Are fighting games the least rewarding and enjoyable genre of video game to play?

are fighting games the least rewarding and enjoyable genre of video game to play?
memorise and repeat. memorise and repeat.
you literally have to act like a mindless zombie.

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nice try

Yes. they are basically shmups but shmups are fun two minutes in and have a good difficulty curve

it's true though...

this describes every video game ever
learn, memorize, execute

Its memorise fight win repeat memorise fight lose analyse fight lose analyse adept fight lose break fightstick order new fightstick analyse fight win repeat

You memorize shitposts and continue to post them on repeat here, so you tell us if its rewarding.

i mean that's not why fighting games are shit. They're garbage because you have to practice for way too many hours to able to enjoy the game

To be good at fighting games you basically have to been born poor and you'd have to be to stupid to know how to pirate games, meaning as a kid you'd only have a hand full of games you'd play over and over because you couldn't get anymore.

Is it normal to have a hard time adapting during a set? I literally tell myself out loud to stop doing X and then I do it again even though my opponent is punishing it. It's only after watching replays or even thinking about it in retrospect that I seem to learn to undo bad habits, but why can't I just adapt mid-fight? I feel like a retard who's just not cut out for fighting games :(

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That's every competitive thing ever.

because muscle memory

fuck. so that means the more you play fighting games, the more you can end up playing them wrong and then have to spend even more time relearning how to play them right?
fuck.

You can play any online game casual and have fun. With fighting games there's no way to do that because they're always dead and the pairing system goes to shit.

it means you have to stop autopiloting at the wrong times

Fighting games are some of the only games you have to look shit up all the time otherwise you get instantly bodied.

Like if you are playing a low tier that has a 7f jab while some characters have moves that are -6 on block so you watch other characters punish shit that you cant with no idea why.

And thats just the start.

>are fighting games the least rewarding a
yes

>practice for hundreds of hours
>still lose to some gimmicky 50/50 shit you've never seen before

It doesnt even have to be gimmicky, could just be an unreactable high/low

if I try to never autopilot I end up overwhelmed and can't even think, and then it gets silly how much my opponent toys with me

yomi bro

You can with a fighting game too if your opponent is also a new player. The issue you point out can also happen with other games, even worse if its a team of shitty players vs competent ones with happens often.

it doesn't mean you should never autopilot but rather adjust as needed.
if you get fucked up, take a short break after the game, reassess everything and only then continue

it's time to become a better player, this is the first step toward improvement

I can't think of another genre that rewards you more for improving and getting better.
Though the better you get the harder the game becomes.

You don't need to learn that unless you're ready way more than competent and said knowledge is only useful on very specific circumstances.
Tekken is the only one qhere frame data is particularly important and not just another layer in which some players can specialize in.

*already

I don't know how to type the noise she does.

>take a short break after the game, reassess everything and only then continue
I'll admit I need to do this more. I tend to smash my head against a brick wall with fighting games.
thanks for the motivation

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no, they are the most rewarding games to play. they are pure gameplay, very little downtime because no cutscene or exploration bullshit, just the thrill of the FIGHT.

Most of that can be gauged by just looking at the speed of the animation. In most 2d fighting games cancel options and pushback are bigger so the scenarios in which knowledge checks based on frame data occur are rare. Sf5 is the outlier in this regard and even then you can get very far without learning specific frame data and obsessing over it will get you killed if you're not good at the fundamentals first.
Even in 3d ones you have options like sidesteps that makes focusing way too much on frame data detrimental since being predictable will get you killed, Tekken would be the exception to this but Soulcalibur, DoA and VF have mechanics that make reading your opponent more important than frame data.

You will always have shit like this in which you can get some extra advantage from studying numbers and math like stuff like items in mobas, spread patterns in CS and weapon stats or pretty much everything in an rts.

I’m the opposite I do worse in short sets like ranked 2/3 but give me a 10 game set and I usually make the opponent my bitch by the end unless the gulf in skill and experience for that game between us is pretty big.

how do I learn this power?

NYIGGAH

It's the most rewarding for me.
If you can apply the same sequence of blockstrings into combos, you're probably fighting beginners or the AI in which case yes, I would agree with you.
But why would you be into fighting games if you weren't fighting people the same level as yourself?

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For me its the most rewarding, the rush you get from a fighting game is far more interesting than other videogames, I prefer going to extremes so I either watch a movie or play a fighting game, anything that's in the middle is just boring to me except for Yakuza

I just block and try another button lmao

>he doesn't know having an exact 6f jab can be bad if you are a masher
>he doesn't know delay tech to frametrap
>he doesn't know spacing traps with pushback

I'm going to give you a tip on how to improve fast so you get past the beginner learning curve
Literally join a casual match and hit the rematch button 100 times, you will lose it all, then pick the same character your opponent used and try to do the same shit it did to you 2-3 days later
Congrats you now learned how to play a character on a basic level now just play more so you understand why these things were used

you don't change your offense or strategy or anything else? well shit alright I guess.

I don't want to play other characters. I like MY character.

once their flowchart gets hit by a single button they go
>oh shit
and now they are out of autopilot and the match becomes chaotic again

i see.
i've been on the receiving end of getting downloaded except it was an oki setup I couldn't handle (until I learned about fuzzy guard, that is. but that was long after the set was over)

fuzzy guard does not work with oki because if both (or more) options are proper meaties they'll hit at the same timing

Then literally go watch better players who play your character and copy their habits instead.

it kinda works, fuzzy guard is alternating between high and low guard right?

I do though :( their habits are hard to copy.

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>their habits are hard to copy.
Yeah that's why the 100 loss streak experience imprints these habits pretty fast

>I do though :( their habits are hard to copy.
But it'll be faster than you trying to figure it out yourself

just copying behavior isn't a good method imo.
rather you should try to understand why they do the things they do.
furthermore beginners may not even understand some of the shit going on. overall the best method is actually asking opponents for proper feedback after the match. or even better ask someone to analyze your replays

>fuzzy guard is alternating between high and low guard right
correct and it relies on the assumption that both options hit at different timings
if the oki itself is a mixup then you cannot fuzzy guard it unless one of the options doesn't hit meaty because like I said if both options are meaty then it means both hit at literally the same frame

>furthermore beginners may not even understand some of the shit going on. overall the best method is actually asking opponents for proper feedback after the match. or even better ask someone to analyze your replays
I'm assuming user's chosen character isn't being played enough online for him to actively learn as you suggested

oh i have losses, not a 100 streak though unfortunately
true, but I meant the really tight pressure strings are hard to execute, with strict timing and microdashes and FRCs and all that
correct, jab > GS isn't meaty but it's hard to react to overheads for me.
I play for at least an hour or 2 almost every day, pic related

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wait no I read your post wrong. i'm still confused about when fuzzy guard works or not. if the overhead is fast, what's wrong with blocking low, moving to high for a second and then back to low in time for the next low if the overhead didn't come out?

depends on the setup, a true high/low 50/50 is surprisingly hard to get outside specific setplay, though obviously it depends on the game and character and some like Millia just get it completely for free
But even in an oki heavy game like Xrd quite often you can go lab the timings of the various options and then just react to the first thing they do and you can cover two or three mixups just by knowing their options.
Like the most basic Xrd oki is just knockdown, jump in, then either meaty air button, land and meaty or slightly delayed low, or late airdash for a delayed high. Once you've really got the game experience down you can cover both the meaty high and low by timing your block switch from high to low with a couple frames after they land, because if they want to meaty low he needs to land at least 6f before you wake up in order to finish the startup of 2K, so even if they hit on the same frame you switch blocking earlier for the low, and then switch back to high in time to block the late airdash because it can't come out until several frames after the meaty would hit because you can't act out of airdash immediately.
Of course there's counterplay to that, the most obvious is just doing 2K>2D to catch the fuzzy stand block, and you can time the 2D and late airdash normal to hit on the same frame which you can't fuzzy, but then you're constraining their options and meaning if they want to be able to force you to try to react to airdash startup they give up meaty and safejump on the high option and will lose to more reversal options.
And there's like dozens more layers on top of that when you start considering those reversal options.
But none of that is shit is stuff you should actually be thinking about, and even most really good players don't bother to really map out the interaction flowcharts, they just form an intuitive understanding over time and with a shitload of experience. And simply knowing what your opponent is going to do is always best.

I'd say sports games are even worse, based on them simply being objectively boring as fuck.
Racing games are an exception, but only if you can take proper advantage of ramming other cars or using weapons.

>But none of that is shit is stuff you should actually be thinking about, and even most really good players don't bother to really map out the interaction flowcharts, they just form an intuitive understanding over time and with a shitload of experience.
so my "bash my head against the wall" strategy WASN'T wrong?

>sports games
I'm inclined to agree. FPS without fun core mechanics or fun gimmicks also bore me.
And I agree about racing games as well, they need something to spice the formula up.

>so my "bash my head against the wall" strategy WASN'T wrong?
Only if you actually learned something from it.

>learned something
very, very slowly.

depends, if it's working it's good
But like with everything the more different resources you can take advantage of the faster you'll improve.
You'll figure shit out through pure trial and error eventually, but you can make the process a lot faster by actually testing and implementing a response. Watching your replays and using training mode well is one of the most valuable things actual pros do that most players don't bother with. Relying on your opponent to do the thing you want to test against is a lot less efficient than just making the bot do it over and over.
But you need enough foundational understanding to make training mode useful in the first place. It's for solving specific problems, not just sitting in for X hours until you suddenly unlock "good." If you don't know exactly what you're practising and how it's going to help you improve, you're better off playing matches until you have something to work on.

Good fighting games are autistic RPS, though.

best I can do at the moment is watch my replays to analyze mistakes and read my opponent's inputs or test options to something I got hit by with +R's replay system, so I guess I'll just keep grinding matches.

what you're mentioning is not really a setup it's just a regular mixup that Ky can throw out at any point in his strings. desu it's not something you need to fuzzy, GS has a really fucking distinct visual cue so with practice you'll learn to react to it.
also the risk of fuzzy is that if the opponent calls it out they can blow you up for it with delay low

well I play aacc so I get to experience 50/50 oki decently often

I will learn to react to it then.

I just don't like learning combos inputs as if it was my multiplication tables
That's why Smash Bros is the most popular fighting game, you just learn what buttons do like normal games