Do you play fg's? What are your favorites? I'm grinding SF6 currently. I'm still shit, slowly getting better. Overall I appreciate the genre, because it's a rare case of 1v1 multiplayer experience, I never liked team games where everyone is just blaming the other players.
>>38427I play them only in local multi
Big preference for street fighter for nostalgia reasons (sf2 turbo was awesome, super sf2 turbo is peak), played some SF4
SF6 look pretty cool but I always disliked playing charge character and they made some of my fav chars more reliant on it (chun li, juri)
Its always fun even without being that good or knowing most of specials how good timing, reflex and mixups can get you the win
cammy is my fav char to play
>>38431Juri isn't charge, she has stores. Chun still needs charging though, unless she cancels from her new stance. I only started playing more or less seriously with SF4 but never really grinded as much as I needed to get good. Trying to do that now, no other genre excites me as much really.
>>38427I mainly played sf6 but haven't touched it since before Bison dropped. Got busy with work and got disgruntled with the system mechanics and throw loops. I also bought UNI2 when it was on sale for PC but haven't gotten around to playing it yet. I want to, not sure how it plays on steam deck though it could probably play on my laptop.
I enjoy SF6 but stopped playing when I got plat becayse my PC is shit and runs it like crap (60fps on training room but ugly as sin). I plan on getting back to it if I ever get an upgrade. Plus my notebook doesn't have an ethernet socket
>>38436I accept 4 bar matches from wi fi players most of the time, and the connection only was bad once or twice. I'm on ethernet myself.
>>38435Throw loops are here to stay I think, otherwise wakeup parry would be too good. It already invalidates crossups and high low mixups.
As for UNI, from what I know it's not very active. In my area there aren't too many fg players in general, so that would be a waste of money most likely.
Bumping becase we will have a fg thread here.
>>38437I already accepted throw loops will stay and the system mechanics won't change much unless they make a new version of the game that reworks everything.
>from what I know it's not very activeYou can find people on ranked from what I've heard but it's definitely a game you'll have to ask people on discord for matches.
>>38427>Do you play fg's?Yes.
>What are your favorites?Whichever doesn't require me to wiggle my stick a lot but I mostly enjoy platform fighters because of their freedom of movement (it's just like in my favorite animes!). But MK, DOA and KI are criminally underrated imho.
>Overall I appreciate the genre, because it's a rare case of 1v1 multiplayer experienceChess, MOBAs, MMORPGs (PvP arenas only), card games, Pokemon, TF2 (MGE mode only), arena shooters (private deathmatch only), Puyo Puyo, Tetris, Sonic games, racing games, party games (that's a very small party), music games, sports games. There's quite a lot.
>>38427>Do you play fg's? What are your favorites? Always like Soul Calibur. Seemed a bit slower and more strategic and they used the depth well.
I don't really like ga.es where you gotta do too much courter circle shit. It's funny how much easier it is on a keyboard tho.
I like Smash too. Wish more fighting games had stages with multiple levels. Also not having to do courter circle spam
>>38770Not having to do complex movements is very relaxing. Imagine playing Melee or Quake instead of Rivals of Aether or Warfork/Xonotic. Like, what in the fuck? I feel sorry for those with carpal tunnel…
I love fighting games but I haven't actually played one in months, and haven't actually gotten "into" playing one in years. I still like to keep up with fgc news, and watch relevant tournaments and youtubers. My favourite is definitely Guilty Gear, but I appreciate anime fighters of all kinds. My partner bought me Tekken 8 as an early Christmas gift, though, so I plan on getting into that.
>>38427I used to play them a lot around 2006ish. I've been trying to get back into CvS2 again, but my execution has gotten hella rusty. I don't remember canceling Chun-Li's c.MP into kick super being so difficult.
>>38771>>38772I was just thinking how there should be more mecha fighting games
I know there's Cyberbots though I never touched that game
>>43719You can only play as Chinese characters
I was going to include Russians but Zangief worships Gorbachev
>>45742I moved from stick to leverless and the adjustment period (a few days) was way faster than when I went from controller to stick (like 2 weeks). Leverless just feels like the best of playing on controller and stick to me but ymmv.
Playing the 2024 release Blazing Strike (on Switch). VERDICT: JANKY. Behind this is a tiny team, mostly the work of a single person (Mark Minkyu Chung); and it's very impressive for that, but why should I care about that as a player?
Graphics are 2D retro 16-bit style, much more fluid than anything on the SNES or Genesis, getting close to late 90s arcade by SNK or Capcom, but in places rough and inconsistent. Some background details look unfinished and made with different color & resolution constraints than other things. Playfield is widescreen, character portraits and HUD are HD.
Controls: You got four attack buttons, each giving you three variants for stand, crouch, jump (no extra variation for moving forward). Everybody can do two-hit combos with light attacks standing or crouching. Specials are simple to pull off, there are no characters with pretzel inputs or charge specials. You got a super-attack meter that fills up doing attacks (dodged or blocked attacks don't count). You got another meter for a button that lets you move fast and combo more and that meter starts full and automatically replenishes. Moving fast doing light attacks shows some extra animations, but overall the number of attacks per character is below what's typical in a mid-90s fighter. There are not many specials and most specials only have two variants, light and heavy. Some specials require you to be in the air, no special has both a ground and air variant.
IMHO they should have added extra variations for negative-edge inputs (imagine those taking from the opponent's speed meter, just an idea). I get that drawing more animation frames is a pain in the ass, but you don't even need to much of that for variation, you can just fiddle with animation speed, movement arcs, color effects.
Characters aren't flashed out much. There are no taunts or fatalities. Each character has exactly one pre-match intro and one post-fight quote.
Remarkable how janky and irritating the menus are, given how few game options you have. You can set some screen filters, sound settings, timer, controls. There is a difficulty select, but I'm not sure whether it does anything.
There is a training mode which lets you turn hit boxes on and off and select a few enemy behaviors, but you have to set everything before entering the training and can't change that in pause. There is a move list, but no interactive tutorial or even a manual. There are a few mechanics that aren't explained at all, like parries.
VS is a single fight versus human or CPU and you can set health to infinite in pause and use this as an alternative training mode.
There is a story mode that gives you neither a choice who you play as nor against whom. The story is presented with lots of text, a couple of comic-book pages with a typeface that looks out of place, and a few sprite animations. The "story" is about errm… climate change and interdimensional travel and somebody got a glowing arm inside of which lives Jesus?? Finishing this mode unlocks two boss characters, making for a total of 16 characters.
In arcade mode you always fight the same 7 characters, no bonus round, no boss fight (bosses are story mode only). Why can't I select opponents, that would make a good contrast for the non-existing choice in story mode. At the end is a generic victory screen, there is nothing character-specific: no clip, no still image, not even a single sentence of character-specific text.
The AI is almost non-existent. Even on the highest difficulty your opponents are very timid: They usually refrain from attacking you while you are dizzy and you get plenty opportunities for throwing them. It would be an improvement to just program into this a tendency to come at you button mashing! What happens when you throw a projectile traveling aaaaalll the way from one side of the screen to the other? - More often than not, the opponent takes the projectile to the chin. They don't seem to adjust when you do the same attack over and over. I can just play through this spamming, for example, the robot's sliding crouch kick or laser attack. Hey programmers, even if you lack the time to program more intelligent behavior, you can create a higher difficulty level by changing other things, like giving opponents a full super meter from the start or giving the player half a health bar.
Some stages have hazards. Despite how abrupt these are, I don't find them frustrating, because the opponents don't do anything to avoid these. Of course. Oh, and when the stage hazard hits the opponent, this adds to your super meter LMAO THE JANK!
I saw some glitches like characters disappearing or freezing. I have repeatedly triggered Alexander's corpse appearing on the floor while another copy is pummeled by doing Hana's super. I soft-locked the game a couple times: Killing somebody in training mode works reliably for that, and I once got a lock getting hit by stage hazard after time-out.
I read the game has top-notch netcode, but didn't even try because nobody is playing this.
>>47874 (me)
>Finishing this mode unlocks two boss characters, making for a total of 16 characters.Correction: There is a third boss, Monster (again, you gotta play story mode for seeing that). But that one does not become playable. So 17 characters, of which 16 are playable.
>>47877 (me, posting again about
that game because I'm a masochist)
MJ is a character that when crouching is invulnerable to many crouch attacks. But don't worry, everybody has some attacks that work on her lol. Everybody has an overhead and the overhead is… your throw move. Optically this doesn't make sense of course, but gameplay-wise this is actually better than not having an overhead. Blazing Strike is really a 3/10 game that could be a 7/10 with some simple bug fixes. As it is, it feels like a Mugen title and sadly the dev is busy working on the next game instead of fixing this (and his reputation).
>>38427>melty blood actress again current code.>Fate/Unlimited Codes>touhou hisoutensoku>J-stars victory vs ( 1vs1 with no assist. I am subhuman sorry)Done.
I like Bloody Roar
Is there actually a single 2D fighting game out there with silhouette-based collision detection? I know 16-bit games of any genre have rectangular boxes all oriented in the same way because of technical limitations, modern games still have those because it's considered good enough and it's tradition.
I suppose with hand-drawn animation frames one can argue that collision zones must exceed the silhouette areas because of implied movement between animation frames. But for 2D gameplay with polygonal graphics and fluid movement this is not an issue. And even with hand-drawn 2D animation with big gaps between frames, more accurate collision detection could be done by computing invisible morph frames with corresponding collision data. The question is: Is there a point to this extra effort, would players even feel the difference? Maybe I was a stupid kid, but back then I did not notice that everything on the SNES was really a rectangle.