>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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>>40810Gay af
>>40812It'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 loserWell, 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.
>>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.
>>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 movesetsHmmmmm 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.
>>40830>swordfighting games>99% of them (except for Samurai Shodown) are 3DSamurai 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.
>>40927Ah, 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?
>>40804Projectiles 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
>>41020>>41021>>41026MMA 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?).
>>41022Fatal 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).
>>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.
>>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 eitherPretty 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.
>>41077no,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.
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