ page thread on how much he hates the author of that series, and has even written a front page article about how much he hates him, I'm guessing the answer is "no".
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Re: The Fighting Games news thread

Post by BulletMagnet »

system11 wrote:I got a SFV beta code, waiting for the servers to be switched on..
Seems you'll be waiting a while longer.
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Re: The Fighting Games news thread

Post by system11 »

Yeah I didn't even get to the training room.

I have a ridiculous backlog already anyway, playing DOA right now instead.
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Re: The Fighting Games news thread

Post by iconoclast »

Feels like Capcom's got the SF5 beta in order now. I just spent the last hour playing and was frequently getting matched up with other people. It still takes some time to get in and you might get disconnected, but it's playable with some diligence.

Anyway, I'm really liking the game so far. One thing that I can definitely say about it is that links are easy in comparison to SF4. I haven't come across anything that's hard to hit after a bit of practice, but maybe that's because I've only spent time learning Ryu and Cammy's stuff. Not that I'm complaining. They definitely needed to ease up a bit, but I hope they don't go overboard.
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Re: The Fighting Games news thread

Post by Skykid »

While I think insta-moves is an interesting concept if the game has other depths, rotational commands are often part of a FG's personality - particularly KOF's QCF, Half circle back, or spilling into Iori's recca or QC-backing for dash-grabs etc. I love the way it feels. It's the first rung on the skill tree, but learning to wield the whole repertoire effectively is a lifetime's work.

I mean, where would Street Fighter be without its fireball motion?

Still, I totally welcome alternatives, interested to see how it works out.
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Re: The Fighting Games news thread

Post by Cagar »

iconoclast wrote:Feels like Capcom's got the SF5 beta in order now. I just spent the last hour playing and was frequently getting matched up with other people. It still takes some time to get in and you might get disconnected, but it's playable with some diligence.

Anyway, I'm really liking the game so far. One thing that I can definitely say about it is that links are easy in comparison to SF4. I haven't come across anything that's hard to hit after a bit of practice, but maybe that's because I've only spent time learning Ryu and Cammy's stuff. Not that I'm complaining. They definitely needed to ease up a bit, but I hope they don't go overboard.
Yeah. I still haven't decided if the easier "links" are good or not. It felt like everything on ryu had a 5-10 frame window, and I could basically time the combos with my eyes closed and sound off. (literally)
It's good and not good at the same time. I srsly can't decide.
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Re: The Fighting Games news thread

Post by Blinge »

Skullgirls has a good balance with nothing more complex than single quarter circles or zigzags. For example, a super input is QCF + two punch buttons rather than one.

It still requires that basic motion to be learnt but a double CQF is so much harder than 1 imo. I still can't get it consistently enough for a strict inputs game like 3rd strike.
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Re: The Fighting Games news thread

Post by LEGENOARYNINLIA »

Reward comes with practise?
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Re: The Fighting Games news thread

Post by Obscura »

Blinge wrote:Skullgirls has a good balance with nothing more complex than single quarter circles or zigzags. For example, a super input is QCF + two punch buttons rather than one.
Not true; Bella and Fukua have 360s, and taunts (which are actually fairly important for some characters, especially Big Band, since they have in-game effects) have Raging Demon-style inputs.
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Re: The Fighting Games news thread

Post by Blinge »

Ah yeah. I don't see a single 360 as particularly complex. It's still easier than a double QCF imo.

As for the taunts, sorry yeah, forgot about them. They do affect gameplay but SG can be played to a very high level without ever using those taunts so I'd still say the balance of input difficulty is quite good.
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Re: The Fighting Games news thread

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This is probably just a personal thing, but I've always felt like overcoming the execution barrier is part of the journey of learning your fake martial art.

Without execution why are we even playing kung-fu games? It just becomes 2D DOTA at that point. Not necessarily a bad game concept, but I play fighters to live out martial arts fantasies, and the training montage is an important part of that.
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Re: The Fighting Games news thread

Post by Leandro »

Double QCFs in Third Strike, or any Fighting game, is the simplest input for a super move you can have. But to be honest I'm playing these kind of games for more than two decades already, it's second nature.

The most difficult thing execution wise in Third Strike is Urien's charge partiotining in my opinion... I could never replicate how japanese players can dash and then instant headbutt. Really tricky stuff. Not extremely necessary though, but it's an optional setup for Aegis Reflector traps, which is a very fun super to use.

I learned mosto of the other less difficult stuff in the game, like Yun's Geneijin combos and Makoto's Abare tosanami juggles, most of Urien's Aegis Reflector traps... But Urien's dash and headbutt I never did, lol..
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Re: The Fighting Games news thread

Post by Squire Grooktook »

Leandro wrote:Double QCFs in Third Strike, or any Fighting game, is the simplest input for a super move you can have.
QCF 2p OR QCF 2k is better.
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Re: The Fighting Games news thread

Post by ACSeraph »

Squire Grooktook wrote:
Leandro wrote:Double QCFs in Third Strike, or any Fighting game, is the simplest input for a super move you can have.
QCF 2p OR QCF 2k is better.
I think it depends on the person. I strongly prefer traditional inputs, and I think with even a fraction of the dedication required to learn the nuances of yomi anyone could learn a shinku hadouken.

Anyhow the solution seems obvious to me, just have both options, put in a simple mode for casuals and be done with it. You can simplify your game's execution if you like, but players who appreciate execution might lose interest as a result. I'll take KoF XIII over Skullgirls anyday. It's not a matter of "better", just personal taste. There's room for both styles in any case.

The "it's too hard" argument is bullshit though I think. Point is, if you don't have the dedication for execution, you probably don't have the dedication to succeed at the genre in the first place.
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