Fighting Game Hype Thread

Anything from run & guns to modern RPGs, what else do you play?
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pestro87
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Re: Fighting Game Hype Thread

Post by pestro87 »

Part 5 from the ST Tournament had the best matches imo but the Fujimon vs. Opemai match in Part 4 was crazy good! Haha yeah, the 2012 ST tournament at EVO was good! Really interesting to see Daigo play Boxer in ST.

Nice matches! :D I can see why Haitani is going with Necalli since he plays Sasquatch in Vampire Savior (judging from the gameplay, it looks to me like Necalli and Sasquatch have some similarities but I haven't played SFV other than the beta briefly). Really great play from Haitani, Justin and Tokido in those clips! Infiltration is raising the bar once again lol.

Wow, awesome VF5FS matches!
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KAI
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Re: The Fighting Games news thread

Post by KAI »

KOFXIV 8th Teaser Trailer
Taekwon Bayonetta a cutie
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opt2not
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Re: The Fighting Games news thread

Post by opt2not »

You know, everyone rags on how bad the graphics look in KOFXIV, but every trailer that gets release has been growing on me. It reminds me of the clean simple graphics of Soul Calibur 1 on the DC. Not much in shaders and lighting, or highly detailed textures, but honestly if it helps keep the framerate up and the fighting responsive, I'm all for it.
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Shelcoof
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Re: The Fighting Games news thread

Post by Shelcoof »

The trailers are really growing on me too!

Every time I see these trailers a bit of nostalgia hits me.

Its like when we use to have arcades back then and we'd have old MVS machines in the arcade next to some of the more powerful cabs running Capcom vs SNK 2 and the rare Virtua Fighter 3 arcade game. You can really see the NEO GEO struggling in the visual department but still some of the games still look very pleasing to the eyes.

Yhaa KOF XIV does not look anywhere as good as Street Fighter V but its looking alright :)
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Hagane
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Re: The Fighting Games news thread

Post by Hagane »

The girls don't look that bad with that clean look, but the men still look pretty bad. Better textures and shading to make the characters look more 2D and SNK-y would make the game look much better. The models and stages are good as they are now. I'd take this as it is over SFV any day though, which manages to be much uglier despite much higher budget.

These two new characters look quite interesting, the moeblob from the previous trailer had me a little worried about how new characters would be. Also this dispels any kind of doubt about that character select screen. I'm waiting for that new member in the Criminal team, his face at least looks quite cool.
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DestroyTheCore
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Re: The Fighting Games news thread

Post by DestroyTheCore »

Those trailers barely show combat footage. They don't show more than 2-3 seconds of gameplay per character. Have you seen actual gameplay footage? The animations are very bad in-game, particularly combos and crouches.
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Opus131
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Re: The Fighting Games news thread

Post by Opus131 »

https://www.youtube.com/watch?v=dbfik5Qxjz4

Is the game really this bad?
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Ruldra
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Re: The Fighting Games news thread

Post by Ruldra »

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KAI
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Re: The Fighting Games news thread

Post by KAI »

Is the game really this bad?
Nope, that guy is a moron and that video is shit. Aesthetic preferences aside, the game is simpler than IV but it's still rock solid.
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Hagane
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Re: The Fighting Games news thread

Post by Hagane »

Being simpler than SFIV is not a good sign. Every iteration of that series was extremely dumb; first for absolutely braindead defense and later on for absolutely braindead offense.

Haven't tried the game yet though so I can't comment much more other than aesthetics.
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Re: The Fighting Games news thread

Post by Aliquantic »

"Rock" is a pretty apt description for SF5's input lag, it's like playing underwater with a bag of bricks attacked to your feet. Input lag offline is like playing SF4 online, even Xrd's input lag doesn't compare to SF5 sluggard controls. (This is for console, PCs should be better without vsync, but good luck getting people to play tournaments on PC)
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Re: The Fighting Games news thread

Post by null1024 »

KOF14 Athena looks way too much like Nakoruru. Shit, I thought she was being revealed for a second.
The two new characters look great.

Been playing SF5 all evening with some buddies, I like it. There's a lot of people who just hear about how back-to-basics SF5 is and then proceed to bitch about it. It's pretty competent as a game. It'd be nice if Capcom didn't fuck up the release so badly, but hey.
wish I owned the game myself, I need to practice as Rashid and Bison

The game's pretty damn accessible to newcomers, too. Moves come out every time, even on my increasingly worn PS1 controllers.
DestroyTheCore wrote:Those trailers barely show combat footage. They don't show more than 2-3 seconds of gameplay per character. Have you seen actual gameplay footage? The animations are very bad in-game, particularly combos and crouches.
The animations lack smoothing. If you look closely, they're pretty much frame-for-frame matched to the previous sprite animations, which looks weird as shit on the 3D models.

Really, KOF14's visuals are odd -- there's a LOT of little detail, like leather creases that actually move with the body and shit of that nature, but it's still kind of ugly overall. It's improving, but the rate of trailers seems to make me feel like the release is getting really close, and there still needs to be a ton of work across the board.
I can wait for KOF14, it doesn't need to rush out the door.
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quash
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Re: The Fighting Games news thread

Post by quash »

I just spent most of my weekend at NCR playing SFV. Most criticisms of it I've heard so far are in the vein of wanting it to be more like an older SF title, which I think is the wrong mentality to approach fighting games with, especially at this point in time; asking for everything to be the same as before while simultaneously bitching about how different things are is how we got SFIV and its later iterations.

SFV may just be the first truly forward thinking SF game since CVS2. The similarities between the two are superficial at best, but they have both at least tried to make previous concepts work better and in a different context from before. Most characters have pokes straight out of Alpha 2, yet the ground movement is more similar to Third Strike, which creates a unique kind of footsies we've never really seen before in an SF game. Making forward dashes as strong as they are is probably the most questionable thing about the game, yet at the same time a healthy amount of disrespect is all it takes to shut people down. Time will only tell if this ends up being as balanced of a solution as it seems, but for the time being I think just getting used to this dynamic is going to be what sets apart people with good defense from people with great defense.

None of the crap I hated dealing with in SFIV is present in this game. It is not an exaggeration to say that SFIV was made to be played tool-assisted: that is literally what plinking is. The game was so bad at reading inputs for so many different reasons that I could not play it. They pretty much took the CVS2 command interpreter, added some shortcuts, then plugged it in to an engine that wasn't really designed for a 2D fighter like it should have been. For all the hysteria over SFV's 5 frames of input lag, I can't think of any situation I've encountered personally where that would have even mattered that much. Nothing combo wise is that intensive from what I've seen, and the effect on timing in terms of poking is minimal at best. Not to say that I wouldn't want this fixed, but it is really not that big of a deal as people are making it out to be. People playing SFIV on arcade hardware likely had to deal with input lag in the arena of 3-5 frames (depending on the model of Vewlix) and I didn't hear anyone bemoaning that.

Above all else, though, I feel like SFV gives the player most of the feedback they need to figure out how to improve within the game itself. I realize at the moment there is a throw option select, but they are supposedly going to patch it out soon. Not that option selects are inherently bad (we can look at a number of different games to shut down that argument), but it's not the kind of dynamic this game is going for. It wants both sides to commit and I see nothing wrong with that at all. It allows you to figure out, without any detailed knowledge of the system, what you're doing wrong and why you're losing in virtually every situation. I don't feel like you can say the same for many of the later SF games (SF3 onward) and it's likely one of the reasons the genre as a whole became less popular.

Even if you're set on keeping ST/A2/3S/USFIV as your gold standard on what a Street Fighter game should be, one thing that SFV undoubtedly gets right is that it doesn't allow its new sub-system (V-trigger) to overpower footsies, historically a weakness of Street Fighter as a series. I feel that the above principle of making both people commit and not cutting either player slack in this regard was behind this design, as well.

I don't doubt that this game probably does have some broken stuff, could use some fine tuning, etc. At the same time, my first impression of this game was far from the rage inducing experience of wrestling with the inherently broken design of SFIV, and it is easily the best first iteration of a Street Fighter game. To leave it at being "simpler" than IV is not doing it justice; IV was needlessly complex in all the wrong places, where V gets rid of that and tries to focus on what matters most.
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Hagane
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Re: The Fighting Games news thread

Post by Hagane »

I tried SFV a few days ago, and I found it to be absolutely terrible. Input lag is atrocious as Aliquantic said, but for some reason they also made everyone's walk speed really fucking slow, everyone feels like Makoto. Bison in particular is ridiculous.

This is a huge hit for footsie games since fast walk speeds are a must, but they also went the extra step of destroying normals. Not only there are no close normals anymore, so you miss staple normals such as Ryu's far standing jab (which is now an elbow hit that has almost no range whatsoever) and close standing fierce, but existing normals in general have less range and feel slower, making them much worse as footsie/poking tools.

That alone is enough to make me not care about this game at all. From what I've seen the emphasis on dumb okizeme remains from IV, after fighting Laura.
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quash
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Re: The Fighting Games news thread

Post by quash »

Don't play it like it's ST dude. As much as I agree that ST was the game that got most everything right, there is more to SF. Walk speeds are slow because dashes are super fast. Oki is not nearly as dumb as IV because there's way less option select and vortex nonsense.

It's something different and it works on a fundamental level. It's not perfect, but it's a hell of a lot better than most SF games.
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Re: The Fighting Games news thread

Post by Hagane »

Don't play it like it's Street Fighter, you mean. Dashes are not the same as walks, they don't work as well for ground game. Normals being so terrible is unforgivable, no Street Fighter was so bad in that regard. I'd go as far as to say it has the worst normals I've seen in a fighting game from any of the major Japanese companies. Input lag so high is unforgivable.

The "different" excuse would work if it actually did something different AND better than older Street Fighters. But it doesn't, and everything keeps being dumbed down.
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quash
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Re: The Fighting Games news thread

Post by quash »

Normals are bad? Could have fooled me. Granted, the trifecta of pokes for characters like Ryu have changed, but he still has the tools he needs to win.

I do agree that some of the speed they gave forward dashes could be better lent to walks, but I don't think the idea of implementing that kind of movement is a bad one in the slightest.
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Hagane
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Re: The Fighting Games news thread

Post by Hagane »

Normals are very bad. Even Ryu, who supposedly has the best normals, has taken a hit. For example check Ryu's HK compared to any SF, or Bison's pokes, or Vega, everything is slower or shorter ranged.

A strange thing I've also noticed that I don't know if is relevant gameplay-wise is that some normals that have several hitboxes (such as Ryu's cr.HP) change animation if they hit with the first hitbox instead of completing the attack. It would be dumb if that changed frame data depending of how the attack hits, but since I don't have the game to test that, I don't really know if it's just cosmetic.

I'm not against fast dashes (I actually think SF needs better ground mobility), but there's absolutely no reason to make walks as slow and fast dashes don't compensate, that just simply hurts footsies in favor of more offense I guess.
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Re: The Fighting Games news thread

Post by quash »

Well I'm not about to comment on the conventional wisdom of who has the best what because frankly I don't think most people have a handle on the game at all yet. I can say that as a Nash main, I never feel like I don't have an answer to someone's approach, and usually that answer is a normal. If anything, anti-air jabs are the strongest they've ever been in Street Fighter.

You're right about dashes making the game more offensive, but I don't think that is necessarily a bad thing, I just want them to be toned down a bit in favor of slightly better walk speeds.
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Re: The Fighting Games news thread

Post by Hagane »

Giving better offensive options is all well and fine with me, but only as long as you don't hurt other staples of the game. I don't know if dashes are too good now, but walks definitely should improve.
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Re: The Fighting Games news thread

Post by quash »

It is kind of hard to say because even a lot of good players don't call out dashes right now. Just look at how Infiltration got in on Tokido.

All I'm saying is that at its core, I don't think this game is a lost cause like IV was. This actually has the potential to be a really good game, but I also think they're taking an experimental approach to things, so there will probably be some ups and downs.
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Re: The Fighting Games news thread

Post by null1024 »

Hagane wrote:Normals being so terrible is unforgivable, no Street Fighter was so bad in that regard. I'd go as far as to say it has the worst normals I've seen in a fighting game from any of the major Japanese companies.
You know, I was wondering if it was just me or not. SF5's normals are pretty damn weak, although I thought it was just me coming off of playing so much KOF98 [a game where the majority of viable characters have obnoxiously good normals across the board, a game where there's shit like Daimon's far B and far D, or Terry's close C, or Iori's almost everything as particularly shining examples].
I don't think SF5's normals are the worst thing ever, and they're definitely usable, but they feel like they could and should be better.

walk speed definitely needs a bump up though, it really is like wading through molasses, but dashing isn't too bad
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Re: The Fighting Games news thread

Post by iconoclast »

http://www.displaylag.com/video-game-in ... -database/
SF5 has 7 frames of input lag; KI, Xrd, and SF4 have 5. It would be great if they could bring it down to 5 and get it in line with the other fighting games, but it doesn't make much difference imo. Execution isn't really an issue in SF5 (aside from a couple of 1-frame links) so all it would really do is let you react to things 2 frames faster.
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Re: The Fighting Games news thread

Post by quash »

I didn't even know the game had input lag until someone told me. Judging by how well the game runs online, it may have even been intentional.

It'd be nice to get it up to the standard set by other games, and ideally it'd be as little as possible, but at the same time I'd hardly say it makes the game unplayable. Now that I think about it, there were a few instances where I could've swore I blocked a crossunder, and maybe the lag had something to do with that. But you shouldn't wait until the last moment to block those kinds of things anyways, so the game is forcing you to make a read instead of giving you the option to react. Perhaps not the best choice design wise, but again, not impossible to change, nor does it ruin the game.
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Re: The Fighting Games news thread

Post by Shelcoof »

nice write up quash :)

It was a fun read for guys like me who have very little competitive fighting game experience
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DestroyTheCore
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Re: The Fighting Games news thread

Post by DestroyTheCore »

On another note... new costumes!!!

http://www.eventhubs.com/news/2016/mar/ ... -costumes/

RIP Ken :lol:
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Re: The Fighting Games news thread

Post by opt2not »

DestroyTheCore wrote:RIP Ken :lol:
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Re: The Fighting Games news thread

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Cagar
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Post by Cagar »

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Opus131
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Re: The Fighting Games news thread

Post by Opus131 »

I had no idea Axl Rose was that ripped.
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