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because retards cry instead of learning how to play

I literally cannot fucking do c.S(2) sCR consistently.
That is why fighting games are hard

They're not harder, as a matter of fact they're probably easier because the games are 1v1. Your ego just can't hide behind excuses like having shitty teammates. When you lose it's because YOU lost. You have to lose and improve to get better.

pretty sure the problem with fightan is that the way you learn them can be incredibly monotonous and unfulfilling.
part of the reason smash is really popular is that you can reach the level of "noob but still getting hits in" rather quickly.
Also the overbearing mechanics can really skew the learning curve for noobs if they don't know where to start. Difficulty isn't the problem, it's the learning process being super fucking shitty (for most)

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THIS

It's one of the last few bastions of hardcore gaming that gatekeeps the casuals out. Thank god for fighting games, the weak must fear the strong.

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in case somebody doesn't know
youtube.com/watch?v=AGrIR_jlLno
I like how Yea Forums posters are such scum that they even avoid liking to a great video for a shit bait image

Post 30 seconds of you playing a fighting game

Why would I have videos of myself playing?

>friend is into fighting games
>"come on, bro, I'll teach you"
>completely destroys me while laughing his ass off numerous times
>yeah, this is not fun
>throws tantrum on how I don't want to play more
more like why fighting players are so autistic

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You mean your friend is autistic?

youtu.be/sD3JkvtObJw

>button mashing
>hard
"no"

the inputs are literally the easiest thing that you have to learn in a fighting game. being able to wave dash and electric doesn't make you a good kazuya player.

See you at EVO, user :^)

Fighting games are about the journey of self-betterment and achieving mastery. Of course they're difficult, that's the entire point. They're not tailored to the entry level casual experience of instant gratification and reward. Still pretty fun to play with friends with no knowledge but they're suited for much more. Probably the single most rewarding genre of games out there to improve at

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>Fighting games are fun
>Try to get a friend into one
>Use simple combos and options, try to keep the gameplay steady and digestible so he can understand what to do
>He starts mashing
>Don't want to put up with punishing his mashing until the timer runs out so just counter hit him from range to teach him to stop being a retard
>He keeps mashing
>No matter what I say or do he won't stop pressing buttons
>Sigh, call it a day, tell him to go to combo mode and learn some simple strings
>A few days later
>"I learned the strings!"
>He just fucking mashes again
>"Yeah, it's just not very fun :("
I'm convinced people who have played FGs and dropped them for being too hard (sorry, "too monotonous") are mouthbreathers.

You too user. :^)

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The most successful fighting games are the ones you can learn as you play without ever stepping into training mode, like smash, nether realm games, and 3d fighters.

No one wants to memorize 30 hit combos or learn weird mechanics or frame data just to know when it's safe to push buttons.

This is why EA Sports UFC 3 is the best fighting game out currently.

Doesn't focus on elaborate combos only unemployed incels can remember and focuses on spacing and keeping the fighting realistic.

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How about "why i'm hard"?

Word. This and rhythm games (like IIDX and Pop'n) are the only vidya genres out there that feel like learning a legitimate skill because the skill ceiling is so high.

You can argue hitscan in FPSs and strategy in RTSs/MOBAs but those are mostly team based autism.

>3d fighters
everything you described as bad is in tekken, and knowing frame data is insanely important

>3d fighters
>Intuitive to the point of not needing training mode

What 3d fighters are you playing

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Good luck being skilled in an NRS game or a 3D fighter without training retard.

Don't shit talk the Ghost of Marvel

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But that turbonerd shit still applies to the games you just listed, you damn mouthbreather.

Because lili makes me hard

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Except Smash, which is why mouhbreathers flock to it.

Reminder M2K was heralded as a fucking genius for simply looking at frame data.

Is she any good in T7?

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Fighting games are hard because I don't have the sadism or distrust necessary to function in 1v1 combat. If I play at all I play smash with teams.

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Very clean.

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This triggers the SFags

a 5yo could do that. post a fighting game

The Button Mashing Video is unironically one of the best videos on Youtube

>post a fighting game
he just did tho

Fighting games are obnoxious when you do the same input three times in a row and get different results.

Before you try to say "You're just bad, it isn't like that at all." Can you complete the combo trials for every character the first try? They tell you which buttons to press, so it's as easy as just pressing the buttons on screen, right?

>frame data does not apply to smash
that's a whole load of horse shit and you damn well know it. even party brawlers are subject to what the game engine allows.

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that's retarded. Can you play a symphony just because you know all the notes? Timing is a thing and matters

>posts "honest" ky while extolling the virtues of fg skill
he's not wrong, but o i am laffin

>Before you try to say "You're just bad, it isn't like that at all." Can you complete the combo trials for every character the first try? They tell you which buttons to press, so it's as easy as just pressing the buttons on screen, right?
It's called execution you fucking retard.

Retard that can't into fighters

Decapre was a cool character. Didn't deserve all the hate she got, but Capcom built up expectations too high.

Never said otherwise. Just tell that to Smashfaggots who literally never even thought to look at frame data before M2K did back in like 2012 or whatever.

Give me one reason why desiging a game around arbitrary button combinations is good design other than >muh difficulty and >muh arcades

>want to get into fighting games
>haven't really played many my life
>everyone online has played them forever
>all I want to play is Anime Fighting Games with no community except really good people
This is why I don't play.

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balance

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>NRS games
Casuals don't even know how to use the fucking super meter, for crying out loud.

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i love fighting games and everything about them, learning new tech, getting gud, even after losing i steal the tech that make me lose and win the next mach, and the feeling that you can always become stronger, i can't get this feeling from any other genre.

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Play Tekken, it's an alive game meaning it has plenty of shit players for you to win against. It gets 25k+ viewers on Twitch just for minor tournaments and is the only growing fighting franchise.

why aint it at evo then

Well that's a pretty shit-head strawman description that could be reductively used to describe every video game ever. All video games are arbitrary, they are a set of rules made by a computer.

I can hear that b-tatsu even with the sound off.

Execution is the key.

And people just want instant gratification.

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Casuals are not the reason why the meter was changed.

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Play starcraft

Execution and timing, you simp.

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CHESTO

>arbitrary
Most fighting game characters have upwards of 150 moves. How the fuck else would you map them?

Stylish mode is dope. I brought BB to a friends house once and stylish mode made it fun for non fg players.
The option of braindead mode is nice. It sucks when they enforce it though. This is how we get auto combos in every damn new game

Anyone want to play some rounds of skullgirls ?
west coast lobby name: first to 10
there not bnb combos and they are just to show

No, look at Mario:
>Press A to jump
>Press B to run
And the difficult comes from the context of using them in a variety of situations

Now look at a fighting game
>Tilt the stick in a forward, down then down-forward motion then press punch

They're not even comparable.

Fighting games aren't intuitive or fun to learn. They require you to seek out knowledge outside of the game and spend a meaningful amount of time reading guides and watching videos before you even pick it up semi-competently.
Then after you understand the concepts of the game you have to tediously grind that knowledge into your muscle memory.
It's simply a genre that isn't rewarding unless you already have the foundation for them. That's why the FGC is mostly made up of people who spent their formative years playing fighting games.

Holy kek

I love fighting games because they force players to think. Not just about their own actions, but their opponent's actions as well. No other competitive genre (in modern times) puts emphasis on conscious decision making. In everything else you just turn your brain off and play purely reactively.
In a good fighting game you can really feel how intelligent someone is in a way nothing else has really captured for me other than Go and Chess, and those are turn based.

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Smash Bros. is a fighting game by the loosest definition of the word. It plays nothing like other fighters and it's pretty much its own thing.

>Yea Forums can't short short super
what's your excuse?

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I never said anything about the meter changing. I said that casuals never bother to use the super meter, except for the occasional X-Ray. EX moves, breakers, break away, and clash? Casuals would never know without delving into the tutorial.

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>why sprinting is tiring
>why not breathing is bad
>why you can't lift a house
check out my epic videos

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It isn't fun so I don't care enough to do it

QCF + P will be always QCF + P, there is no if buts or why.

Unless you are playing with a broken controller.

It's almost like they're different genres. Can't believe a genre based around competitive 1V1 fights has to have more complicated inputs than a 2D platformer.

Truly the most challenging genre of video games

It gives people something to work towards. A shallow game can become boring quickly. On the other hand, a complex game can scare away players early on. A good fighting game should have both easy and difficult characters

you can learn to do this with a hitbox in 15 minutes of practice, grandpa

Play competitive Pokemon. I'm not joking.

He acknowledged it as being a skill worthless in the real world though.

youtu.be/zAhoGdNKf1A this one is 12 seconds but ok fag.

Just play card games

It was for over 7 years. By that logic 3rd Strike is not a fighting game.

good luck playing 3s on cab with a hotbox, zoomer
wrong

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>a basic action in a platformer is being compared to a powerful, invaluable maneuver in a fighting game
Good fucking lord.

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Charge characters are bane of retards despite being quite simple to pick alongside shotos.

Playing properly is another story.

Does any game other that GG do 632146 for supers? This shit is so weird, I'm having trouble acclimating to it.

>that last bit
i half expected that, but still giggled like a retard.

You misunderstood my argument. Mario isn't made any less skillful from having less buttons to press because the skill comes from the game testing your ability to know when to press the buttons and your reaction time to press them at the correct times.

Fighting games test you ability to know button combinations that for all intents and purposes are completely made up and are impossible to know without a second hand source. Making them arbitrary.

Samurai Shodown?

>They require you to seek out knowledge outside of the game and spend a meaningful amount of time reading guides and watching videos before you even pick it up semi-competently.
That's only if you want to play competitively against other people. You can play against the AI just fine, and most games have a tutorial that teaches you everything you need to really know.

>its OK if its poorly designed because its an epic powerful maneuver

Why aren't you playing Tekken?

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>Only if you want to play competitively
Which is literally the only thing fighters are good for?

if you are not going to play for money then fighting games are the biggest waste of time and rage inducer.

I can see that, but that is also a turn based series like the examples I mentioned. Try and find something that plays in real time which also emphasizes conscious decision making.
Those are also turn based so again it isn't a fair comparison. The tempo really matters when it comes to providing that glimpse into someone's psyche that FGs provide.

Half circle back and forward? Yeah plenty of snk games. Take your time bro.

It's a quality video. I'm sure you can spare 8 minutes.
youtu.be/AGrIR_jlLno

Unironically yes

False. Button combinations is just basic competency, then the real game about meta-strategy and spacing come into play. Your ignorance is astounding.

the FGC is just jealous that Smash is infinitely more popular and better designed than 90% of the "real" fighting games than they have to ostracize it from the community its that Bible story about Joseph and the Rainbow coat

Every game has a 'meta' if played competitively. Its not inherent to fighting games and not what I'm arguing about. I'm talking specifically about the button combinations.

The closest I can see with your example are older school 1v1 RTS's, where you have to manage an economy, scout out your opponents, then make decisions on what you are going to need to do to counter their composition, all the while maintaining upkeep on the fly. Brood War would best exemplify that, imo.

My brother and I both grew up playing fighting games. At some point, he got really into playing fighting games EVERYDAY and practicing a ton, while I just play with him and some other friends and don't practice in my other free time. I remain competent enough against most people to have a fair fight, but I don't stand a chance against him. So he either goes easy on me, or plays a character he's not as good with, or in the worst offense plays my own character against me to "show me how to do some stuff" while just utterly destroying me with the only character I feel I can play competently.

So I either feel unsatisfied when I win because he's just playing bad on purpose, or I get frustrated that I can't beat him when he's playing someone he barely knows how to play, or I get to feel demoralized in a mirror match against my own favorite character. All the while he tries to have competitive banter/shit-talking with me that I'm not even into normally but feels real bad when he's not putting in a real effort and then shit-talking about some trick he pulled on me or something. Eventually I just stopped playing fighting games against him and I just don't even bother buying new ones when they come out because I know we'll be kind of even at first, then he'll practice 3-5 hours per day, then I'll stand no chance again and start the un-fun cycle over.

Funny thing is he has absolutely no self-awareness of why I don't like playing these games with him, no matter how much I express my displeasure with what he's like to play against. So I just stopped trying. He keeps trying to get me to buy new fighting games and heckles me about how I "can't handle losing" and I'm "too casual" and "not competitive" when in fact he's just kind of a dick to play against and sucked all the fun out of these games for me.

tl;dr - I can confirm fighting game fans are just autistic fucks with zero self-awareness of how much of dicks they are.

Peak timeline Dark Souls Invasions

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Mario Kart

If any of those are inputs are considered hard for you, you'll never make it. Plus the moves aren't what make fighting games hard.

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Why do fighting game fans get mad when you suggest that these game could have simpler inputs? All you need is
>single button inputs
>direction+button inputs
>quarter circle+button inputs
>two button inputs
With a four button layout, that's a total of 30+ moves. Does a single character really need more than that?

all I read was that you're a little bitch

>short short super
never heard of that term, is just a normal super or im missing something?

Pad or Stick?

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based
unironically get good...
fighting games are the most brainlet 1v1 games... play broodwar or quake 3 duel...

Then that begs the question of why intensive button inputs are even necessary at all, save to be an artificial barrier of entry.

It was right at the beginning IMO

> When you lose it's because YOU lost. You have to lose and improve to get better.

This is the first and hardest wall for people to get over and many of them either cannot actually do it, or cannot muster the energy to learn to do it.

Keyboard + Mouse.

>Fighting games test you ability to know button combinations that for all intents and purposes are completely made up and are impossible to know without a second hand source. Making them arbitrary.
There's more to fighting games than just combos. Shit like Samurai Showdown barely has combos, it's primarily focused on the neutral.

Even still with combos you can learn them completely within the game by itself. It doesn't take a genius to mess around in a practice mode and figure out which moves string together after a launcher. Sure it might not be optimal, but that's what playing against better opponents and learning is for. What do you think people did back in the heyday of arcades? The internet and legacy knowledge has just distilled that process down so people largely now optimal BnBs within weeks. Even still people find new tech and combos all the time, innovating their own shit. That's where part of the fun comes in.

git gud

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Why would I play on an arcade cabinet when I can play 3S on my PC from the comfort of my own home?

Another basic bitch platitude. Every game has a meta, but some metas are more advanced than others, and fighting meta carries certain level of execution competency required to compete. The fact that you're still digging a deeper hole over button presses shows what a fucking retard you are.

short is the ancient SF term for a light kick.
in third strike most characters can hit confirm into their supers off of two light kicks (shorts), thus short short super.

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Try not to shit yourself during your next Donkey Kong ditto smashfag.

Even if we had simplified inputs it doesn't make the gap for shitters any smaller.

Because balance.

Last thing anyone want is Raging storm or even flashkicks at press of button.

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I wish more games were like SFII's combo system. Short, sweet and situational. I hate that every game is just endless links and combos.

That's what SF2 and all the 90s fighting games had. Shit evolved

it's either you like fighting games or you don't. don't let people force it on you if it's not clicking for you. However, don't judge negatively on them for liking it. ALL video game fans are autistic.

Intensive button inputs grant another layer of agency and choice which contributes to the strategic value of the genre. This argument would only make sense if the games only had like 6 inputs which were unnecessarily complicated to pull. But that's not the case, the complexity is what allows for greater move repertoire, which a shallow input scheme cannot emulate.

lmao no I dont think so shill kekken is dead kusoge

i wholeheartedly agree

>Because balance.
It has nothing to do with balance.

>flashkicks at press of button.
>mfw SSF4AE Guile on the 3DS with 1-touch forward walking flashkicks
youtube.com/watch?v=pA9v5zE9kwY

This is the attitude that makes playing against hardcore fighting game fans un-fun. I'm plenty capable of being competitive, and I give my all when I'm playing against people, but when you're trying to learn a character you really like and your opponent is like, "Okay, let me try!" and then initiates 3 mirror matches in a row and curbstomps you with your own character while laughing at how bad you are it just feels fucking shitty.

People still play SFII if that's what you want.

>in third strike most characters can hit confirm into their supers off of two light kicks
only 5/20 characters in 3s can short short super. 6 if you count Yun without gay asian.

What is it then?

because 3s on anything but a cabinet blows donkey ass, the only thing that's worse is the level of play of non offline 3s
you're not even playing the same game

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>journée y of self betterment
>achieving mastery
>letting your ego aside
Somewhere, someone is genuinely thinking he's some shonen protagonist for playing video games.

>don't judge negatively on them for liking it.
I don't judge people for liking fighting games, I judge them for being dickheads about it.

>Intensive button inputs grant another layer of agency and choice which contributes to the strategic value of the genre.
> the complexity is what allows for greater move repertoire, which a shallow input scheme cannot emulate.
That's not true.

>I'm plenty capable of being competitive
Name a single competitive game you're in the 95th percentile

Sounds more like your brother is being an egotistical dick. Don't let your brother's example dictate how you see others in the FGC behave, though. If the genre doesn't click with you, it doesn't click with you. Humans are weird like that.

Yes it does retard. Giefs changed SPD input in HD remix made him busted and gay. Learn to buffer faggot.

shiiieeet, then now i know why it could be hard, you gotta be really quick or buffer the super motion during the shorts.

KOF 98.

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ok still retarded of you. people are dickheads in every category of game. that's the whole consensus of video games. if you get that easily offended, it might actually be you that's the problem.

>DUDE WHERE WE DROPPING?
>hahahaha you went 0-0-7 james bond!!

It always amazes me how fighting game developers think simplifying the offense will get people to play their games and not simplifying defense.

Why don't you play Soul Calibur 6

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Most people don't like the idea of a hobby you have to practice.

>because 3s on anything but a cabinet blows donkey ass
30th is arcade perfect. This is scrub talk btw, ports outside the dreamcast are fine, you adapt to the minor speed changes and all they do is make hitconfirms a little harder for top tiers.

Play SamSho.

Explain then how a 4 directional single input scheme will match move repeitoire of a multi-directional, multi-button combination move scheme? What troll science do you do to grant greater complexity with simpler outputs?

>the skill comes from the game testing your ability to know when to press the buttons and your reaction time to press them at the correct times.
Fighting games do that as well, guy. They're just more complex because that's where the fun comes in. A fighting game that has only 2 buttons is ultimately shallow and not very fun to play/watch. There's no staying power with a game like that. The button combinations are made that way to add flavor and balance to a game (granted this doesn't always work 100%, but it's fine). A Shoryuken is a powerful anti-air and a high-damage reversal. Being able to perform it with just a single button would be fucking ridiculous because you could just instantly snipe anyone out of the air trying to approach you. Players that can overcome the barrier of executing a Z-motion and perform the move like it were nothing, is impressive. Bryan's Taunt Jet Upper (an unblockable btw) in Tekken 7 is the hardest move to do in the whole game and a top player is able to do it consistently. You know why that move exists? Because at the end of the day, Tekken 7 is a video game. It's a game that rewards you for being able to pull off hard shit and being smart with it.

Why do I feel like only 5 people ever actually use Akatsuki's DP? Its the to the point I'll try to oki and be shocked that he actually has one

here

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I might be more interested if there was literally any way to get match-ups of similar skill for beginners online. I played a few dozen matches of SF4 and every single one was against somebody with hundreds of hours put into the game absolutely bodying me so hard that I don't even know what went wrong. There were a few moments where it "clicked" and I kinda understood the rock-paper-scissors of attacks, blocks and grabs, but they were a tiny oasis in the vast desert of getting my ass fucked in half.

I'm sure they're fun, but you have to admit that the upfront time investment required to go from "day 1 scrub" to "can win a match every century" is one of if not the largest of any genre. It would help if you didn't have to go wiki diving to discover basic techniques and data.

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youtu.be/UYTaQu3sWV4

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literally no one serious about 3s will play on anything but a cab
the game is completely destroyed by any sort of input delay and nothing is arcade perfect because it doesn't actually run at 60 fps on a cab
you have no idea what you're talking about

It’s true and I’m not afraid to admit that I suck shit at fighting games.
Goddamn do I want to play them with my friends though but at the same time I don’t like or want to get my ass beat time and again. I already went through that getting good at FPSs

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I mean being competitive as an attitude, not a skill level.

Seeing a spiderboy being put in place always gives me a chortle in my heart.

>don't practice in my other free time.

found your problem, chief. if you're not gonna practice then surely you can see why you keep getting womped by someone who does

sounds like your brother is a dick by himself, idk why you're painting the entire fanbase of FGs like him. most other players I've met are perfectly pleasant and happy to help me learn without being dicks. see, I can do it too!

I was in fourth grade with a SNES and Street Fighter 2 Turbo, and I learned and executed the moves in that game with no problem. People are just shitty and unskilled these days, I suppose.

>Bryan's Taunt Jet Upper (an unblockable btw) in Tekken 7 is the hardest move to do in the whole game and a top player is able to do it consistently.
JimmyJTran is the best Bryan player in the whole and he still fucks it up. It's insane execution.

How to get beginner matches in SFV: just play ranked mode, starting from rookie
UNIST: beginner channel in the discord
GGXrd: beginners only lobby
DBFZ: shit outta luck because ranked is dead
Tekken 7: ranked mode

Is it worth getting good at fighting games? Does the skill transfer anywhere else in life?

How would you design it without having it plague the entire game, dipshit? It's not bad design, period. It would be bad if it were too easy to do.

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damn dude you sound really cool, can I come to your house and suck your dick

>literally no one serious about 3s will play on anything but a cab
where did you hear this? Nica KO will play on anything and it's not rare for pros to hop on fightcade. The only sperg is pyrolee. Japs play cab because they have arcades, and most of those jap arcade players are scrubs.

It kind of works in tandem with each other, but also more defensive options is usually a bane for the lower skilled and newer players. Like giving players universal reversals or straight up "stop enemy combo and get him off me button" makes lower skilled people like me rage.

Say you get your lucky punch on someone who's actually good and you get your first chance to use a combination attack, they quickly reversal or use a burst mechanic to push you back and reset the pressure. Giving those kinds of options always favors the better players, whereas giving easier access to damage can help the other spectrum of players feel good

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>I'm plenty capable of being competitive
This is the mentality of people who have shit diets and live shit life styles dismissing people who work at something because "I could do that if I felt like it".

The truth is you never had it in you because you have no innate drive to get better. You need your brother to fucking and wine and dine you to "persuade" you to want to try harder, you're on par with those gender studies majors who say women aren't rocket scientists because men didn't make those roles look attractive enough to them. If you wanted to compete you would, but you don't because you don't want it. But you still get mad because you still want the general sensation of being accomplished, without all the icky grinding and sense of failure that comes beforehand.

No

That used to be how King of Fighters was. Hell even GBVS seems to be like KOF 98

There's SamSho and GBVS but you faggots STILL cry about combos, holy SHIT

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Being competitive isn't an attitude, it's the discipline to practice and learn consistently, over hundreds or thousands of hours. Are you capable of practicing 3-5 hours a day at a video game like your brother to get better? Are you capable of overcoming your frustrations and keep playing even when you're not having casual fun, to study your replays like it's your job and set out a practice regime? You already give up when you lose instead of thinking about what you could do to improve. You are not even trying to improve. You are not a competitive player.

>Uses a pixel game to validate his ego and give him a false sense of accomplishment
Yikes

I know, I know, people complaining about the simple inputs that we had no problem doing as children IS impressive, I know. How sad that players now, from fighting games to rpgs and beyond, suck so much that games have had to be maxi padded.

Man, Baron must have done a number if Lain just straight up gave up at the end.

you could ask the same about learning literally any game at all, dipshit. it's a leisure activity, you should only do it if you enjoy competitive activity when you have some downtime

even outside of that i'd say it improves your reflexes at the very least

>you're on par with those gender studies majors who say women aren't rocket scientists because men didn't make those roles look attractive enough to them. If you wanted to compete you would, but you don't because you don't want it. But you still get mad because you still want the general sensation of being accomplished, without all the icky grinding and sense of failure that comes beforehand.
Unironically based AND redpilled.

>it doesn't actually run at 60 fps on a cab
Minor frame drops on certain stages doing certain things that litterally don't matter. They are less notable than uriens screen shifting stuff on different stages. The input lag is within the same 4 frame range on all the decent ports. The issue people had was always the speed you scrub and 30th is the first game to have correct speed. The speed isn't even a big deal.

Even if it transfered elsewhere, you'd better actually train for the real thing. A good CEO is rarely good because he's guild and raid leader. The whole discipline thing is also bs, you can actually be disciplined learning the actual thing.
top zozzle

>Are you capable of practicing 3-5 hours a day at a video game like your brother to get better?
>to study your replays like it's your job and set out a practice regime?
You don't even need to do all the autistic shit, just actively learning while you play, for even a couple of hours a week, will put you above 95% of players. Turning your brain off and mindlessly playing online for hours on end won't yield any significant improvements.

It has everything to do with balance. MKX changed Sub-Zero's ice stab move into a proper command grab motion because the prior input made Sub too good.

>learn how to play
I don't have time for this

No but that's video games. One thing fighting games might uniquely offer over other games though is learning to cope with loss and building a stronger mentality, because you have to confront your weakness or technical inferiority to others in a very direct manner. This is why some people break under pressure.

He had a lead, but his ego got shattered due to being hit by two overheads in a row so he quit.

Seriously?

Yes retard.

That 360 grab or charge motion is there because either deals ton of damage or have ton of priority.

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No excuse, games like SamSho could be understood in a day or too.

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It looks ugly. I want Guilty Gear visuals but without the overly autistic gameplay.

OK, feel free to leave then.

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>more excuses

Then adjust the damage/priority, dumbass.

Fighting games are very intuitive, you don't need to know what a block string, tick throw, anti air, pushing people into the corner etc etc are as concepts do do them naturally even if suboptimally. but zoomers can't use a d-pad properly let alone an arcade stick.

I literally learned the basics by playing arcade mode on street fighter 2 on genesis. And I never went on the mythical "lose over and over again until you get good" nonsense. When I jumped into street fighter 4 I was immediately winning most of my matches.

I wonder if I should believe some retard on Yea Forums or all the great 3s players I've talked to who say OE is still the best version as well as my own personal experience
the game running at a different framerate makes a big difference when a lot of shit is frame perfect you retarded troglodyte, and 30th has input lag out the ass

>You don't need to know all these things you need to know
>If you smash your head against a wall enough eventually you'll do something that is vaguely reminiscent of how you should actually be playing the game
Okay dude

This confuses and scares the 90's baby

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It's safe to say that if you could better yourself in a fighting game, you probably have the patience to better some aspects of your life.

Games are about gameplay, not visuals. Guilty Gear looks ugly too with its god awful character designs.

Playing video games doesn't transfer anywhere in life.

>just change how the tools work and make everything shitty

To be fair that's what they have been doing. It's why SPDs tend to have way less range and long whiff animations. This fundamentally changes the characters though. The motions aren't meant to be hard, they are meant to make you buffer them, aka you have to be looking for an opportunity to use them and not just be able to react. You instead want to take away the depth of situations these tools are effective in because you lack basic human dexterity.

PC version is guaranteed dead isn't it? I think it looks cool but don't want to get my hopes up.

Inputs are the least of your worries getting into fighting games, it's the community that has been with the game for decades kicking the absolutely fuck out of you and you needing to just take it until you can see yourself getting marginally better 500 hours in.
Fightan has the same issue as arena shooters, genre stagnation let vets completely overtake any new release because of how similar the mechanics of each are.

Based, fuck fighting game autists and elitsts

I'm shit at fighting games but I have nothing against them. I think the complex inputs are kind of a silly way to make the game harder to get good at, but I understand that they are also what makes fighting games unique and fun to play for certain types of people.

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Then the character stops being fun. The whole point of Zangief is big damage off one move. If you simplify the move and nerf the input, then you you're left with a shitty giant character. Your design philosophy requires the whole game to be reworked in order to be anywhere close to decent.

Based.

>who say OE is still the best version
HAHAHAHAHA
keep larping retard. OE has scaling glitches that make Yun even more broken because his command grab resets during genei jin do way more damage. it's also the fastest fucking version. 30th doesn't have high input lag, this is tested. You are much more likely to get a shitty old cab with bad stick and buttons that get fucked over by under a frame of extra input lag.

What? It and the Switch version are coming in late 2019. It's bullshit but still. SNK seems to genuinely want to support the game, four dlc characters are planned znd they have said the game has already returned a profit for them so they're all for supporting it

I’ve never really been interested in hyper competitive games, that and the people who play them are always annoying as fuck.

>Knows how to do all this
>Still gets too frustrated when playing online to commit to any fighting game

>complex inputs

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>that fucking hitbox
It sure does

lol beta sissyfag detected

WTF BROS FIGHTAN GEIM SO HARD! Z MOTION R RIDICICICILUOS! WTF!!!
>Inputs don't matter, you learn them in the beginning and they become second nature
NUH-UH! THE REASON DAIGO SO GUD IS BCUZ HE CAN DO 360 MOTION PRETTZEL MOTION AND ZEEEE MOTION IN HIS SLEEP!

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Delet this Ram

Case in point, anyone who unironically says beta or alpha or any of that bro science shit deserves to be gassed

Compared to virtually every other genre of video game out there which use "push X to [action]" I'd say yeah fightans have complex inputs. No need to be a fag about it.

I've been getting my ass handed to me trying to play Cinder in KI and it's been very frustrating since I'm realizing my bad habits won't fly with this character. However, when shit CLICKS with you, there's no better feeling in the world. He's a very rewarding character when you know what you're doing, and I ultimately believe he'll make me a better player.

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the only thing dishonest about ky is that he's a scrub filter online, but laughably easy to deal with if you discover they're using it as a crutch.

Sequel when? Sadira was my absolute favorite.

>Compared to virtually every other genre of video game out there which use "push X to [action]"
Even fucking Fornite requires harder execution than just doing quarter circles and forward to quarter circle (every single game nowadays registers this as a DP)
youtu.be/bjMqeYBD9lE?t=110

any actual 3s player says 360 OE on a CRT is the best alternative to cab or supergun
I play on a cabinet every other week at least, you are fucking dumb
OE is the only port of the game that has the same delay as arcade

Ah yeah hold on bud, lemme just lug my fucking versus cabs over to the weekly so we can run some 3s. Not everyone has access to 3s on cab, let alone has a CPS3 board + the game or darksoft to just run that shit. Even with a supergun setup, that's a huge financial investment in a game that barely any scene is keeping up with save for a few mongrels.

30th is a perfectly fine way to play 3s. Its greatest offense is that it has a little over an extra frame of input delay and its ever so slightly faster. You can easily transfer between the two with ease, at worst you might need a couple games to get used to one or the other. I never noticed a difference between my own play on cab/supergun vs on 30th.

Now ST, that's a fucking shitshow on 30th.

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>360 MOTION PRETTZEL MOTION
kek

>youtube.com/watch?v=pS5peqApgUA
>Don't mind me. Just countering every attack.

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Good luck gassing us you whimpy nerd.

Also let shitty ass fucking skullgirls have even more an excuse to add a clone. Fucking hate that game so much and will forever be absolutely fucking enraged it was moderately successful for its time!

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Well memed fellow redditor, I also love moment 37! I am a fighting game veteran with 4 hours in 3S and 2 hours in GG +R!

Lel git fukd

Hopefully soon. Max recently started a trend with #BringBackKI and it got to #3 in world trending. He even held a KI stream dedicated to it, all to get the attention of Microsoft so they can greenlight a sequel.

I was super disappointed when it got booted from the main stage at EVO, because the game was really fun to watch.

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Whatever larping scrub
>give objection fact based arguments as to why 30th is better than OE and most ports aren't even very bad
>b-but my friends I totally have told me it's the best!
>OE is the only port of the game that has the same delay as arcade
it doesn't/isn't and isn't even a big deal until you get to ps2 levels of lag.

Why won't Streamlabs OBS show SFV in the preview window? Everything is running as admin and I've gone through so many different fixes. This shit is annoying.

Hell even kirby of all games has more complicated inputs for some of its powers attacks than fighting games. Look up Circus or most dream friends inputs for their moves. Fighter even outright lets you input a hadouken motion to fire a decently strong attack if need be.

I still go back and watch CB videos. Hope they really make 4 for Scarlet.

try doing shit that's frame perfect with over a frame of input delay
>I never noticed a difference between my own play on cab/supergun vs on 30th.
it's probably because you're not very good
it's been empirically tested you dumbass
go to the 3s junkies group on facebook asking what the best port is and pay attention to what the actually good players will tell you

>make fighters with "complex" inputs
>they forget that those inputs were only a thing so arcade machines could suck more coins from retarded kids and teenagers, the same reason why arcade games would go insanely hard and start with few lives
>every time a company makes a modern fighter with more simple inputs those oldfags get mad and jealous others dont need to much time training as they did
>oldfags eventually will bash the game because it's for babies just to boost their ego

There is no point for much "complex" inputs anymore. And if you were so good playing old SNK games, then it will be easy for you to beat and crash the casuals in modern fighters

No, those are hard because of timing, cancelling, positioning and all the other things that require a person to make hard decisions in a split second.
That movelist combo is the easiest part.

>and its ever so slightly faster.
30th is first game with arcade speed. Not faster. He's a larping scrub anyway parroting memes. Dying 3s cabs give players more issues than the better ports.

And then all the new players will cry about something else that isn't a real problem instead.

Fuck off skullgirldick sucker

>3s junkies group on facebook
lmao
>still appealing to authority
Nigger do you know who I am? I've already told you why OE has bigger issues than the minor input lag other ports may have.

Learning how to DP and do QCF really does not take as long as you retarded non-player casuals make it out to be.

Honestly with kirby ability inputs if they ever made a traditional fighter using them its probably be an alright entry point on inputting weird shit to fight.

i have done this CVS2 exactly once

What program/site should I use to convert youtube clips to webms?

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Mahvel is mostly QCF + PP for supers or some variant and people still bitch about it.

You can learn a entire movelist in around 20 minutes in both sides.

Going from playing SSBM for 5 years into Third Strike is like being thrown into ice cold water as an infant with weights on your ankles and having a hand push you into the water until you learn how to swim. I can't even do combos consistently yet but it's still fun to get better.

you're a fucking nobody and don't know shit
I will trust someone like ryan or lance, not to mention my own experience playing on can versus the laggy shitshow that is 30th over some uninformed nobody

I like the concepts UNIST uses but the combos are just way too fucking long.

shoryuken.com/2012/07/16/lost-strategy-series-the-role-of-execution-by-james-chen/

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>combos are just way too fucking long
not really, they're somewhere in between and last like 6-10 seconds.

To be fair, character-specific heavy execution combos that do massively more damage ARE cancer. Optimal combos should only do 10-15% more damage than BnB combos.

How are the inputs complex? In most fighters you have 6 buttons because you have 6 different attack types. And most special inputs are QCB, QCF, HCB, and HCF for pretty much everything. Even a monkey can roll a stick in a circle and hit a button. Should all the characters just have less attacks, or should they be bound to multiple buttons, making it more complicated?

Even Smash requires you to learn the tech and frame data of the game. Shit on Brawl all you want for being broken and boring to play and watch but that game had a lot of tech

smash is not a fighting game

there are plenty of games on the market catering to people who want instant gratification, so leave fighting games alone
>t. guy who's shit at fighting games

Melee is a fighting game, Ultimate, Brawl, 64, and 4 are not.

Anybody Blanka mains here?

Just hit super diamond and am going to probably be able to hit master and grand master pretty easy.

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anyone wanna make a sfv lobby?

M2K compiled all that info back in like 2004 dude, nobody fucking looked at frame data back then in any fightan

The games weren't pre-determined enough for frame date to be so important. frame data and hitboxes where just lumped together as "priority"

For me the holy grail of fighting games is two-hit combos. I've never found a game that does it. You land a launcher, it puts them into a juggle or crumple or high stun state or whatever, and you get to do one big hit on them. And the depth comes because you have a bunch of good options. Like you have the big damage option that leaves you - on hit, or the big knockback, or the side switch, or some characters have rejuggles, maybe the big damage option does +5 damage and knds if you don't hold db but if you do then they can relaunch you once for +15 total damage.

It'd be so fucking good. You can incorporate links if you want, you can incorporate movement if it's a 3D game (you can SS to get off this move for +2 damage), you can do all sorts of shit with walls and positioning. But people like their big long showy combos too much.

>6-10 seconds
>not long

I think you are missing what he means. If you get inside of someone's head, you can make them literally scared or panic or crumble immediately. It's a different kind of feeling or interaction than anything slow. Yeah, you can make someone give up or whatever, but you can steal souls in fighting games.

Talking out my ass here, I like fighting games (KOF,Samsho,LB) but never really played much.

Best had was playing LB2 which quick, big combos are hard to pull off and bluffing is real.

Maybe I really like Sword-fighting games

youtube.com/watch?v=MV_ld8LGp8w

>it's not autistic to sit in practice mod for hours instead of actually fighting someone!!!
yeah, keep telling yourself that

Considering you only need to do it 2-4 times it's really not that long. Not that guy by the way.

samurai showdown might be exactly the kind of game you're looking for. soul calibur has some longer combos but I think generally they're pretty short.

>fighting games
>hard

LOL

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Can't wait to see you fight Tokido.

That's funny. I almost always mash DP on wakeup when playing Akatsuki for fun. Maybe new players don't look up his moveset and don't know that it's 22x?

If that's what it takes to git gud then quit bitching and moaning. You are like those people who lose and then say
>w-well at least I don't play this game all day

fukua was added to mock decapre, you fucking retard.

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Real fighters spend hundreds of hours doing practice drills before a fight. To be good at anything you have to practice, and in many disciplines most of that practice is by yourself or a coach.

Like most things in life, you have to practice, practice, practice.

youtube.com/watch?v=SlCRfTmBSGs

>a-am I not casual yet? d-did I do the git gud thingy??
Imagine caring about that shit.
>real fighting
Practicing for the tournament is not the same as practicing for beating someone on the street, retard
jesus, you are truly pathetic. Coping with all those wasted hours much?

>Practicing for the tournament is not the same as practicing for beating someone on the street, retard

What does that have to do with anything I said?

>I don't get first place in the race
I practice harder and smarter
>I get my ass beat in a match
I practice harder and hone my skills
>I lose in a fighting game
Wow I guess the person who beat me is autistic for playing so much and I'm really better.
Learning skills is about doing the same thing over and over again until it becomes second nature and you get it right. I don't know why fighting games are any different.

Do people actually play SFV? I’m a Tekken guy but trying to learn SF aswell, and all I see is people taking a shit on SFV in threads.

SF always seemed like the more popular series but is Tekken 7 bigger right now? If SF fans aren’t playing SFV what are they playing

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For anyone new to the genre allow me to shill Samurai Shodown.

Execution is piss easy, this game only has qcf/qcb motions, dp motions, and a single univerals hcf motion needed to use everyone's super special move. Each character is easy to understand too. While some are harder to play then others you can understand how to use a character and what they're gameplan is after only a day or two of playing them. Combos are short and sweet, usually around three or four hits only in most cases, ones larger then that are almost always have multihitting moves.

With all that said there is still plenty of depth thanks to the defensive mechanics. Even though characters technically have access to what can be seen as three different supers they all carry an immense risk. On top of this mechanics like a parry and dodge add a great emphasis on risk and reward, it's great.

It isn't perfect though right now. Balance is pretty wonky and netcode is kind of shitty, though SNK has addressed both these complaints and has stated they are working toward fixing them.

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Yea Forums doesn't play fighting games, Yea Forums doesn't want to play fight games. Yea Forums is the quintessential scrub that blames the game for their own shortcoming, they are fully willing to put 5000 hours in to dota or csgo without ever really becoming good because they can shoulder the blame on others for their mistakes.

They all went to tekken

Fucking slow PC release. Speaking of which, is Granblue coming to PC ever?

its a video game

SF5 is dogshit and everyone is playing Tekken. The only reason SF5 still gets entrants is because of the money capcom is pumping into the pro tour. Any self respecting SF player will tell you that much. And even with that it still got overtaken by Tekken numbers this EVO.

I play it and get pretty frequent matches between bronze and silver during weekends and evenings.

people only think fighting games are hard because they're too lazy to learn z inputs

>forward
>down
>down forward
I hope the people saying that fighting games are too hard are this low iq

>Real fighters spend hundreds of hours doing practice drills before a fight
Before what fight? A training fight? The fight with your wife? A fight for the right? Or the tournament fight, you ape?
Or you are going to tell me that every time you practice in fighting games it's the same as practicing for tournament?
>yeah, I don't run, not my thing
>hence I don't race anyone
>okay
>yeah, I don't fight, not my thing
>hence I don't take part in matches
>okay
>yeah, I don't like sitting in practice mod for hours, not my thing
>hence i don't play fighting games
>what r u, casul? lmao, don't you know how it's totally like a real practice and how everyone practice for everything???
Do you even read what you type, you ape?

KOF KOF KOF

Go read Game Design Companion: A Critical Analysis of Wario Land 4

The section about the mobility options would be a good read for you

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Okay you are too retarded to have this argument, sorry senpai.

Cope more with your wasted hours, retard

I've always despised fighting games like Marvel with overly long execution-heavy combos that either kill or damn near close to it, but god damn am I a hypocrite for jojos
I don't even watch the damn show, just something about the game and how interactive and unique its combos feel gives it charm and makes it a joy to play

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I dont even play fighting games but okay lmao

mfw I dont rematch twich streamers

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Seriously, how people play this game is insane to me. I feel like I would only be able to play characters like Shadow Dio and Mariah, the actual stand characters look fucking ridiculous.

It's nice of you not to waste their time so that they can hopefully play someone good instead.

Not if they're singleplayer games with set positions of enemy spawns and attacks. The only RNG factor comes from some varied attacks from boss mobs or the like.

they're all basically semi-puppet fighters, and puppet fighters have always been the most complex archetype so it makes sense it seems a little absurd. It's really not that bad though outside of a few characters and some sub-optimal combos that are mostly for style points, it just helps combos feeling like you're doing more than pressing buttons with the correct timing.

>defending no skilled attention whores

why so dead?

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No one is defending you

and no one is watching you

eceleb advertisement, not videogames, fuck off.

I should hope not with the things iv been doing.

I'll defend him.

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They just aren't my cup of tea. I play to many grind games and too many games that require me to memorize patterns and obstacles.

>tfw always loved yoshimitsu and king
I knew my taste was better than my siblings'

>strategy and tactics devoid in rts
why do brainlets post this nonsense. RTS is the pinnacle, it exploits every cognitive and physical capability of the player to the fullest. These are the types that have the potential to become (math/physics) professors at prestigious universities. What can you say about arena shitters? That they have quick reflexes maybe.

you might be able to stop your pen or phone from dropping a couple more times than usual

I don't know what's funnier, the black weeb or the furry getting itachi'd.

*mashes buttons*
*beats top 1 fgc player in every game*
nothing personnel

Just type in speedkicks in YouTube.

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based umineko poster

Because they demand high usage of multiple types of skill/abilities

>reaction time
for blocking and punishing
>memory
for match ups and combos
>precision
for inputs and delays in combos

All the while demanding you to learn how the opponents plays (their habits, their style and their reactions), predicting and countering his strategies.

Also, the ONE online focused genre nowadays that is focused on SINGLE PLAYER TEAMS, no excuses, if you lose, YOU lose, not your team mates, YOU, so its a very ego damaging vidya.

I always feel so out of the loop when people talk about fighting games
I really like them, I have a wide experience, and whenever a new fighting game comes out, I like to try characters until I click with something interesting

the thing is, whenever I play I don't use controller or stick, I only play fighting games with the computer keyboard since I was a kid, it seems so natural to me at this point. I'm just dogshit playing with a stick or controller, I don't feel in control anymore. I feel like I am part of an autistic race of fighting gamers

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m.youtube.com/watch?v=_s3iaZq3Smc
m.youtube.com/watch?v=TADGNEMnfro
m.youtube.com/watch?v=suBbH39cQiQ
m.youtube.com/watch?v=-hwwmshDZgc

speedkicks browses Yea Forums? not surprising in the fucking least.

That image is retarded, and so is everyone who posts it or agree with it. The mechanical execution of combos is the easiest part of a fighting game
The hard part is predictions, counters, punishers, evaluate risk, etc. A good player knows shit like active hitboxes, distances, reach, which moves are safer, etc. Thats what makes competitive play so hard.

hey I remember samurai showdown had a mechanic of strength accumulation, like the opponent can hit you with a lot of quick slashes, but if you release a strong attack with all of your metter you could easily eat 60% of the other guy health, or even one shot them

do they keep that system in this game?

>DotA (1) and HoN
Jesus, HOW OLD IS THAT IMAGE?

could you stop sandbagging for a second ? you are only driving away new players.

I dislike the ditchotomy of the majority of Yea Forums disliking casual babby shit, but threads like these betray what I have perceived from Yea Forums overall. Fighting games test a lot of the self and can prove who is genuinely superior to the other. Yet dickmeasurers who I know also have a tendency to shit on it or not play them at all. It really is an ego thing, even though it'd be more efficient for your average narcissist to be playing fighting games if they have nothing going for them otuside of vidya.

Is it a bad thing that I mash every button imaginable during tandem attacks? I'm just now finding out how amazing Polnareff's kit is but I haven't bothered learning a tandem combo.

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Here's less than 30 seconds

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SonicFox getting beheaded of course.

ウメハラがぁっ!!!

To normalfags it ain't. They all complain about the inputs required for some moves.
Here's another less than 30 seconds.

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捕まえてぇぇぇ!!!

it's not that fighting games are "hard" its just nobody besides those who have a passion for them get arcade fight sticks, the masses play on controller which can't capture the move set instructions meant for an arcade fight stick, so fighting games become "hard" as combos are tedious to pull off, also fighting games are more competitive, no camping with a gun chucking grenades for easy kills here

Wish I could fulfill this request AND get a decent bitrate. But 30 seconds of video under 3MB doesn't give many options.

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>Dying 3s cabs give players more issues than the better ports
Can confirm. Heard from my 3S buddy that went to DTN the other week that the cabs they brought had failing buttons and sticks. The upkeep on those things is awful.

I see a lot of complaining about friends having different skill levels and not being able to play together anymore. Why not have one fighting game put away that you only play together? That way the playing field would be a bit more even.

Is that Shaheen retarded?

Here is 10 seconds since it just happened and I'm very pleased with myself.
youtube.com/watch?v=OhrPqryRg0k

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Lmao what a blocklet

A good way to learn your mistakes is to record your matches (win or lose) and rewatch them later on. You might be shit at punishing a certain move against a certain character, maybe you need to sharpen up your reactions against a certain move, etc

your posts speaks more about the state of the meta than anything else.
the internet does raise the overall level of play sharply. but without it, two beginners can easily pick up a game and have fun with it.
the same is true for RTS or even games like chess. basically, you can't beat someone stronger than you without putting time into the game yourself.

your opponent will always play you like a fiddle if he is a tier above you in terms of understanding the game.

Those are just special and normals. It is the most basic shit of a fighting game.

Based

its the most effective way to make your reaction time faster

Based Voldo

youtube.com/watch?v=8iik1_EuT2w
youtube.com/watch?v=hC23FeFGddc
not gonna make 30sec combo vid for you please understand

>He keeps trying to get me to buy new fighting games and heckles me about how I "can't handle losing" and I'm "too casual" and "not competitive" when in fact he's just kind of a dick to play against and sucked all the fun out of these games for me.
but he's right. you probably think that he is a "tryhard" or something like that, but have you considered that he just likes the genre, enough to think more deeply about its mechanics?
besides, you might think that he is strong, but he probably got to that level not because of you, but because of other even stronger players (online or offline) that he is trying to STAY competitive with. his level might be enough to beat you, but it might not even be enough to beat other semi-competent players.

you call it autism, but they're really just playing the game.

You’re missing the point, which proves exactly what that guy said. He doesn’t want to practice to get better, he wants to play casually and have fun against other casual players. His brother, like all fighting game enthusiasts, is unaware that there’s someone out there who doesn’t want to be a pro, and expects him to enjoy getting dunked on all day by someone who wastes his free time practicing a game. It’d be like a lady who goes to a gym just to have fun and get in shape getting fucking hooked by Mike Tyson. He’s not lamenting his lack of skill, he’s lamenting that his brother is so autistic that he expects inexperienced players to enjoy losing to him in a game that they don’t really care about.

I've played against that King. He's a faggot

LOL you got destroyed

OK

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holy shit, I'd be done for the day if that happened to me.

thank god your dumb ass isn't a game designer

play melty

>learned eons ago never go easy on someone because it's worse
>always try to give friendly advice and teach friends how to deal with my stuff
>no bants or nothing just casual conversation
>try to keep things simple on my end, we're talking Ryu Cr.MK xx Hadoken simple
>i'm not even that good in the first place
>I drop combos and shit a lot of fucking times
> I miss inputs a lot
>all this and yet my Hellsweeps which I whiff and miss the input 95% of the time are "bullshit"
>friends then stop playing FGs
Goddamit, I just wanna play fightan.

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Why are people so afraid of losing in fighting games? How else will you learn anything?

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I feel that doing 2K before the c.S helps me a lot, probably because cancelling from it gives you a little bit more time to charge. I can't even think of many situations where you would need to do only c.S(2) - S CR.

you honestly couldn't pay me to play fighting games
the last thing i want is to participate in a game that relies on you playing against other human players

tldr

I'm not afraid of losing, I just get so butt-devastatingly angry that it makes the winning not worth it.

>memorizing a few cheesy combos is hard
Fighting games aren’t hard, they’re casual baby shit for basketball Americans and stinky weebs.

I'm afraid of losing so hard I didn't learn anything other then 'Oh I missed blocking an overhead'

Just because it’s possible to be better than someone at something, doesn’t mean that something is hard.
Fighting games require no brains, it’s all just committing combos to muscle memory. Low IQ garbage.

Scrub quotes : the thread

The real reason people don't want to get into fighting games is the whole notion that if you keep getting your ass kicked, you will improve. That is complete bullshit. The real way to getting better is fighting people of your own level or sightly above and training a lot. People only say you should suffer through the beatdowns is because they want to get more wins for themselves and stroke their e-dicks.

Yuzu has some really cool shit

>Using the thumbnail without linking the video

youtu.be/AGrIR_jlLno

I can't get over nerves in fighting games unlike other games. As soon as the game starts I become a hamfisted retard with no idea what to do other than lose initiative and feebly block that's unable to execute anything more complex than a single special move, and even those can be dodgy if they're supers or something.

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Actual artificial difficulty.

Sorry we don't stay on top of every single game down to the soulless gacha spinoffs in an obscure genre we don't care about in the first place.

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Recently i started playing fighting games with a small group from my uni, and many of them rarely played 2D fighters and what some of them say after losing many times is that, losing just takes the fun away and doesn't matter how close the match was. That mentality is so retarded, thankfully there are 2 guys who are good and don't mind losing. Also the banter is great

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LOW

this is something that goes away once you get better, and you can just have fun going with the flow of the game.

Calling something shit when you don't know anything about makes you look like a retard.

Artificial difficulty exists in tekken where you have a 100 move movelist each of which indeed deserves its own input, but in practice you only use 3 of those moves, and everything else is a shitty gotcha that's only any good if your opponent does not actually know this obscure button that nobody ever presses.

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I didn't call Granblue whatever a shit game, I called it a soulless gacha spinoff of a soulless gacha game which it objectively factually is.

Execution is the easiest part of fighting games. Spacing, movement, defense, whiff punishing etc are the hardest parts. It's why concepts like Rising Thunder will never be popular for making fighting games "easier" because the number of people who have the potential to be top level players but are held back by their inability to do a fucking DP is so insignificant that it's not even worth taking about.

Well what can I say I didn't get better, at all that I could see, over a couple hundred hours of Xrd so I just stopped. I have no idea what going with the flow means in the context of a fighting game.

>imagine making that image

まだ入るぅ!!

Fighting games are simply hold back by gatekeeping. Inputs are hard to do due to design limitations, the difficulty is artificial in that regard. Why would any sane man waste thousands of hours to perfect movement that only has to be perfected because some designer took a big shit on the input theory?

Modern fighting games are like trying to play an FPS with a keyboard, except FPS evolved from that whilst fighting games didnt.

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Yeah man pad is the one true way in fighting game, arena shooters, rts, just everything really. Starcraft on pad when?

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This is why I'm excited for GBFV. It has no execution requirements and people are still going to get absolutely fucking annihilated because they suck at the genre

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read execution has never been hard. doing a DP is literally one of the first things i learned how to do when i started playing street fighter. hundreds of hours later i'm still a dogshit player.

people hide behind excuses no matter the genre
>DUDE THAT CHARACTER IS CHEAP
>WTF HOW DOES THAT HIT ME FROM THAT FAR
>FUCKING LAAAAAAAAAAG

You're the kind of person that always gets hit pressing buttons by a wake up DP and then says things like "that's so cheap, anyone could be good if DPs were easier to do"

Will
>Fighters are too hard wah inputs
Stuff end once GBV is out? Cause at that point people really have no excuse. They don't already with how many simple fighters there are, yet none of you pick up pocket rumble or fantasy strike. It comes off like the excuse if always shifting but has been corned. I use to see loads of bring back SC and Samsho cause they are easy. Yet both are back and complaints still come in.

Just seems weird to me that people can't simply say I don't want to. They need to justify to everyone, and themselves, why they can't play fighting games.

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not that guy but really? wow. i knew mikeZ aded the ascendhigher command to mimic SFV 8 frames of lag, but to add a character to mock another game's character is next level.

rising thunder existed and the answer was a resounding "no"

>and expects him to enjoy getting dunked on all day by someone who
Playing against better people is fun though, it is the best way to learn. Really what you are saying is you want easy wins and not have to think about your actions. If winning if the only way you have fun that means you do need to get over yourself. Fighting games are like a puzzle, you watch what someones does and then adapt. Don't even have to be good to get that part, just willing to try different things to see what works. Problem most casuals face is they only do 2 or 3 things in all situations and get angry that they aren't always effective.

>wastes his free time practicing
Why is it a waste of time if it is fun. This just makes you seem butthurt

I dont even play fighter. Also, nice sidestep on the issue of inputs being shit and unnnesecarily complez

Winning and losing don't teach you anything. Playing teaches you. I've never once improved any more by losing 10 times than I have by losing 5 times and winning 5 times. You could say that losing teaches you that you're doing something wrong, but winning equally teaches you that you're doing something right.

There's also this retarded mentality in the FGC that you just have to "take your lumps" and play dudes who are 10000x times better than you. "It's the only way to learn!". But that's not even remotely true. If someone's just obviously in a different skill level, you won't learn anything by playing against them.

You get better by playing people at or around your skill level. Playing against people slightly above you in skill is how you learn new tech. Playing against people slightly below you is how you refine your old tech. Playing against people at your skill level is how you learn to create an individual playstyle. Losing is worthless. The point of a fighting game is to win. If you aren't capable of winning, that doesn't mean you should go around losing even more to try and "learn" something. If you can't win, you should try to find a way to win.

youtu.be/izAcQdGUuYs
My first perfect ever in actual ranked match :3

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GBV will push people's shit in hard cause there is no comeback mechanic. At best you have a 30% extra damage super, but the winning player tends to build meter faster. The supers don't even do that much damage compared to some games. You really do have to win at the basic game, I beat so many people in the beta just using Kat's pretty limited zonning.

>I don't even play fighting games
>But here's my hot take on why they're made poorly

Get out you tranny.

I sure love spending hours honing my combos on training modes!

this but unironically, it's comfy

I disagree, with a few exceptions, they were long enough to be a big reason for why I stopped playing the game. It's not just that they're long, it's that you can get a long combo off of just a stray 2A or something like that with a lot of characters. I don't mind the length of the combos in something like GG, where they're generally shorter anyway, but beyond that, they also tend to require a counter or some setplay or something to get a longer combo, where a combo you got from a f.S or something will be shorter. UNIST doesn't feel that way and it can make it be a bit of a chore to play at times. Some characters, like Chaos, have their combos at a fine length though. There's also nothing like Burst in UNIST, and while I'm not saying UNIST should have that, it does make for something to keep in mind when you're being comboed in GG where in UNIST all you really have to do is wait until its over and be prepared for what you'll do next.

there're fighting games that require next to no complex inputs, hell, there's fucking Divekick. People just can't stand losing on their own and concentrating on improvement, the ADHD underachievers you knew at school don't vanish into void after graduation. I know this is containment board, but you people are double retards.

Too bad its almost impossible to match up with people at your skill level unless the game is extremely popular.

It's funny you'd say that, because Veil Off is a pretty solid universal reversal, while Guilty Gear Burst sucks donkey dick, especially in comparsion to Blazblue burst. Half the cast's bnb doesn't have a good burst point.

Veil Off totally sucks as a defensive mechanic in comparsion to melty heat, though, especially C-moon heat.

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it's technically an infinite amount of seconds

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Bunch of fags.

There are only two accesibility problems with fighting games:
1) Long combos.
2) Low skill transferability from one character to another.

The problem is... if you try to solve these, your game ends up lacking depth, so you lose the hardcore crew.

>long combos
Beginners don't always have to do their situational optimal combo for 5% more damage, they can just use their BnB and win off their fundamentals

>Fighting games are about the journey of self-betterment and achieving mastery.
You say that but fighting game faggots have been one of the biggest scrubs I've ever encountered and/or seen.

>you do the same input three times in a row and get different results
if you get different result you made different inputs, simple as.

Only online. People at local tourneys aren't spastic manchildren

Yes and no. In Tekken 7, for example, that won't do it. Also, some characters are balanced around their optimal combo damage.

Yeah, but it being a universal reversal doesn't change the fact that it does nothing once you're in a combo, it may help you avoid being in a combo in the first place, but I was just talking about how it feels once you're actually in the combo, where you're given something to consider in GG but nothing in UNI. I wouldn't say Burst is that bad anyway, of course it can be countered, but it's a big help when you use it effectively, and I'd say that it can be countered just gives you something else to consider when you're being comboed rather than just letting you autopilot and always be able to Burst whenever it's available.

With all that said, I still don't necessarily think that UNIST should have a mechanic like that, there are benefits to just letting someone be rewarded for being able to get a combo going without adding that extra layer of giving the person on defense have an opportunity to get out of it, but it's still a mechanic that allows you something to think about when you're stuck in a combo in GG, and thinks like some combos having bad burst points, or OS's to block or throw a burst are just things that give you more to consider when deciding if you should or should not Burst, which I like and think it makes the game more engaging in general than something like UNIST where I occasionally feel like I just have to sit and do nothing until it's my turn to play.

Unironically this.
Fighting games are hard because a good player that has practiced will beat a bad player 10 times out of 10. They're hard because you can actually become good at them. also because the community is small so its a bitch to find people around your skill level to learn with.

>1) Long combos.
Not every fighter does, arguably most don't and still have depth. ST has very short combos

>2) Low skill transferability from one character to another.
Half truth at best. Ability to do inputs and use of universal systems is very transferable. And many games lean heavily on the universal system side. You could pretty much go between any character in samsho and play their most basic game with no practice. If you mean you can't hope from one character to the next and be an expert that is true, but that would mean every character plays the exact same way.

I tried to get my IRL friends into fighting games to no avail. I just can't dig alternating between getting bodied online, grinding 0player training mode or what have you, then repeating that process ad nauseam. So I just stay away from the genre and pursue other hobbies.

>In Tekken 7, for example, that won't do it.
Yes it will. Posts like this always assume it will be you at a low level against another low level player who can magically do 110% damage. You will both just be doing the basics

lol, not even close to the complexity of RTS shortcuts

Only fighting game my friend wants to play is killer instinct on super nintendo.

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but that's not a bad game, user, even though it's not weeb, that's far better than mortal kombat or being a teken dudebro

Cope

No.

Why is Yea Forums so salty bout fighting games? It's kinda funny actually.

then you don't have time to play a game

Most games let you progress from a casual level of commitment while still having fun, letting you increase your level of commitment and the reward from doing so as you get sucked in and want to play harder. Fighting games demand an immediately high level of commitment to get anywhere at all unless you get into them with a network of people in the same boat, like if you're all noobs going over to a friend's place every Thursday to play.

When a Kazuya main is in doubt
...
>Left + Down, Left + Forward
DORYA!

Then play Fantasy Strike or Granblue

*Forward is jokingly Square

Or just triangle

>fighting games are about combos
combos are just the starting line. the basics. once you learn your combos you can beat other beginners simply because your damage output is higher, which heavily skews the risk/reward balance in your favour.
but beyond that? you won't even get to do your combos because people can actually defend. and their pressure will also be more complex and unreadable to you.
>muscle memory
if you can't adapt constantly you won't be able to keep up against stronger players. you might do decently at first but then you won't ever win again. unless you adapt, that is.

TLDR; you're retarded. you don't even have the slightest idea about what fighting games are really like.

Those still demand a high level of commitment because inputs were never the hard part about fighting games.

That webm is sick

youtube.com/watch?v=xHdtUFONbJk

good shit kolinbro

Maybe its because their favourite streamer hyped them too much about the game that they can't take criticism.

youtube.com/watch?v=vIWio6p9wbs
thoughts?

I just realized that Evo is in couple of days.

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Okay so we are at the point of learning anything is too high a commitment. You're asking for 0 depth, the idea you might need to move your character to the best position is too much

Real chads train the moves in live match online.

That's the point
>capcom just a small edit to cammy and call it decrappy
>mike does the same to spite them and giving fukua a joke ending to nail the point across

>look, if you ignore the fact that it uses shitty bait thumbnails it's totally a good video
No. You can judge a book by its cover on Youtube.

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everyone can win

>that framerate
DUDE

Can never tell if kikez is based or petty in a really sad way

Yeah, just like Anna players...

>Artificial difficulty
Who the fuck calls moves as artificial difficulty, this is like calling basketball players cheaters for doing a crossover against someone who doesn't know how to deal with it.

that'd be fine if there was less of it and it was universally applicable across matchups, but in tekken there's just so much fucking shit you have to memorize, not even talking about strings for each character really

I'm not asking for anything. I certainly wouldn't ask for a dumbed down game and I think exercises in input simplification like Rising Thunder and so on are pointless if not harmful. I'm just pointing out why fighting games are more contentious than other genres which are still highly complex. Because fighting games frontload their complexity and demand more from players up-front, before most of them actually like playing the game enough to try and meet those demands. There simply is no such thing as a casual-friendly fighting game.

>while Guilty Gear Burst sucks donkey dick, especially in comparsion to Blazblue burst
yea thats better you can actually bait bursts in guilty gear so you have to think about when they'll do it and they have to think about the best time to burst if at all. Blazblue is basically just a jail out of free card unless they're like relius or nu. The series used to have reasonable bursts but the kept speeding it up everytime, now you just have to use overdrive if you don't want them to burst which requires no thought at all.

>playing 3S on a cab in 2019

This is the most hipster Yea Forums cunt shit i have read all week

What I recall (while maining kazumi and miguel) and I have not played or followed in a while that basically everyone is viable but the differences are that some are more viable than other on basis of dmg combo execution difficulty and other tools character has on normals etc. You could say that "well those apply to all fightan games" but to me its more that you can specialize on "less viable" characters and still go beating tournaments look Rangchu with Panda.

I fucked up guys, they told me not to search for "Asuba Bawana" on YouTube and I didnt listen.

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+R bursts are fine by me, Johnny being unburstable without even trying to bait anything is pretty gay though.

I guess I wouldn't mind baiting bursts in BB being a thing, although,
youtu.be/tLs3dCxfz6o?list=PLDopakYbBerRndoBUtv90bbjkHu--YZNo

BASED
Can't wait for UFC 4 and fight night rounds 5

its better than 360 because theres no jump

>literally no one serious about 3s will play on anything but a cab

Im so glad i dont buy into the 3s meme shit, i really am

Why do people cry about that Hitbox/mixbox and the hitbox crossup? Is it literal retards who don't understand that you should always use the best peripherals possible? There's a rason people don't play CS:GO with a pad, or you play racing games with a wheel (direct drive)

>Because fighting games frontload their complexity and demand more from players up-front, before most of them actually like playing the game
Yet we eliminated the main way that is an issue, execution. What is so demanding up front in the games I mentioned?

What front loaded complexity does fantasy strike have? You can't crouch, break throws by doing nothing and I don't even think there is a dash. Is just your buttons doing things and can't be mashed too much? Cause then any game is.

it only demands coordination, reflex, perception and sometime anticipation
no strategy
no ressource management
no long term planning
in other word : no intelligence
fighting games are like driving a car

I think it just takes too much efford to be good and enjoy them. If I were to take the fighting games seriously, the first thing that comes in my mind is "Why am I learning how to seriously play a game when I could be learning an actual useful skill?" The efford to gratification just isn't there for most people. It's a real life skill efford just for video games.

Fuck off Chris

>no strategy
>in a fighting game
Damn I bet you get blown up all the time

>no resource managment
Play a better FG like

if you're up against cpu maybe, and then the car is very shitty

>Why am I learning how to seriously play a game when I could be learning an actual useful skill?"
The same is true of playing any game, or most hobbies. Why are you on 4channel right now?

>no strategy
>no ressource management

Why even post bait this late in the thread? In probably the only person who will even reply to you.

based oro player. he's the reason i've been enjoying third strike as much as i have recently.

This is not the hard part for me. It is more about visual overload for me. I seem to do a lot better with 3d fighters compared to 2d and anime fighters that have a lot of effects and colors going on. Is there a way to get better at seeing stuff?

Because I'm relaxing right now, blowing away some time until I have to go to work. Learning a fighting game isn't relaxing, it's a study. It's not just a video game, it's a skill you have to pay attention. I rather use that time to learn how to play the guitar.

Everything about FG fundamentals is hard. Execution is the smallest part.

In general you should be looking at your opponent's character rather than yours, but confidence in where you are going and where you will be comes with experience, I guess. You're also looking for specific cues, like on-hit animations, which is probably most of the visual overload you're talking about.

On-hit animations are super-important for confirming, games without those, like Injustice, usually end up having it pointed out as an issue.

>t. dweeb who thinks the Ulti-meter in Overwatch is "strategic"

>Because I'm relaxing
Wasting time just relaxing? That is no good, you could use your free time to be learning a skill. Go read a book or learn an instrument. Lots of people do that to relax. Unless you're a brainlet and learning is so much work for you.

shit bait

Lain is a crybaby bitch and baron has a history of making people seethe with his netplay tactics that they can't adapt to.

it didn't end when divekick came out they'll just find another excuse

TIER

>listing to podcasts in training mode

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DOG

I agree with this

There are two types of people in this world: one who takes an asskicking and is driven by the constant abuse to get better until they can crush their opponent. The other shrivels up into a ball in the face of defeat and humiliation and quits. Looks like you are of the latter s.oy variety.

I'm with you here. Don't get me wrong, I love me some UNI but getting a 15-hitter out of a 2A is just awful. I mean, 2A combos should be the ones you pull off as a form of getting out of pressure, so a simple 3-hitter into a knockdown would do it just fine.
That's why GG always seem like the most well designed fightan for me, everything has a reason to be there aside from jump installs and neutral YRCs and doesn't allow you much out of a low-risk 2P.

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For those wondering what the source is about:
>Fat ugly blob uses mind control to cuck all the males in schools and rape their girls
Imagine if that happens to you

>have to look for it with nhentai's shitty search system
Wanking is a goddamn pain in the ass now that the panda is dead

Fair enough.

Interesting. Yeah I do sometimes look at my own character still but I am getting better. I actually was pretty decent at injustice. When the game came out I won a small tournament on my dorm floor, and playing at the tournament was the first time I played the game.

input barriers arent skill tho

smash is deeper than most fighters because it has analog physics and inputs instead of digital ones

That's sort of a frenchbread thing, present in melty too, that hitconfirm gives you a better combo than a confirm from a random poke. Its combo theory revolves around A hits adding gravity. In general in melty, combos starting with normals give you damage, but combos starting with 2aa give you knockdown and oki, and if you can be really optimal, they end up doing just as much damage. The difference might be that melty not only has less hitstop, but also has the reduce damage mechanic, so at least you're not bored while being comboed, and get to play a rythm game with oppo.

Obviously in an arcsys combo theory any number of additional hits reduces untech time significantly, so jabs in combos are bad if you're not named Chipp. Unist sort of uses a combined system, but it ends up being more former than latter, and certainly ends up being pretty unintuitive outside of combo into launcher, aircombo, land in such a way that you can still juggle, and try to kd somehow from there.

I don't know what you're talking about because jabs prorate your combos damage even if the knockback isn't enough to make it short. It works the same way as in BB and GG.

you should be looking inbetween your opponents character and yours. i remember someone using eye-tracking to monitor a pro player while playing and that being the result.

Cool that is interesting I will keep that in mind. Thank you!

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that thread was great

based

>implying that different types of inputs didn't form the core of the SF2 class system

im a smashfag and even i can see the difference between shoto trad and charge characters

how can they add interesting defense that isn't subsystems or already done in smash

lol fuck off.

there are methods of play more obtuse than the oFGC methods , like claw gripping psps and keyboards for mmo/rts, but few games have any input barrier at all

You could try to argue wiimotes and get told to fuck off though

you have to be a literal vancian wizard to play fighting games and master somatic components to play

Yeah, 2A routes are certainly weaker than any other starter but what annoys me is the length of these supposed abare combos. If they're not supposed to deal as much damage as big starters, why allow them to be stretched out so much?
In GG, the only characters that can squeeze out that much out of a 2P without burning meter is Johnny with Mist Finer 2-3 or maybe Jam with the overhead card but both of them require you to have some kind of advantage beforehand.

yeah i feel like the arena shooter meme died with the hero shooter, and we will never get it back. Why am i confident in this? no one pvps in warframe

RTS is pretty peak but also a dead genre

my favorite skill based genre is epic level wizard duels in dnd 3.x

most games don't demand hours to learn the basic

people can win tourneys on keyboard, on steering wheel, and on controller. keyboard is very similar to stick smashflash shitter

also stick is lame but good for ur wrists I guess

Peak brainlet comment

dafuq is gbv