What are some fighting games that are the perfect mix of fun and skilled play for beginners...

What are some fighting games that are the perfect mix of fun and skilled play for beginners? I want to play a fun fighting game but don't want to autistically memorize button presses

Attached: xc2 cutie.webm (604x650, 2.96M)

I'm not sure they exist, user. Or I'd have likely found one already.

Koihime Enbu or Samurai Shodown

Attached: ss_852617c775abd38da916fd744f85f4752e1b29db.1920x1080.jpg (1920x1080, 728K)

Mortal Kombat & Injustice are very easy to pick up and do combos.

Skilled play kind of comes with stringing complex inputs though

>don't want to autistically memorize button presses
Don’t play fighting games then

Soul Calibur series is a good place to start imo. You mostly just need to learn highs and lows, mixups, etc. like any other fighter but you can have a lot of fun at low level play. I did for years.

Attached: __amy_sorel_cassandra_alexandra_chai_xianghua_hildegard_von_krone_isabella_valentine_and_others_soul (1772x1252, 822K)

>autistically memorize button presses
Give up now. Your mindset is all wrong if you've already set a limit to what you're willing to learn. "Frame data is too autistic. Match ups are autistic. Practicing inputs is autistic." The learning process, and improving, are some of the main draws of a fighting game in the long run. Understanding new tech and how to get better should be as exciting and fun as winning itself.

Attached: 1532718910783.jpg (428x1272, 157K)

Actual skill in fighters is all about neutral, positioning, and knowing+reading your opponent.

Dude, you should start fighting games like most kids started back in the day. Get Street Fighter 2, don't be ashamed to play in the easiest difficulty and just beat the game while learning the basic movements.

>fighting games
>fun

>What are some fighting games that are the perfect mix of fun and skilled play
>I want to play a fun fighting game but don't want to autistically memorize button presses

they make every new version of a game baby shit for people like you and you still don't want to learn shit. fuck you you're the reason fighting games are so garbage right now.

Fighting is a garbage genre.

Sounds pretty autistic.

What is a good genre?

hey man, i'm not knocking the people that want to dedicate themselves to getting better. It's just not for me and i'd like a game that's fun to get into that doesn't only rely on memorization

I've been down this road user. I respect the hell out of fighting games but I just can never get a handle on them, or at least bother to.
My recommendation is to look into 2d brawlers and slashers, the good ones are forgiving enough but challenge you at just the right pace where you can practice through your gameplay and you're not taking a ton of time out to get combos memorized or anything.
I'm autistic so I like old indie titles like Ragnarok Battle Offline. It's got neat systems like additional frameskips and move repeats at intervals on stats that you assign, it's an interesting look at those sorts of optimizations you see in fighting games.

Attached: rboshot-014.jpg (1030x793, 304K)

Kamen Rider Chou Climax Heroes for the PSP

Attached: maxresdefault (1).jpg (1280x720, 165K)

Unironically Soul Calibur 6. Despite general consensus considering it to be a B tier series next to Tekken and the popular 2D brands, I honestly think SC6 is one of the most welcoming traditional fighters on the market and shouldn't be glossed over if you're literally starting out.

The game has easy execution for attacks, and hitboxes are clearly visible (ie: weapon ranges are understandable). Combos are limited and short, and can be learned very quickly...leaving the majority of your time to be spent actually understanding the neutral. The game isn't overwhelming in its systems like your typical anime fighter, and movement doesn't require any execution like tekken. Frame data isn't as essential until higher levels, unlike SF5 where it defines the close range game.

This all means there are less barriers to stop you from engaging in the mind game aspect of fighters, which newer players tend to favor. It's a great place to start before experimenting with the premier competitive fighting games.

Finally, if you find that Soul Calibur asks too much from you with memorizing controls and inputs, then 'traditional' fighting games maybe aren't for you, outside of niche quasi fighters like Divekick, or low level play in various 'platform fighters' (smash clones, etc). It is what it is, I won't judge.

Not the fighting genre. It's a bit antiquated, but as a result of it's cult following, that's likely never going to change. Rote memorization and recollection will always be par for the course for fighters.

Anything that can be properly enjoyed alone

Try Smash Ultimate. Execution barrier depends on the character you play, and it's quite low compared to other fighting games in general.

I don't get what your criticism, yes it's a genre where your skill matters, but what's the problem with that?

You can have fun fighting the CPU with different characters and variable difficulties to your liking.

Memorization =/= skill. To even gain access to high-level play in fighters, you have to have memorized and perfected your combos so that they are second nature. You also, arguably, need a large degree of hidden game knowledge (hitboxes, iframes, etc) and metagame info (tierlists, best matchups, etc.) to do your best. It's not a traditional game, and these types of things would not be acceptable in other genres. There's a reason fighters are niche (not counting Smash).

Those are deep stuff for die hard fans and competition level. For fun? You can hit up most fighting games and duel fine.

I'd go with Samurai Shodown.

Attached: 1561832530502.webm (406x426, 2.65M)

All that shit exists in literally every competitive video game in some form.

The problem arises when a player doesn't feel like they're playing well. In most fighters, without some degree of additional knowledge and practice, it feels like you're constantly misplaying, which doesn't feel good to say the least. Add in the online component, and without a large playerbase and good matchmaking that issue is just exacerbated.

the superior 3D limb based combat of Tekken of course

easily understood and features some real life martial arts

as always spacing/footwork and all that make sense too very easy for pick up and play

Super Smash Bros sounds perfect for you

Samsho is probably the only fighting game with short combos that focuses heavily on neutral play with an actual playerbase right now. If you want an anime alternative, then Koihime Enbu is the best choice, but Koihime Enbu is deader than dead.
I recommend waiting for Versus to come out. I played the beta and it's pretty much exactly what you're looking for.

Attached: l_l.png (407x511, 238K)

Sure, but not to such a degree that it does in fighters. Take arena shooters (CS:GO, Quake, Halo, TF2), for example. You don't have to practice jumping, switching weapons, pulling the trigger, or throwing grenades. It's a simple and intuitive interaction. You can immediately jump into learning game knowledge and improving your aim. In contrast to a fighter, where you have to memorize lists of combos and complex inputs before you can even begin applying them in ways that make the most of your game knowledge.

Is G3-X in it? No G3-X no buy, thems the rules.

In this current gen of fighting games, it’s all about who formulated better flowchart.

>I don't get what your criticism, yes it's a genre where your skill matters, but what's the problem with that?
Why would I want a genre that boils down to an autism contest?

user he asked for a fighting game

We know, but he didn't specified if he wanted a 2D or 3D one. Smash is 2D.

>where you have to memorize lists of combos and complex inputs before you can even begin applying them in ways
This is completely false though. All you need starting out even in games that are considered hard, like GG, are some basic confirms into knockdown. Practicing difficult optimal shit when you don't even know how to land a hit in neutral is a huge waste of time. That's like saying you need to go into bot games to practice last hitting in DotA, or rocket jumping in TF2/Quake until you got it down 100% before you even go online in those games.

Wait, wasn’t Koihime a porn?

Why would it be autism contest? Why do you assume your opponent know all that shit? I’m a filthy diamond rank in sfv and there are bunch people at my rank playing like they are double dribbling a basketball.

>practice last hitting in DotA
You do have to do this before you start playing though. Fortunately it's an easy to grasp concept (right-click at the right time). Same with rocket jumping. It's easy to rocket jump. Using it effectively (game knowledge) is the hard part.

literally the entire point of samsho

>even in diamond people don't know how to play
You're not making a good argument here

>tfw started playing BBTAG
>The only thing it did was that now i want to play UNIEL
Really ticks the clock

/thread

Just because you struggle to do combos doesnt mean theyre autistic. Means youre not cut out for fighting games. Only a small portion of the population is. I tried to get dozens of friends into them but they just couldnt do it.

I think the only problem with fighting games is that there’s too many layers of fundamentals to go over. It’s mostly psychological stuff than mechanical. Shit like tunnel vision, conditioning, anticipating, reading, etc. To grasp the whole concept within each round messes up the flow. Moba have very straightforward plan, just stat checking your opponents by farming up and having more item/exp.

Stay shit, faggot. If you cared to be decent at the game you'd apply yourself, if you wanted to enjoy it casually, you'd just do it instead of pretending you know what's best for others playing the game.

If you don't care, fuck off. It's simple.

And doing combos is literally pressing buttons at the right time, how is that any harder of a concept? Shouldn't take more than a couple of minutes to learn some basic combos in most games. The hard part of comboing doesn't come from the memorization part either, it comes from being able to confirm into them on a whim from stray hits, deciding what combos you want to go for (positioning, setups, resets, damage, going for easy/hard ones etc) which you learn from playing real matches, not in training mode. I don't understand why you'd think fighting games is some sort of outlier in this case. Quake is really difficult mechanically for someone who's never played an FPS, and mobas have ridiculous amounts of knowledge you need to mash into your brain before you can consider playing at high level.

I bet you got stuck here

Attached: 1568918457663.png (226x223, 5K)

The idea that combos are the core of fighting games is a huge misconception that shows you don't really play them and you're talking out your ass. Basic combos are easy to do, the fundamentals of fighting games are centered around the neutral game. It's way more important to know how to guard, approach, and punish than it is to know how to string a combo together. All you need to start is a short string and a meter confirm.

I want to play a fun fighting game but don't want to autistically memorize button presses
You don't want to play a fighting game.

Every game has easy fighters to learn. Street fighter zangief is extremely easy to learn as an example.

I tried Fantasy Strike. It's easily approachable and all character are quite viable, but god damn it's soulless and barebones in many aspects. Also, as we are in Yea Forums, might as well "warn" you that many characters keep babbling about how terrible it is that baddies persecute one character for being a lesbian.
Bonus points for actually solid netcode though.