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File: 1742758853973.jpg (52.36 KB, 1024x1024, 1742674286509553.jpg)

 

>fighting game
>infinite projectile spam
Why do they do this? I just want to do some combos for God's sake.





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Unironically adapt loser

Projectiles are meant to be spammed in plenty of games as a viable strategy. Not everything in those games is about rushing down your opponent to stun them in a fucking thirteen second combo

>>40806
I don't have problems with projectiles or spam even. The problem is most of them just have no cool down and it feels like I'm a ww1 soldier running towards a machine gun. It's not fun to doge block doge block…

Shut the fuck up that's how I win

>>40808
Again, adapt. I’d rather take some fucking rookie spamming fireballs at me any day over some sweaty ass dickhead fucking stun locking and taunting me for dozens of seconds to minutes on end FUCK TEKKEN

>>40810
Gay af
>>40812
It's more fun tho

Well, there are a few fighting games without projectiles. Pro wrestling games (Def Jam series, WWE Smackdown series, WrestleMania 2000, WWE 2k series), boxing games (Punch Out series, Undisputed, Fight Night series), MMA games (UFC Undisputed series, EA MMA), swordfighting games (Samurai Shodown series, Soul series, Bushido Blade, Naraka: Bladepoint), traditional 3D fighting games (Dead or Alive series, Tekken series, Virtua Fighter series) and 3D arena fighting games (Power Stone, Combat Core, Gang Beasts, Tom and Jerry in Fists of Furry). Unsurprisingly, 99% of them (except for Samurai Shodown) are 3D since there are more movement options, projectiles require precise aiming to hit.
>>40806
>Unironically adapt loser
Well, very great fucking advice, anon. What if OP just doesn't like 2D fighting games? It's okay to not like things, stop acting like a Sonic fan.

>>40830
zoning tools that aren't projectiles are the same for the melee only glue sniffers tho

>>40834
>zoning tools that aren't projectiles are the same for the melee only glue sniffers tho
Well… uh, Divekick? If the OP finds Divekick frustrating then I don't even know what they want from a fighting game. It's like complaining about blocking at that point.
>Boxers keep their distance irl to keep their opponents on their toes? Wha? FUCK BOXING!! I HAET MARTIAL ARTS, MARTIAL ARTS ARE STOOPID!!

This is why super smash bros is the best fighting game series ever made.
>Projectile spam characters are lighter and knocked around, grabbed, and comboed way more easily
>Aerial comboes are way more dangerous for them since they can get sent fying out of the stage much more easily, which also means they usually can't punish enemy players as hard
>Up close they are at a huge disadvantage against every other character and their attacks are usually interrupted and overriden by every other character's attacks
>Their projectiles are weak and they NEED to spam to output any appreciable amount of damage
>Smash also has a system where if you continue to succesfully hit an enemy with the same attack over and over it does less damage over time to force people to alternate their movesets
>Smash also has multiple different stages with varying lengths and quirks which can block sightlines and make spamming much harder or unviable

Dumb brainless fighting games like Tekken/DoA/etc. don't have these sorts of cool mechanics.

>>40804
I have no skills so I just spam projectiles to win, leave me alone

>>40842
>Dumb brainless fighting games like Tekken/DoA/etc. don't have these sorts of cool mechanics.
You can literally perform a takedown on your opponent in DOA if they attempt to hit you, how is it braindead? When it comes to Tekken, I think you're better off playing as Steve Fox since he has excellent ducking and dodging while the kung fu losers are stuck with their stiff stances and short sidesteps. Function similar to DOA's takedowns but these are actual moves instead of a fancy parry mechanic. And if your opponent likes to throw you when you get close DOA allows you to just punch your opponent in their face since grabs are quite slow.

I don't get this hate towards DOA from you, the game is literally one of the easiest 3D fighters to start playing. No complicated inputs, no projectiles, no moves you can't counter, just straightforward kickboxing action.

>>40844
>I have no skills so I just spam projectiles to win, leave me alone
*dives in*
BEAST MODE, BABY!!

If you're losing to "projectile spamming", you're just shit. Unironic skill issue. Doesn't happen to me ever because I know how to approach zoners and punish then. And my main's two worst matchups are zoners.

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Get good asshole.

Get a good asshole. Alternatively, pick someone with good anti zoning tools.

>>40842
>This is why super smash bros is the best fighting game series ever made.
Let's see. You say its projectile characters are weak in other ways. Well. It's fairly standard thing in fighting games with projectiles that the characters without them have some other thing to compensate. Street Fighter's Zangief deals way more damage up close than Ryu.

>Smash also has a system where if you continue to successfully hit an enemy with the same attack over and over it does less damage over time to force people to alternate their movesets

Hmmmmm IIRC Fighting Vipers had something like that. I'm not a big fan of mechanisms that nudge towards move diversity. While they increase the diversity happening within a fight, they tend to reduce the diversity between different fights. Making damage output variable is also too annoying IMHO. I'd rather have (modest) diversity incentive by variable contribution to filling up meter for ex-moves/super-moves.

>>40878
Smash wasn't a good fighting game since Melee anyway. And it was a deliberate choice of Sakurai. he went so far that Brawl became as slow as Sonic Riders Zero Gravity, talk about overcompensation

File: 1743139357142.jpg (240.67 KB, 1280x720, streets-of-rage-police.jpg)

What game in particular do you play?
If it's SF6, as a Ryu player, I'm supposed to do this, but if someone is better than me at spamming fireballs, then I
a) jump forward and kick (and get inevitably shoryuken'd)
b) try to dash in between the fireballs and try to parry guard after each time I gain a bit of ground
c) practice the parry mechanic because I suck at fighting games but still enjoy playing them
Take your pick, and I'm sure there are other tactics, you have to try to read the moves of your adversary in advance, good luck anon!

File: 1743140149583.png (1.45 MB, 1920x1080, last blade 2.png)

>>40830
>swordfighting games
>99% of them (except for Samurai Shodown) are 3D
Samurai Shodown is a kino series, and so are the two installments of The Last Blade. Good luck winning on Fightcade while playing them but they have peak SNK aesthetics. It's crazy how the Neo Geo managed to make us nerds wet our panties for so long.

Soul Calibur is still great though, even if I lose against my friends and they get all smug and I end up hating them.

>>40927
Ah, I totally forgot about The Last Blade.

One cool mechanic Samurai Shodown has is switching sides. It's a brilliant alternative to 3D movement and jumping over your opponent, why don't more 2D fighting games have it?

Samurai Shodown has projectiles btw retards

>>40927
>Good luck winning on Fightcade while playing them but they have peak SNK aesthetics.
I beat Last Blade a few time and I'm not a fighting game whiz by any means. I guess with unlimited quarters and shit but still beat them.

>>40984
I mean playing vs AI is not an actual fighting game experience, and I'm not even trying to be elitist.

>>40804
Projectiles add an entire dimension to the gameplay of 2D fighting games. It is just that most of it is hidden from view, if you aren't paying close attention. Lets take a simple example with a Ryu mirror, at sweep range. If P2 does a sweep, you have multiple solution to beat it. 1) whiff punish (reactive soft callout) 2) blocking punishing (reactive medium callout) 3) jumping (predictive hard callout) or lastly 4) walk back fireball (predictive medium callout). The cool part about fireball, is that you get to put pressure on them even if they didn't sweep, say they tried to go for a whiff or block punish, and still win the interaction. The way the has to respond is by hard calling you out with a jump, a quick dash into a button, a dp, or fireball themselves assuming they have the resources to tank yours. It is hard to describe, but the consequences add so much to the genre, in a way as game defining as sidestep is to Tekken

>>41001
You can find some people on Fightcade, yes. Not as many as in KoF 99/2002 or 3rd Strike rooms, of course.

>>41003
I mean KoF 98.

>>41000
>Projectiles add an entire dimension to the gameplay of 2D fighting games.
That's 'cause 2D fighting games are already limited by definition of them being 2D, you have to compensate their lack of the Z axis somehow (projectiles, higher jumps, crouching). 360 degree movement fighting games need no such crutches because they are not technically limited by their graphics.

>>40983
>Samurai Shodown has projectiles btw retards
I forgor, you jerk.

>>41006
360 movement fighting games, i.e arena fighters are kinda weird. Too much freedom of movement, tend to make devs make bigger moves (bigger moves removes nuance), and/or simplify the defensive mechanics. High/low mixups for example are basically non existent. I don’t think it is impossible to make a rich beautiful one, a great example is the gundam franchise’s arena fighter Gundam Vs. Imagine a marriage between that, sf6’s drive system, and gunz the duels, and you’ll have something absolutely magical.

>>41021
There is also limited depth movement in some old 2D fighting games that have layers you switch between. Some titles in the Fatal Fury franchise had that.

>>41020
>>41021
>>41026
MMA games are the best of both arena fighters and Virtua Fighter clones really, they're basically Tekken but with a 360 degree movement available at all time. DOA is sorta similar but you have to either hold a button for that or use the thumb stick exclusively. So yeah, either MMA or DOA really, you have no other choice. Virtua Fighter has pretty retarded dodging mechanics. And afaik DOA's blocking is fairly realistic compared to its competitors (am I advertizing DOA rn?).
>>41022
Fatal Fury is an interesting example. Maybe with its dual-lane design and Samurai Shodown's side switching mechanic we can make a 2D fighting game without projectiles and jumping over your opponent. But an interesting alternative would be to make a 2D fighting game work like a sidescrolling beat 'em up but with aim assist, sorta like Dungeon Fighter Online. Aggressors of Dark Kombat is an example.

>>41027 (me)
>Virtua Fighter has pretty retarded dodging mechanics.
This is a very FGC problem btw. Even precision platformer players tend to despise shit like Silver Surfer. KoF players will probably think it's the next best thing (after KoF of course).

>>41006
In reality 2d fighters have a lot more different unique archetypes compared to 3d. You just can't do zoning in 3d.

>>41032
>You just can't do zoning in 3d.
That's a lie, zoning in 3D is simply more realistic. The only reason projectile zoning even exists in 2D is because of the failure of 2D fighting games to translate actual hand-to-hand combat into video games. And fighting games have consistently struggled with that until the introduction of 3D graphics.

>>41033 (me)
Lack of 3D isn't a genuine limitation on other genres. For example, Prince of Persia translated parkour movement into 2D pretty well. Tactical shooters existed even on C64. But 2D fighting games do indeed make you feel like you're in a box, something no other genre does.

>>41027
I think with lanes you really need three for things to get something interesting. The two outer lanes are alike and the middle one is different.

>>41033
It doesn't matter if its more realistic or not when projectile based zoning doesn't fucking work in 3d. No minion based characters either like Jack in GG. All you get is your shitty limb based fighting.

>>41073
>It doesn't matter if its more realistic or not when projectile based zoning doesn't fucking work in 3d.
That's because that's not how EucledIan space works, why don't you understand?
>No minion based characters either
Pretty sure it's already done in those Naruto Shninja Storm games. The only difficulty with implementing puppet masters is controls and balancing. That's it. That's literally all.

>>41076 (me)
Also, the idea that projectile-based zoning doesn't work in 3D is also not entirely true. It's just different: it's more aggressive and resembles zoning in boxing much better. You don't just stand in place like a fucking flagpost, you have to constantly retreat while dealing damage. You keep your distance more by running away rather than shooting at your opponent. Although the zoning of 2D fighting games can be replicated by a knockback effect on hit.

>>41077
no,there are no 3d fighters where you can actually do a 360 and constantly retreat back,you will just get stuck in the corner after moving to the sides like 5 times max because of how slow it is to move to the sides (or get fucked if you play soulcalibur),they're designed that way on purpose to disallow stalling.
also projectile based zoning does work in 3d,you just need the projectile to be homing (but you can still dodge them/jump them on a timing) in order to force a reaction that can then be punished,just like in 2D.

>>41077
Show me one example of projectile zoning being viable at a tournament level in a 3d fighter.

>>41083
>>41085
The examples you give are traditional 3D fighting games. The main issue with projectiles in 3D is that they have to be aimed or they need an autoaim. Therefore anime 3D fighting games are more viable for this. Afaik projectile zoning is the playstyle mages have in Guild Wars 2 for example.

i will never not hate guest characters in fighting games


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