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Look at this fucking board >>>/bmn/
READ THE RULES https://zzzchan.xyz/v/custompage/rules.html


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The old thread hit the reply limit.  We often talk about our experiences playing fighting games, but let's kick off this thread by doing something a bit different and talking about fighting games we'd like to make, or changes we'd make to games that already exist.  Tell me your autistic fighting game idea.  Rosters, mechanics, visuals - everything.

Imagine your favourite fighting game:
>What's the best thing about it?
>Why isn't it perfect?
>How would you change it, if at all?
Imagine your most hated fighting game:
>Why do you hate it?
>Is there anything good about it?
>What would you change so that you didn't hate it?

News:
>Melty Blood Type Lumina
The game has released.  Shielding is strong.
>Guilty Gear Strive
Patch 1.10 is out.  Big changes to buffer windows, air gatlings, frame data, and various special moves.  Full patch notes: https://www.guiltygear.com/ggst/en/news/post-1387/
>KoFXV
Heidern is the latest character announced.  The game will launch with 13 teams/39 characters, 300+ songs in a jukebox mode, and some new battle modes (like drafting which guarantees 6 unique characters).  It will still have the usual story and arcade modes.  Gameplay and more information: https://yewtu.be/watch?v=QLJ0wcGGMFg
>SFV
The final character will be series newcomer Luke, who will also play an important role in SF6.  No gameplay footage yet.
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Some news to add on: KOF98UM rollback beta has started and previously you can now officially play cvs2, mvc2 and tons of other games on fightcade2 now.

>cont. from last thread
Sol was more like slightly reworked and is still quite strong despite the nerfs
his nerfs are
>5k is 4f (noticable in zato pierce gaps & prc'd c.S garuda impact as examples)
>proration on some special moves but it's very minor overall, you're still gonig to be 2 touched anyways lmao
>6p does not wall bounce, instead you use other routes like br loops or night raid vortex stuff, etc.
>wild throw prc os is gone, every other character including their normal throw &

specific buffs/rework
>the new br manually gives control over the followup, allowing for even more combo routes and gimmicky 'frame traps' with it
>reload-like br loops (br into 5k), although you don't have to tk
>you can intentionally br one hit for a wall splat then easily clean hit super
>BB actually counter hitting

>patching in gatlings back
only for air gatlings and it's limited to j.S & j.H into j.D, with additional jump cancel & air dash cancels properties onto almost everyone's normals which is kind of retarded

The patch is kind of nice but the game still has some retardation. Play +R instead.
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>>89669 (OP) 
I just want to say 21 is cute even though I will never play the game she's in.
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Halfchan's tekken 8 "leaks" claim a lot of retarded shit.

>removing Heihachi
>reming diablo jim AND jim in favor of a new fused character
>remingLars
>2 Jacks when Jack's already niche
>adding SC6'S rps mechanic no one liked
>adding guest characters even less relevant than Noctis and Negan

At least make them credible, or make poorly edited pictures of sans undertale and doomguy in tekken.
>>91322
>reming 
I had a stroke please understand
Replies: >>91329
Man I much prefer sultry MK9/X mileena over chink with sharkteeth Mk11 mileena.
Probably shouldn't be saying this in the fighting game thread, but can't Netherealm drop the shitty fighting games and make spinoff games based on the MK universe? I want my titty ninja dating sims, I want my Shao Khan warlord sim, I want my Sub Zero MGS clones or cuhrayzee Johnny Cage movie games where you have to be stylish to produce better and better action scenes for your movies.
>>91323
Sounds like it.
Replies: >>91361
>>91322
>cuckchan
>"leaks"
Why did you even bother reading them?  Someone makes a retarded greentext on there for every new game.  As for Tekken 8, it would make no sense for a bunch of Japanese bean counters (especially the ones at Bamco) to make huge changes to the game.  Tekken 7 has been an enormous success for a very long time and made them shit tonnes of money.  Rocking the boat wouldn't accomplish anything except to destabilize a sure source of income.

>>91329
Motor Kombat would be fun, although the continued popularity and literal millions of normalfag garbage eaters ensure NRS will never need to do anything but alternate between cucked MK and grey Injustice games ever again.
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>>89669 (OP) 
>fighting games we'd like to make
It's a loli-and-stand '2 character' fighter. You pick a loli and you pick a stand, so there's a large roster of actual characters even though the stands only have a few moves. Acting with the stand doesn't change what you're doing with the loli at all but since the stand is stapled to the loli for the most part you can drag around it's special moves with movement options and do crossups etc. It'd be heavily inspired by soku in that I'd include super strong pressure blockstings (also unprotected crossups) but if you get normalhit by most things at neutral it hits your stand first (and prevents you from using it's specials till you recover) so defensively you get one free hit to make up for the degenerate unseeable tag fighter mixups unless you get caught mashing out. No meter mechanics, the stands just have long recoveries on most of their moves. Double jump + 1 airdash (air options aren't pooled) standard, though it'd vary by loli. Also I say stand, but they'd mostly be tentacles.
>>91322
Honestly if they replaced the jims with a t3 jin and moved all the evasive flying jank to a dedicated shiteating character like devil kazumi (and e.g. removed normal kazumi) I'd like that.
Will we ever get a female mishima?
>remingLars
Would anyone care if they actually did this though?
Replies: >>91377
>>91366
>Would anyone care if they actually did this though?
I would, I enjoyed him a lot through this game after he stopped being the dedicated tag combo bitch.
>>89669 (OP) 
That "Bullying 3" pic
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Is this any good?
>>91407
I didn't know castlevania had a crossover with drakengard.
Replies: >>91414
>>91407
single player is decent, but multiplayer is garbage and repetitive as hell with nothing good at the end.
>>91407
Only one way to find out, set up dolphin and play the only online match of this game on earth.
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>>91411
Funnily enough the art was made by the same guy who made death note
>>91407
No, but I'm sure it could be fun if you went in with low expectations.
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>>91607
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>>91607
Wait T-1000's come in voodoo bitch versions as well?
>>91607
PS only though?
Replies: >>91665 >>91666
>>91656
that's all the info i got
>>91656
The beta test is PS only from what I gathered. The actual game is probably multiplat and will be dead within 6 months
Replies: >>91972
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I wish character creation was more common in the fighting game genre. God bless the ones that have it.
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>>91607
I never expected getting to use pic related.
I'd let her shatter my pelvis.
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>>91666
It's more about the intention. PC playerbase has held, at the very least, as much importance for fighting games as PS (and specially for KOF with UM releases), I don't want to play KOF 15 right now since it doens't have any character I like but limiting only to PS shows they still have no idea how their playerbase operates. It is detrimental for potential beta players, but it's also a sign of how things will go through the game's life.
Replies: >>91976
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You meet the strangest people in the quick play lobby.

>>91972
They're just doing it because putting the game on PC means it will be datamined.  It's not a targeted insult or anything.
Replies: >>91984
>>91976
Again it's not as much about being disrespected as much as a huge concern about the game's future. Specially coming from SNK. PC playerbase is as important as PS, and if they don't care about it, the game probably doesn't have a bright future for PS or PC. If they did a PC only beta I would say I am really surprised they decided to allienate a huge part of their playerbase, same thing.
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>>91817
>>92482
The hair looks terrible on her.
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>>92485
weaves in general look like dogshit
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>>91607
>>92482
An Alex Mack themed fighter is an absolutely retarded idea to invoke into a fighting game.
SNK is creatively bankrupt.
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>>92482
I don't mind her body, but her head and collar have too much going on.
>cornrows
>dyed two colours that stand out from her skin
>some of which extend into braids
>golden glasses with golden diamonds hanging off them
>golden necklace and golden choker, both inset with jewels
>>choker has a black cloth strip underneath it, because the impracticality of chafing your neck is somehow too much
>sleeve interior is deep purple but not the same purple as the jewelry

The ruffled collars and pant legs are a nice detail, and they already make her look pretty busy when she's animating and attacking.  if they had just accented her colour scheme with gold chains/jewelry and a single ponytail, it would have been better.  I do generally like her design, but she's just too overdesigned.
Replies: >>92508 >>92529
>>92507
>ruffled collars 
*ruffled sleeves
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>>92507
>too much going on
hold my spraypaint
Replies: >>92646
>>92529
this one is fine because I want to put my penis inside of it
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>>94377
Oh cool, I liked playing her in kof 2002
>>94377
Given Whip was in at least one Metal Slug game and she hasn't been announced to be in a team yet, we just barely have the chance left of a Metal Slug team being a thing.
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>>94685
anon... please dont get your hopes up, you will be disappoint
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>>94685
I believe in (You) anon, nice things can happen.
>>95083
FUCK♂YOU
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>>95095
Nothing good ever happens.
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>>94685
weren't ralph and clark in a metal slug game
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>>96047
>>96048
For reference, this beta lasts from 10:00 PM Eastern on Friday to 10:00 AM on Monday.  Anyone own a Bloodborne Interface Device who's planning to try it?
>>96045
And Leona was DLC.
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To the paid shill that was spreading fake news about GG Strive selling well.
Your shitty pozzed games never sell well, retard.
Replies: >>96077
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>>96072
Someone posted in the last thread that it sold well because it sold half a million copies worldwide.  You have posted evidence that it sold half a million copies on Steam alone, to say nothing of PS4/5, which means that it's likely continued to sell well on those platforms.

Congratulations, Luciano, you agreed with him.
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>>96077
>half a million on steam
>assuming the absolute maximum bounds for something that literally has that wide of a berth
Kek
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>>96077
>>96080
>Desperation increases from paid shills
Replies: >>96194 >>96303
>>96192
>paid shills
>to shit on a censored game 
Back to cuckchan with your ass
>>96192
bro what the fuck I'm the paid shill fuck dude ive been posting these videos for half a year dude fuck you
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Can someone post the full "KYS KIKE" edit of this pic?
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Rising Thunder Project L got an update after a long stretch of nothing.
https://yewtu.be/watch?v=5hugGCZon3I

I will say that the models look nice and the moves look clean albeit the video is 24fps. I can't say much here so just some thoughts and expectations from the updates in the next year. Calling the game an assist-based fighting game is just a lot more syllables to say it's a tag fighter. We see Ekko tag in to Ahri and I think it would have been more interesting to keep the game 1v1 and the 2nd character just provides additional moves on a longer CD than regular specials. Either pick the assist or have a couple mapped to different inputs on the same button. 

Still not sold on simplified controls being the best way to bridge the gap between mechanical complexity and barrier of entry. Command normals are fine and good but we've had multiple games in the past try and use simplified controls as a selling point and the real reason games like GBVS had anywhere near the buzz it did was because of the brand attached to it. Smash bros as well is carried by brand first and LoL will be no different in that regard. I actually think titles like DBFZ and skullgirls with all (or mostly) quarter-circle inputs for specials along with command normals is better overall. 

All in all it's still a nothing burger of an update, but there's actually room to convert LoL characters into interesting fighting game characters so hopefully they can do better than discount Bedman or air-spam combo foxgirl.
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>>96501
>mohawk nigger
>ASSFAGGOTS tie-in
Unless I can drill Annie in-game I don't see the appeal.
Replies: >>96519
>>96501
The biggest problem I have is that every hit seems to freeze the game for around 5 frames (24fps video, so somewhere with 12+ frames).

>>96510
>nigger with mohawk
the nigger managed to run out of time despite being able to go back in time
Replies: >>96524
>>96501
>smash bros special inputs
Trash, but tolerable.  Other games have played around with this, and they usually either do it poorly (FEXL, where it's an objective improvement over the normal input motions) or do it in such a way that the idea flourishes, but lacks the oomph of regular fighting game inputs (GBVS, Fantasy Strike).
>"assist-based"
I thought this meant it'd have one point character and a roster of assist characters, but standard 2v2 team building is more closely aligned with the team-building "strategy" of LoL (that is, blackballing your opponent from doing the OP composition and trying to force that composition yourself).  I dislike tag fighters because I'd rather just have one complicated character, but I prefer 2v2 fighters since they don't have as much room for smoothing over characters' weaknesses with assists and tertiary characters.
>I actually think titles like DBFZ and skullgirls with all (or mostly) quarter-circle inputs for specials along with command normals is better overall.
I agree.  The people who play this are the subhuman filth that play and spend money on LoL, so it's not as though anything could possibly appease them.  Simple motions that make sense are way better than this weird Smash hybrid style.
>there's actually room to convert LoL characters into interesting fighting game characters so hopefully they can do better than discount Bedman or air-spam combo foxgirl
I know nothing about LoL aside from the yordle porn, but I wager there are probably enough characters for there to be good fighting game mechanics in it.  That said, most of the roster will doubtless be the cash grab characters like the fox tail chick and the other coats of paint Riot have been slapping on their singular feminine character model for the last decade.  The new goth yordle will probably not make it, despite being one of the only fun characters the game has ever produced.

>>96519
>hitstop
Around 12 frames would put it in line with GGXrd and SFV.  Xrd's hitstop is 11f minimum, with some exceptions for moves like Jam 5K, Slayer 2H, and Raven j.H.  A lot of fighting games absolutely fucking slather the gameplay in hitstop, and that trend has reached a very annoying peak with GGStrive's wallbreaks having what feels like a full second of histop.  I am morbidly curious to see how much Project L will have.
Replies: >>96526 >>96605
>>96524
Oh, one thing I forgot to mention: this game will absolutely slaughter all its competition and likely become "the" fighting game for the next decade the way SF4 became "the" fighting game when it was released and collectively reminded normalfags the genre existed (the ones who didn't play Tekken or MK or Soul Calibur, anyway).  Whatever this game does will likely be imitated poorly by desperate Japanese developers, especially if Riot pumps money into an esports scene and lures away all the SFV players.

At the very least, the movement did seem pretty fast and fluid, which is refreshing.  I can't think of any modern fighting game that trusted the player enough to move around the screen without a ball and chain attached to his ankles.
Replies: >>96565 >>96605
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>>96526
>this game will absolutely slaughter all its competition and likely become "the" fighting game for the next decade the way SF4 became "the" fighting game when it was released

I doubt it. You overestimate assfaggot players, fighting game player retention and this shit being good at all. For the playerbase itself, it's been proven they do not care about playing anything else, they are not influenced by sales, new releases, free trials on big games like overwatch, etc. The playerbase stays the exact same in numbers. Then the genre is also proven to be devastating on the average normalfag's mind (Losing 1v1, can't blame the team, etc), not mentioning the execution barrier which even they say they want to lower as much as possible. And in any case this shit looks like sfv 2 I can't even begin to imagine it being fun to play.
>>96524
>I know nothing about LoL aside from the yordle porn, but I wager there are probably enough characters for there to be good fighting game mechanics in it.  That said, most of the roster will doubtless be the cash grab characters like the fox tail chick and the other coats of paint Riot have been slapping on their singular feminine character model for the last decade. 
Well out of the characters we know are in. Darius (dude with the massive axe) has a passive ability in the game that places a blood marker on the opponent causing bleed damage. At max stacks (5) he deals additional damage to that target as well as each stack adding bonus damage to his ultimate move. 

Ekko (mohawk faggot) had his time travel reworked for this fighting game in an interesting way. Normally once he gets a rank in his ultimate a clone of himself from 3ish seconds in the past appears and follows along with all previous actions. When he activates his ult he "rewinds" to that point, deals AOE damage, and gets his health proportional to how much damage was dealt by the blast. They changed this to being a move specific trait which isn't a bad decision since it will give players more access to mixups and such. His time grenade is pretty much the same in the game save the effect it has here creating a juggle state. It slows down anyone hit by it

I'll say that League is a good property for a fighting game adaptation as my time with it up until 5 years ago they had some pretty unique champion designs. I imagine they will guarantee Riven, who was designed after fighting game characters, and she's also a popular character. I don't however expect to see many support champions in the final roster since outside Thresh (Chain whip like Axle Low) or Nautilus (obvious grappler archetype) nobody is really popular enough to warrant being fully playable. The "assist-based" misnomer would have been great for actually letting minor characters have a role in combat. 

>despite being one of the only fun characters the game has ever produced.
I had to look at what you were talking about and gonna be honest, that character annoys me from an aesthetic standpoint. 

>>96526
>this game will absolutely slaughter all its competition and likely become "the" fighting game
Project Valorant still hasn't dethroned Counter Strike and has been steadily losing players over the past year. Project L will have a good following but it's just going to be another game and if it's FTP that just saves me the trouble of pirating it. And my own interest in this game is still predicate on whether or not they insist on forcing a kernel level Anti-cheat software on my system. They probably will
Replies: >>96660
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>>96501
Is it just me or are the character designs and animations not very readable? I don't play much for fighting games (rarely I play Guilty Gear XX Accent Core Plus R with friends), but if I compare this trailer to footage of other fighting games it just feels subtly harder to watch, like everyone's this busy, low-contrast mess snapping from move to move.  Even aside from that, there's just something really boring and uninteresting about the animations, like the animators are just phoning it in for the paycheck. I'd probably have to play fightan games more or get into animation to really articulate what this means, maybe someone here who's more experienced with this stuff can explain it better.
Overall, I share >>96605 's feeling that this will be another Valorant. It'll briefly get a lot of hype, only to reach a hard playercount ceiling because only existing Riot Games players picked it up and then decline from there. It doesn't strike me as something made with the care or depth to really attract a long-time following, nor does it come anywhere near matching Arcane's animation quality. Ultimately this exists for the same reason all Riot's other extended universe animations and games do: because Riot Games has money and they want to force meme themselves into the internet's consciousness to obtain even more money, but their main project is a jumbled-together MMO art mess and as a result they have to keep making barely-related kpop side projects and lore featuring the game's characters to keep people interested. It's unusually cynical even for commercial media, having a "setting" for a game that's completely detached from the game itself, purely for the purpose of having a setting to milk peoples' attention and wallets with. It's not going to last forever.
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>>96660
>MMO art mess
>not very readable
You answered your own question, faggot.
Replies: >>96682
>>96660
>everyone's this busy, low-contrast mess snapping from move to move
That probably has something to do with the the 24FPS video, although I kind of see what you mean with the mohawk nigger's time slash move.  There are plenty of these kind of slashing moves in fighting games, but the pose he's doing here doesn't have much action to it.  If you compare it to Poison's whip in SFV, you can see she does a little pirouette and shows off her ass because that's her personality.  Raven's scratch in GGXrd has a jagged checkmark-shaped slash graphic, and he stretches out his arm because that's the style of animation he uses in the game.

The mohawk nigger doesn't really do anything except swing the sword; I don't get a feeling of athleticism or desperation or anything except the fact he's swinging it.  Even if you compare it to Siegfried in Soul Calibur, when he swings the sword around, his animations are meant to show how heavy the sword is and how strong he is for swinging it.  The least the animators could do would be to pick something and focus on it, but it really seems like their notes/direction were "nigger does a slash and moves forward."

>their main project is a jumbled-together MMO art mess and as a result they have to keep making barely-related kpop side projects and lore featuring the game's characters to keep people interested. It's unusually cynical even for commercial media, having a "setting" for a game that's completely detached from the game itself, purely for the purpose of having a setting to milk peoples' attention and wallets with. It's not going to last forever.
That's a good way of putting it.  I suppose I overestimate just how much Riot can force people to care about things by pumping money into them.  I'd actually forgotten about Valorant, which I suppose is good because it seemed like complete trash.  That's a nice thing to consider about Project L.
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>>96666
>>96663
Looks like it, yeah.
>>96666 (checked)
>That probably has something to do with the the 24FPS video
It certainly doesn't help, but even compared to other 24 or 30fps fightan footage it feels unusually bad. Your other comments seem right on the money: there's almost no real personality to the character poses or movements (aside from a halfassed attempt with the foxgirl), very little flair of any kind. It's trying to be stylized but forgets that fighting game characters are anything beyond a character design slapped onto some hitboxes and mechanics, doesn't see animation as anything but a means to a mechanistic end and, in doing so, falls short even of that low goal.
>I'd actually forgotten about Valorant, which I suppose is good because it seemed like complete trash
Project L will probably stick around longer because its licensed characters are more well-known than Valorant's sludge. Niggers fucking trademarked the letter L for this shit.
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>the leaks were real
>you will live to see a lesbian tranny nigger space rock punch Gandalf the Grey in the face
>you will live to see Tom and Jerry kill Superman
>you will live to see Shaggy Ultra Instinct become canon
https://www.yewtu.be/watch?v=YG7WEltGCIU
>>96501
Never even heard about this up until now and it looks like shit.
>based on ASSFAGGOTS
Automatically shit even if it cured cancer.
>>96687
I bet the jews are behind this.
>>96666 (checked)
>The mohawk nigger doesn't really do anything except swing the sword; I don't get a feeling of athleticism or desperation or anything except the fact he's swinging it.  Even if you compare it to Siegfried in Soul Calibur, when he swings the sword around, his animations are meant to show how heavy the sword is and how strong he is for swinging it.  The least the animators could do would be to pick something and focus on it, but it really seems like their notes/direction were "nigger does a slash and moves forward."

Ekko's whole deal is that he's a scrappy slum kid that wins fights by whittling down his opponents using clever time travel and precise shots. He's not a great fighter but having a literal reset button on his hands gets him through a fight, where his reflexes and judgement might fail him. To that end I think the idea is still present in Project L but they are lacking in some parts. Visually his attacks need to have a "looseness" to them because the kid isn't a trained fighter. His weapon is a glorified baseball bat so much like the Scout from the TF2 'Meet the Scout' animation he needs to be making wild and wide swings and be light on his feet . His ground roll should be like Aladdin from the Disney movie and be slightly uncontrolled. To their credit I think they actually do convey most of this they just need to add additional flair. But also because of how choppy the FPS is things like his dodgeroll happen so quickly you literally cannot tell what happened if it wasn't for the afterimage. 

I have a lot of problems with Darius though. For one, his neutral stance is ridiculous since he's keeping his back to his opponent. The man is a ruthless soldier and faces down literal monsters on a regular basis. he should be facing his opponent with his axe at the ready. Someone needs to show these people footage of Astaroth from Soul Calibur, he's everything Darius should be in terms of handling a massive axe. Darius' block animation is also bad because again he's mostly facing away from his opponent not towards them and he could be using his axe to block or at least look like he's blocking with the intent to either grab or strike back against his opponent. He's facing forward in the footage from the last trailer about it, what changed? 

The first thing I noticed too was his headbutt animation. It's actually worse than the concept art since he would be grabbing his opponent for that kind of attack since closing the distance is a significant part of his kit and personality wise he enjoys breaking his opponents. Instead we got some toothless little head ram not a vicious headbutt from a guy who probably dents helmets with his skull. They can change it but having his left hand just be behind him looks bad. 

They need to have more frames in the animation and slow the game down just a hair so people can see what's going on. Ahri is the worst and the little air combo she does is so boring.
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>>96700
I know I posted these but I guess the site ate them?
Replies: >>96702 >>96704
>>96701
WE!
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>>96687
A summary of the multiple leaks, which are all but confirmed at this point:
>Reddit Memey and a Reddit Memey stage in the launch package, this isn't in every leak repost because beta testers received different incomplete rosters for leak tracing purposes
>the full kike skinner box package will be in from day one, microtransactions, leveling, daily challenges, co-op so you can blame your teammate for the game being shit, the works
>Shaggy's moveset is based entirely on the Shaggy Ultra Instinct meme
>the only reason this game exists is because a WB exec saw a Shaggy Ultra Instinct meme on social media and thought there was money in it
>LeBron James and Voldemort as DLC
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>>96701
OTPfag here. Ekko in a fighting game should be mostly evasive moves, and as you said, all attacks should look slightly less rigid. The way his time machine is implemented in this game looks fun, though. Only thing I'd add is that he's *literally* modeled after the TF2 Scout. 

Also I'm really not digging the hair change. He's had a mohawk since 2015, there's absolutely no need to change that to "tap into new markets"

Also, I got full quality copies of every video they've ever made about him. I noticed the trailer you uploaded was only 720p.
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>>96703
>LeBron James and Voldemort as DLC
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>>96704
I c we got a NIGGER appreciator here.
Replies: >>96708
>>96705
Want me to make it even worse?
A slightly less reliable leak claims WB is trying to get the rights to include Jotaro as a DLC character, because they did a live-action movie of JoJo's part 4 or something.
Replies: >>96737
>>96706
You know, I get it. It's an imageboard. That comes with the territory. 

But that little guy means the whole world to me. And I'm definitely looking for teammates.
>>96704
>I noticed the trailer you uploaded was only 720p.
youtube-dl on the "best" option just picked the 720p version for some reason. I didn't really care if it was 1080p or not. Sorry your main looks like a faggot, I was a Support main so literally nobody I like will probably be in the game unless they decide that Taric cooldown cycling is a worthy addition.
Replies: >>96712
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>>96501
Forget lolassfaggots, play your Anime World instead.
https://yewtu.be/watch?v=7bhnIkpCsWQ
Funny how this video came out a day after that one.
>>96709
Have you migrated to yt-dlp yet? youtube-dl hasn't been maintained in months.
Replies: >>96715
>>96703
>LeBron James
Are you fucking kidding me?
Replies: >>96714
>>96713
The consumers love the space jam, surely they will love the space jam 2.
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>>96712
I'm on my junker linux rig so I haven't bothered to migrate to other stuff on this one and youtube-dl works just fine for anything not age restricted. 

>>96710
It's funny, an e-celeb was just talking about this and here we are. I like the gunslinger dude but I know nothing about DNF.
Replies: >>96735 >>97312
>>96710
>>96715
DO NOT PLAY DUNGEON FIGHTER ONLINE OR ANY GAMES BY THE SAME DEVS, IT'S JUST ONE CHINK SHILLING HIS SHIT GAME.
Replies: >>96771 >>97324
>>89669 (OP) 
I will never understand the autism that is the button combinations in half of these games.
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>>96687
>>96703
>>96707
You lived to see:
>Devil May Cry 5
>Monster Hunter come to PC and stop releasing on handhelds
>World of Warcraft start to die a slow death
>Sony become gayer and Nintendo less gay
>Microsoft release a console that lets you download emulators without hacking it
>Dragon Ball Super which had more of everything wrong with Dragon Ball Z
>Warner Bros. Funko Pop party game
Is this the best or the worst timeline?
Replies: >>96747 >>99724
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>>96736
>I'm retarded
We already knew that, anon.
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>>96736
Do you want to elaborate or is it unironically this >>96741 ?
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>>96742
ceiling cat is watching you masturbate
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>>96743
A cat is fine too.
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>>96737
>DmC 2
>a generic multiplayer action game with MonHun assets being used to sell gacha on PC
>Actilizzard somehow getting even more woke
>The N becoming slightly less gay but twice as jewish
>Microsoft releasing a console so unappealing they can't even sell devkits at the traditional markup anymore
>DBS wasn't that bad
>redditors posting on the world's most obscure imageboard

What really fucks me about it all is a lot of what they're showing would make sense in a vacuum. I can easily see Shaggy working in a fighting game as an "accident fighter", like Dizzy or Tesse from Waku Waku 7. Building Smash characters around doubles and cooperation is a concept that hasn't been explored before and in the hands of white men could have become a good video game. But we all know that will never happen, this has no coherent theme (even compared to their previous Cartoon Network themed cash-ins) and it's obvious they just saw nutendo successfully whoring their flagship out to anyone who could pay and smelled the money. It truly is Funkopops in videogay form.
Replies: >>96764 >>96810
>>96747
>>DmC 2
I haven't played or seen much gameplay of DMC 5 yet. I should have specified more that it exists, rather than its actual quality.
>>a generic multiplayer action game with MonHun assets being used to sell gacha on PC
Wait what's this in relation to?
>>>redditors posting on the world's most obscure imageboard
Please don't bully me, anon. Besides /dedmu/ is more obscure, since nobody posts on it.

>Building Smash characters around doubles and cooperation is a concept that hasn't been explored before...
>But we all know that will never happen, this has no coherent theme (even compared to their previous Cartoon Network themed cash-ins) and it's obvious they just saw nutendo successfully whoring their flagship out to anyone who could pay and smelled the money.
Since you bring this up, I think it might have been a better idea to make this game more co-op or Player vs. Enemy focused. There's already a lot of Smash bros. like games, including Smash bros. itself, that have PvP modes, but not a lot of them have compelling singleplayer or PvE modes. Imagine if there was a little side story where the Animaniacs have to team up with Gandalf to stop Sauron. They could  also have an adventure mode where you beat up criminals in Gotham/Metropolis or fight orcs in Middle Earth.
Replies: >>96769 >>96810
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>>96764
>Imagine if there was a little side story where the Animaniacs have to team up with Gandalf to stop Sauron.
Already been done.
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>>96735
I know.
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>>96747
Devil May Cry 5 is the ultimate game. It will be the inspiration for all of Capcom's titles from now on, and hack-and-slash as a whole. DMC5 won and there is nothing you can do about it.
>>96764
It's the perfect game. Buy it at full price to make people rage.
>>96771
Okay good, just checking.
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THE PEOPLE'S ELBOW HAS RETURNED
https://nitter.it/TomSolacroup/status/1463581164447445003
GGXXAC+R got its final rollback/matchmaking update today.  It's basically just taking the beta branch (which most people seemed to be using anyway) and making it public, with some overall improvements to netcode quailty and QoL.
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I've been meaning to do a news round-up post for a little while and this is as good a time as any.

==Games=
>SFV
Luke announcement and breakdown: https://yewtu.be/watch?v=9X7SZ1DTPn4
He'll be the final character added to the game, although there may be bug fixes/content later down the line.  Still no word on Street Fighter 6.
Ryu, Chun Li, and Akuma are playable characters in Brawhalla, in case you wanted to play that.
>Guilty Gear Strive
Happy Chaos is the next DLC character: https://yewtu.be/watch?v=uq67Oi5CRLI
No gameplay breakdown yet.  He's coming on November 30th.
>KoFXV
Beta happened last weekend.  I've heard it described as "like XIV with some new mechanics and way better visuals."  Rollback netcode is apparently decent, with the notable exception that it has lots of one-sided rollbacks, and that the number of rollback frames can very quite a lot.  I've seen speculation that it's doing what SFV does and what MTBL did, which is not updating the strength of the connection frequently enough: thus a short fluctuation at the start of the round means that entire round will be very unstable.
>DNF Duel
Trailer here: >>96715.  No real news about systems.
>MBTL
See pic 3.  There will be DLC for the game running through this winter to spring of 2022.  4 playable characters, each with its own stage and arcade mode story.  No word on pricing yet.  Balance adjustments, bug fixes, and other updates will still be free.

Tournaments
Quarantined Rapport happened a couple weeks ago.  It has basically every game you could ever think of, and quite a few you couldn't.
[docs dot google dot com]/document/d/1cdMs0YdCgxykbiEDauuunaQfhQI2ApUX-_489aHLwcA/edit
Climax of Night 4 happened last weekend.  It's a major focused on French Bread games (old Melty, new Melty, UNI, Dengeki Bunko).
https://nitter.it/acekingoffsuit/status/1461372575251054603
Red Bull Kumite took place in Las Vegas a couple weeks ago, which was its first time in the USA.  The featured games were SFV, Tekken 7, and GGStrive.
Archives: https://yewtu.be/playlist?list=PLU3Rw6txLMAqalNcIEtKaWQR7LSQl9Vc0
>>97312
FUCK YOU, THERE WERE TWO EQUALS SIGNS NEXT TO THE "GAMES" TITLE WHEN I HIT POST
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>>96735
Only ArcSys games I still play are +R and P4A:U. And that's a once in a blue moon kind of affair. I just post fightan stuff because this is the fightan thread.
>>97312
>Luke
What do you think about the GAYME theory, that his V-skill throw counter might be a universal mechanic in SF6?
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>>97349
>Luke's V-skill throw counter might be a universal mechanic in SF6?
Interesting idea.  I doubt they'll carry over the exact same implementation since the system mechanics will doubtless be different, but I would expect them to do something related to the traditional strike/throw mixup in SF6.  SFIV had a rampant and pretty degenerate setplay game due to the fucked up left-right unblockables, general combo-friendliness of fast lows, and abundance of hard knockdowns, but SFV overcorrected and made the primary mixup for every character strike/throw.  Making the strike/throw game more interesting is a natural evolution of that, provided they still want the game to be mostly SF-feeling and not full of airdasher-like characters who put a projectile on you, jump, and do a high-low mixup with the projectile covering them.

If we look at Luke's unique mechanics, we have:
>throw counter VSkill
>VTriggers that increase over time and gain/fill depending on whether you hit or get hit
>VT attack that can only be done as a follow-up to an EX move
>like five different versions of one of his special moves: normal, enhanced with VSkill, enhanced with VTrigger, enhanced with VSkill and VTrigger, and partial charge vs full charge
>a comfortable zoning tool and a bunch of long-range attacks that move him forward, including a giant jab
Of those, I think the increasing/decreasing V meter has enough meat to be built into a new set of system mechanics.  They may be trying to do something interesting with the meters, since one of SFV's biggest problems is that most characters only spend their EX bar on damage and their VT bar on obnoxious comeback mechanics.

I speculate, completely baselessly, that SF6 will have a lot of characters with well-rounded movesets who are comfortable at long range and mid range.  SFV characters are notorious for having stubby normals, which is annoying until you get to the level where you anticipate your opponent whiffing a medium/heavy attack and whiff punish the extended hurtbox.

The VT attack that can only be done out of an EX move seems like it or its natural equivalent will be very widespread in whatever mechanics SF6 has.  It seems like a natural way to make the bars relate to each other more.
>>97312
>more mma
I fear this is going to be a trend now (fuckurmom in tekken, luke in sf) since it's the cool thing kids like and watch now.
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>>97937
>fuckurmom
You gave me the funnies.
>>97937
After MMA was proved to be the best (maybe the ONLY) efficient method of fighting bare handed (not a fighting "style" but a mix of what actually works from different styles), the whole "romanticism" (for lack of a better word) of different martial arts clashing against each other was completely destroyed.

Either in a realistic approach, or supernatural one, watching someone still practicing only a single martial art style, instead of mixing the best among them all, looks goofy and embarrassing.

Martial arts were portrayed as being something mystic, by the entertainment industry. But since more and more people are actually learning to fight, the majority learned that almost all of those martial arts are shit, with only a few moves being actually useful in a fight.
Replies: >>97952 >>97960
>>97949
Exactly, but I want romanticized martial arts. I want sumo, capoeira, shitty 70s movie kung fu and wrestling in my games not mma, boxing and kickboxing.
Replies: >>98010
>>97937
Fahk is a thai-boxing nigger, the only mma dweeb in tekken is marduk. They're both pretty gay though. Marduk does capture the spirit of sweaty men rolling around on the ground faggily in a way that the unspecified kickboxers like bryan don't, fucku doesn't add anything (besides more hitbox issues lol).
Lidia is a nice addition in terms of having very karate-like karate.
>>97949
MMA as MMA is practiced in e.g. the modern UFC is based around a whole ton of assumptions/rules which are basically never true/only exist in the octogon. It's pretty much designed from the ground up to benefit strikers because nobody watches (actual (or commercial tbh)) wrestling, and in same way but to a lesser extent submissions.
>Either in a realistic approach, or supernatural one, watching someone still practicing only a single martial art style, instead of mixing the best among them all, looks goofy and embarrassing.
You're fucking retarded. Besides the fact that any superhuman is going to be doing extremely different stuff to what humans use because the physics are different, it's art and it's stylized anyway. Regional martial arts show regional character, different types of kung fu have always been used to characterize fighters and show their personality etc, this shit is forever old and entirely coherent.
You're complaining about bare handed martial arts not being muh realism muh verisimilitude in a genre where bare handed and and weapon fighters are almost always mixed and magic has been an assumption basically since day 1.
Replies: >>98010 >>98288
>>97952
Then "you" must become the paying majority. Most people paying for fighting games (and I'm NOT one of them/piracy rules!) are fed up with romanticized martial arts (I AM one of those though) to the point of feeling embarrassed by all of it.

Either games go full anime fighting, with no actual martial arts and everybody just flying and throwing lasers from their hands, or go full on "everyone is a MMA fighter", or else the games will simply be ignored by the majority.

What I'm trying to say is that MMA is not so much as a fad as it is a logical conclusion for anyone with the bare minimum understanding of bare handed combat.

>>97960
MMA as a sport, sure, it is bound to the rules. As a practice of what actually works in a fight though, it is the only true "style" above all else.
Only someone completely indoctrinated by the romanticism of martial arts movies and useless philosophy without actual combat experience would think otherwise, retard.
>a genre where bare handed and and weapon fighters are almost always mixed and magic has been an assumption basically since day 1
To that, I say: not anymore. People actually prefer to see someone flying around shooting lasers instead of a realistic kung fu fighter, due to the fact that someone that fights with a kung fu style is a embarrassment as a martial artist, in the same way as anyone bound to a single style, be it karate, tae kwon do or anything else.

For the general public is:
-Realistic? MMA only, andn othing else.
-Unrealistic/mythical? Anime/super powers.

But "character fights one single style"? That is dumb, even in a fictional world of flying people who shoot lasers.
Replies: >>98026 >>98027
UFC is hardly realistic fighting. It's true that someone who does any sort of competitive martial arts hardly gets realistic experience because they always end up competing for points. Real fighting is about defeating the opponent, not impressing judges. In that sense, yes, an experienced fighter will do whatever works. But, the really competent ones have a foundational style that they will build off of and adapt, not some hodgepodge all rounder style that only matters in sport. Martial arts develop around resources, body type, terrain...it's not like the originators decided on a bunch of arbitrary rulesets for fun. They would never cripple themselves like that with death, or even just defeat is on the line. But, when it comes to exhibiting mastery of style and respect for the fundamentals, yes, there will be unrealistic restrictions. There is no reason you can't have different styles of martial artists fight each other, because a real fighter leverages their abilities over form, but when it comes to sport the rules will dictate the prevailing style, or lackthereof.
Replies: >>98229
>>98010
I don't think you actually speak for the majority. What popular fighting game even exists that caters to realism outside of UFC? Everything else is single fighting style, over the top magic bullshit. 
Maybe UFC is more popular than I think but the only fightan I hear about regularly is Guilty Gear, Street Fighter, Mortal Kombat, KoF and Tekken. None of these appear to be trending towards MMA except one new character in SFV. 
Seems to me if people actually wanted realism then games like Virtua Fighter, UFC, or that retarded Deadliest Warrior game would be the mainliners at EVO.
Replies: >>98192 >>98243
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>>98010
>everyone thinks the same way I do
>gay UFC homogenization is the only good thing and martial arts NOT cool
Where do retards like you come from?
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>>98027
cuckchan
kikechan
discord
one of those "all the chanz" websites
any search engine result because webring admins are fags that don't use robots.txt
Fuck normalfags.
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>>98043
>any search engine result because webring admins are fags that don't use robots.txt
Where do retards like you come from?
Replies: >>98219
>>98026
"Realistic fighting" audience is more towards sportsfags than EVOhobos
Replies: >>98245
>>98065
It must be malformed or being ignored then, because I was looking for the answer to a question I posted once and saw my own post in the search engine results.
>>98013
>UFC is hardly realistic fighting
True. UFC is a sport. All "martial art" sports are fake fighting. No matter if the guys beat each other for real, they are bound by rules, sponsorship, behind the scenes agreements, and the overall circus.
What I'm arguing about is the total efficiency of learning only actually useful attacks from many martial arts vs the stupidity of mastering only one style, applied to a real fight.
As I said above, MMA as a sport is dumbed down. But as a method to be used in an actual fight (not bound by any rules), it is the perfect method.
The problem with different styles is that they are bound by their teachings, and all of them, isolated, have lots of flaws and blind spots that can only be eliminated by learning other styles, thus, rendering the mastery of a single style useless.
Get a Kyokushin Karate fighter to fight someone that actually punches people in the head, and the Kyokushin guy will be knocked out easily, for example.
Same goes for Judo or Jiu Jitsu only fighters. When facing someone that strikes their eyes, throats and genitals, their locks and submission moves will be easily defeated.
Take a Tae Kwon Do master and have him fight against someone that knows how to properly grab his legs from a low stance and how to do a leg lock, all the while constantly punching his face while both are laid down on the floor, and the whole Tae Kwon Do asset of moves become useless. 
And so and so on.
There is no reason for anyone to be bound by a single style. It only makes for a flawed fighter, full of blind spots to be exploited.

Again, independent of what it is done on games or movies, people in real life are realizing that the romanticism done to martial arts is dumb. That most martial arts, left on their own, are useless if you don't learn other martial arts to compensate for each one's flaws.
Replies: >>98239 >>99086
>>98229
Truly the gayest larper that ever there was. Go outside and get punched in the face, faggot, stop shitting up the fighting gay thread with this.
>Same goes for Judo or Jiu Jitsu only fighters. When facing someone that strikes their eyes, throats and genitals, their locks and submission moves will be easily defeated
Demonstrably untrue. BJJ made it's fame with open invitations and heaps of chink TMA fags showed up and 90% of TMA kung fu's are >80% ball grabs and eye pokes. Modern jiujitsu is retarded because there's no upper body control ever so in the real world the other person will always pull a knife and stab you.
>someone that knows how to properly grab his legs from a low stance and how to do a leg lock, all the while constantly punching his face
Nigger what the fuck are you even trying to say. You can't grab people's legs while they're kicking you, catching legs is both super specific and also doesn't actually ever lead to anything besides a sweep you can always pull your leg free. You can't strike someone while you're doing a leglock, there is literally no leglock sequence where you're in a good position to strike and 80% of the time you can't even reach their face anyway. Not only that, the other person is usually in just as good if not a better position to strike you and as mentioned there's no upper body control.
You've never been hit and you don't know what a fight is like at all, go outside and find out and leave your phone so you can't post.
>>98026
The transition happens slowly at first, then full blown "everybody is MMA now" over the time.
Normalfags will buy a game if there is "that character that is a MAA 
fighter" on it, be it the realistic kind or full lasers from hands type.
The best bet would be for games that don't focus on fighting styles, and instead just present characters with super powers, if you want different characters.

But don't be surprised if, at some point, Crapcom suddenly declares that Ryu and Ken are now MMA fighters, "and they always were", due to how it appeals to the majority of paying customers.

As for those games, Street Fighter, Dead or Alive, Virtual Fighter and Tekken all presented a MMA fighter in their roster. The other ones (except Guilty Gear, for now) also presented characters fighting like a MMA fighter, even though not explicitly told to be MMA fighters.
It is a trend that will probably be blown out of proportion, as it is always the case with those companies.
Be prepared for things like Bamco or Crapcom suddenly declaring that all of their characters fight "variations" of MMA, to appeal to normalfags, for example.
That, or simply erasing any mentioning of their martial art styles.
That is what attracts the majority nowadays. That, or go full Dragon Ball, with everyone flying around, yelling and shooting lasers from their hands.

And again, it is not about exactly portraying realistic MMA fighters, or fighting in general. It is about the notion that someone knowing one single style of martial arts became a idea so stupid, that even anime characters flying and shooting lasers is "more believable" than that, in the eyes of the majority.
>Give us anime characters with super powers
>OR Give us capeshit characters
>OR give us characters that fight MMA, and not a single style
>But never give us characters that fight one single martial arts style, because that is too dumb
That is the mind of the current majority.
Replies: >>98367 >>99086
>>98027
>>98043
I'm simply stating the facts over your (actual faggotry) romanticized view of martial arts.
>everyone thinks the same way I do
Right back at you. The majority don't want such a big retardation as "dude learns one single martial arts, so dude is cool".

>>98192
And they give more money to the companies, so they are the target audience.
EVO terrorist faggot pedophile niggers are being abandoned by companies after they failed to bring in an actual paying audience, as well as the whole problem that they created when they were revealed to be terrorist faggot pedophiles.
Soyny buying EVO is just another nail in the coffin. Nobody wanted to deal with EVO anymore, and no group wants to work for Soyny anymore.
But a lot of sports normalfags are into fighting games, regardless of EVO, and what those normalfags want in their fighting games is MMA fighters or Dragon Ball/capeshit super powers, and nothing else. and they are the ones that pay the most money to the companies.
Replies: >>98249 >>99086
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>>98245
>say stupid shit
>several people call you a faggot
>"heh, you're actually so stupid you think you're the majority, don't you?"
Please fuck off.
Replies: >>98252 >>98574
>>98249
based and redpilled!
>>97960
Isn't muay thai/kickboxing a main part of mma?
Replies: >>98300 >>98578
>>98288
You're right, and everyone who speaks English also speaks Latin because English uses the Latin alphabet.
Replies: >>98314 >>98578
>>98300
In this case, English is using 70% of the Latin vocabulary.
>>98243
Sure, all those games have an MMA fighter. However, that's mainly because each one of these games has a large roster of fighters that represent one fighting style and MMA is relevant so it just stands to reason there would be at least one. Having one or two MMA fighters is really not indicative of a trend towards fully MMA centric fighting games.
I mean, think about wrestling. Probably the most bullshit of fighting styles the way it is presented in street fighter yet SFV has at least 3 wrestling representatives, 2 of which were in the base roster of like 16 characters. Does this mean street fighter is trending towards an entirely wrestler-centric game or that normalfags only care about wrestling? What about Mortal Kombat's Ninjitsu fetish? Are Ninjas the hot thing that every game has to center on because it has like 10 ninjas in every entry? I think you're just using one dlc character in one game to confirm biases you have against single style characters.

You may be right in the end of course, but there's really nothing to suggest that the fightan audience is trending towards 'realistic' MMA fighting verses the diversity in personality and gameplay that the current model provides.
Replies: >>98579
>>98249
>2 people are several people
>All the while actual several people are proving you wrong by their sheer number, to the point that companies pander only to them now
Keep being a retard. It is fun to watch.
Replies: >>99086
>>98288
Yes. But not all of it. The grapples and some of the laid down attacks are from other martial arts. The point is: as soon as someone needs to learn a move outside one martial art style in order to win a fight, that martial art as a fighting method (on it's own) is proven useless (again, on it's own).
A Muay Thai brawler would have a hard time clinching someone that would crawl on the floor aiming to grab his legs by hand. The Muay Thai person would have to resort to also grappling on the ground, rendering his whole style useless in that particular situation.
MMA is just practicing the best from many marts, taking only what it is actually useful from them, and put into practice in a fight to shape the person as a "ready for all" fighter, disregarding all the philosophical bullshit from those styles and focusing on what actually works to winning a fight.
Again, MMA, as a method. Not as a sport, like UFC and such.

>>98300
>Language is the same as physically fighting someone
Retards being retards ,as always.
Your embarrassing romanticism about martial arts is on it's way out.
Replies: >>99086
>>98367
>Having one or two MMA fighters is really not indicative of a trend towards fully MMA centric fighting games
It is, when companies start doing that consecutively, almost all at the same time.
You didn't saw companies suddenly putting Capoeira fighters on all fighting games after Edyy Gordo made it popular (popular on games). But you see companies rushing to add MMA fighters in almost all of their games, as if to say "we have those too!", due to the fact that the majority of the audience doesn't give a fuck about a retard that fights only one style, and want MMA on everything, due to it being the superior method.
>Does this mean street fighter is trending towards an entirely wrestler-centric game or that normalfags only care about wrestling?
>What about Mortal Kombat's Ninjitsu fetish?
You said it yourself: fetish. As in, what the developers liked, and, after some time, what the customers liked most at the time. Now, the customer likes MMA only.
Mortal Kombat in particular toned down a lot of the clichéd ninja aspect of their ninja characters, ever since Deadly Alliance, to the point that most of their ninja cast can't even be recognized as ninjas anymore, both in looks (again, based on a cliché look) and on fighting styles and super powers attributed to the fictional/mythical aspect of ninjas.
Scorpion, the most famous one, is more a full blown Ghost Rider rip off than a clichéd ninja at this point. Ermac is basically his own thing now. And so on.
Expect that same change, but towards MMA, on games that still want to portray their characters as representing a "fighting style".

As for my bias, it is related to real life fighting. For games, I'm just stating how the audience is projecting that into what they want for the games.
The majority still prefers anime fighters (especially official Dragon Ball games), but if a company presents their fighting game as having "real" martial arts (regardless if the game is realistic or not), the majority of the current paying customers will frown upon such a stupid and outdated concept, thinking "why do those people all fight different styles instead of MMA? That is dumb."
>>98579
Why do you believe you know what "the audience" wants? Can you name a single tourneyfag who echoes your sentiment? Hell, can you name a fighting game player besides yourself (assuming you do play fighting games)?
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>>96710
The game in your video actually looks pretty fun.
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>>98621
Because that's arcsys not literally assfaggot devs. The problem is, arcsys will charge 60 dollars for 6 characters and subpar netcode on a "fun" game.
>>98579
>But you see companies rushing to add MMA fighters in almost all of their games, as if to say "we have those too!", due to the fact that the majority of the audience doesn't give a fuck about a retard that fights only one style, and want MMA on everything, due to it being the superior method.

I'm just not seeing what you're seeing then. Street Fighter had an MMA styled fighter in the previous installment and didn't even bother bringing him back for V. We'll just have to wait and see.
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Who's the MMA fag in KoF? Do MMA fans even play fightan? Seems like they'd only play Tekken, if anything.
Replies: >>98710 >>99051
>>98703
>Who's the MMA fag in KoF?
There isn't one.  Given that the MMA dicksucker in this thread thinks Muay Thai is MMA, he's probably dumb enough to think Joe Higashi is an MMA fighter.
>do MMA fags even play?
No; they'd rather pay to watch lame fights in a cage rather than fight themselves.  I think there were some UFC games from last gen that had a bit of a player base, but they're more like wrestling games than fighting games.
>>98710
That is exactly what I figured
Replies: >>99051
>>98619
Tourneyfags are not the audience, and they proved themselves to be failed shills.
As for name, what are you looking for? ((( (((Influencers))) )))? E-celebs? None of them represents the paying customers, nor are actually capable of influencing them.
My names would be every normalfag that buys fighting games solely because "there is a MMA fighter there" or "that game reminds me of Dragon Ball".
The names won't be anyone famous, or even verifiable. But the proof can be found easily on the sales numbers, the companies' pandering and in any conversation among normalfags in their social circles.
Replies: >>99059 >>99086
>>98696
That is where "MMA inspired" (mostly by the UFC sport, but still) comes from. They tried it with Laura. She has some actual grapples from Jiu Jitsu that are used by some real fighters, but mixed with the supernatural element that is common in Street Fighter. And now there is Luke, again a  MMA inspired fighter mixed with the supernatural elements. And before that, they had Abel, AGAIN a MMA inspired fighter mixed with supernatural elements. Crapcom may rotate which characters they insert into Street Fighter, but you can see their increasing seek to add characters that are "just make them be MMA fighters".
You can even stretch it a little and look into more subtle additions to old characters, like Zangief and Guile, who got some basic moves and basic grapples changed from their classic animations to more resemble common attacks and grapples used in MMA, coming from different martial arts. Zangief in particular even lost his classic Final Atomic Buster animation, changed to a more "realistic" one, again, inspired by MMA.
As I said many times, the changes may be slow, and some may be subtle, but they are becoming increasingly common and the pandering is increasingly consecutive, not only at Crapcom but at many of the other companies.
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>>98703
Currently, there are many MMA inspired ones. The one that SNK started with, though, was Clark. He went from being a close ranged grapler (up until KOF 98) to a full "rush and immobilize" one by KOF 99 onward, having what is one of the most famous MMA moves (coming from Brazilian Jiu Jitsu), the Rush Tackle & Mount as his main mechanic, with many variations, instead of his previous typical short ranged throws.

As for MMA fans playing fighting games, not only they do, but they are also now the majority of the buying customers.

>>98710
>>98793
There is, as pointed out above, and you were proven wrong yet again.
And I never said that Muay Thai is MMA. I said that MMA takes what actually works from Muay Thai (and all other styles) and discards what is useless.
Again, you. as a retard that is brainwashed by romanticism (and also probably soy, since you are obsessed with faggotry) can't even read and understand words properly.
>Rush Tackle & Mount
This isn't a thing in BJJ
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>>99051
>Clark is MMA because he's a grappler and he tackles too
Uh huh so how about Ralf or Shermie or Mary, shouldn't they count?
>they are also now the majority of the buying customers
Prove it immediately, then prove that this majority playerbase that enjoys ufc have a problem with style specific characters in fighting games. All conjecture will be ignored. I tire of reading you make claims then pretending that doing so makes such claims true. >>99046 "the proof can be found easily". You should have no issue at all.
I'm waiting on the day every fighting game is a roster of pussies that all do generally the same thing, or as you'd put it, they're all MMA.  No weapons, no fireballs, no zoning, no keepaway, no traps, no supers/meter, no trick/gimmick characters; just grappling and close strikes.
Speaking of anime fighters, didn't samsho, the one that took a year and a half to release on PC, outsell the new melty on PC? Who is the MMA character in Samurai Shodown? Why would a game where each character has a unique fighting style, based on a material art, outsell a popular game in the only subgenre that will be able to compete with MMA fighters?

should have just wrote kill yourself but whatever
>>99047
You really think Zangief's new SUPLEX critical art is MMA inspired? You think a Brazilian chatacter using BJJ is strictly MMA inspired? You mention Abel, the MMA character I was referring to that didn't even return to this supposedly brave new MMA world on the horizon? My man, you just see MMA everywhere even when it's a huge stretch.
Here's the rub, MMA fighters use moves from many different styles, as you mentioned before. This however, doesn't mean that if one of those moves shows up in a single-style character's moveset that they are now MMA inspired. It just means that there is a large pool of "borrowed" techniques that are bound to overlap with some techniques used by other martial arts.

For example, Sagat is not an MMA fighter even though he uses some moves that some MMA fighters use, like the flying knee and his stand roundhouse. Balrog is not an MMA fighter just because he has a lunging punch. Zangief is not MMA inspired just because he uses grapples. These are all elements MMA borrowed and it doesn't make sense to say that characters are becoming MMA fighters "subtly" just because at some point some MMA fighters used these moves.

Also in Zangief's case, his atomic buster is missing but he still has an ex double backdrop and was given a lariat that turns him into a fucking tornado that combos into a mid-air piledriver. They "toned down" some areas and then just completely wacked him out in others.

Finally, I keep saying we have to wait and see because there really is no discussion here. You put up bold claims and offer no evidence besides some really loose definitions of what makes a character MMA. You also claim you don't have to offer any proof for anything because it's either unknowable or the evidence is just all around us. You just dropped some baseless predictions and supplemented it with walls of text repeating yourself.
For the good of the shitty fighting games thread, I think we should just drop the subject.
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>>98229
>>98243
>>98245
>>98574
>>98578
>>98579
>>99046
>>99047
>>99051
>brazilian jiu-jitsu is MMA
>muay thai is MMA
>tackling someone to the ground is MMA
You have brain damage.
MMA is mixed martial arts, why wouldn't it be those things?
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>>99116
>orange contains yellow and red
>therefore, yellow and red are shades of orange
Thinkin bout that Ángel
>>98710
The famous MMA wrestler?
>>98710
>he's probably dumb enough to think Joe Higashi is an MMA fighter
Muay Thai is a combination of all Thai tribal fighting styles, both kick based and fist based, hence the "8-striking Ways" of feet/knee/fist/elbow.
By definition it is a mixed martial art, especially when it can omit entire parts of its doctrine, which many do with the grappling part that doesn't happen in sanctioned combats.
>hurr ackshually
Yes, i did it, every time i can mention Muay Thai has an entire field of grappling is a win for me
Any way to play the old mortal kombat games online? do people even play them anymore?
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>>99267
I would like to welcome you to the last 15-ish years https://www.fightcade.com/
Replies: >>99288
>>99285
Now where do i get the ROMs? tried fightcaderoms site but they're not working, last time I was on there MK wasnt on there either
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>>99288
Try the share thread OP
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>>99338
It's nice to see the nips leaving the 18th century and finally learning how to do good 3d stuff in new engines. I don't know why all of them decided to use UE at the same time but I could have made better models using my ass.
Replies: >>99377
>>99368
>muh rollback netcode
That’s why. Super easy and modular unlike unity which copied unreal’s Ui recently and isnt spammed with constant shitposts like yandere simulator and known for most of the games being unmoddable.
Replies: >>99674
>>99377
No amount of features will ever make up for UE's absolutely fucking abysmal bloated scripting blueprint system. 
You literally cannot code in UE4/5. And I don't just mean that it's too difficult. No, I mean, literally, you cannot write code.

Everything is bloated by the dumb fucking blueprint system so that every retard can make his indieshit game. C++ is impossible to do in this fucking engine anymore.
>>99338
that ass is too big
>>96737
The worst, no doubt
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>>96810
Go back to your shitty board ((( (((Mark))) )))
>>99338
Why do the female characters have such massive hands? Is their only experience of female anatomy a man pretending to be a woman?
Replies: >>99742
>>99740
You can easily find multiple devs explaining it if you search it. Bigger hands and feet make it easier to pretend attacks connect with the opponent's body. And no it's not a 3d models thing, check out good old 3S Makoto.
>>96687
The real question is will normalniggers eat it up or call warner retards?
>>99744
>not even any fusionfall characters
Game is already hot garbage
>>99744
I guarantee nobody will play this game. The only characters that someone would want to play as like superman or batman are in much better games, and shaggy can added as a modded character in fighter Z by anyone. Any customers interested in the other characters don't play video games.
>>99744
>The real question is will normalniggers eat it up or call warner retards?
I think that only a few retards will buy this shit and a few months later everyone will forget about it.
>>99055
It literally is, when it was adopted by some teachers. There is even a rift that was caused by it, but that is a whole different question. It is taught as part of the art by many, regardless of what the other part thinks about it.
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https://yewtu.be/watch?v=jxddgpJtgCE
New trailer for Umbrella is out but that's less important than the reveal of the 3rd character in the season pass. This crusty old biddy. 

Also her stage music got put out. 
https://yewtu.be/watch?v=x62xAMSkXBc
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CEO is happening this weekend.  AceKingOffSuit, the guy who used to make these really handy and easy to read graphics for every FGC tournament, has made an esports/stream aggregator website where that information has become harder to find, but it's still there if you're willing to click around.

Pic related are the games featured.  Apparently some drunkard pulled a fire alarm and caused the venue to be evacuated briefly, but he was caught on camera.  There was also an old couple who entered MvC3 and apparently actually knew what they were doing, but I haven't been able to find the videos of their matches because the channel that broadcast MvC3 at the tournament has an extremely homosexual policy of restricting their archive videos to their subscribers.

>>100229
>the one skullgirls character design that I actually really like is getting added
wtf i love skullgirls now
Replies: >>100257
>>100229
They're finally adding the characters necessary for finishing the story. That's good, though it shouldn't have taken them so long. I guess they were too poor to make them before or something.
Replies: >>100405
>CEOtaku
>Two anime games, neither a serious title
rip anime
will anime ever be playable online outside of discord circlejerks
Replies: >>100249
Can someone redpill me on fightan games? why is there so much autism?
>>100237
>will anime ever be playable online
<what are GGStrive, MBTL, and GGXXAC+R
At least one of those has got to be to your tastes.  They've all got public matchmaking with healthy enough player populations.

>>100238
>redpill me
Retarded nigger phrase.  What are you asking?
Replies: >>100256 >>100267
>>100249
>what are you asking
Give me the zeitgeist on fighting games, why is there so much trannies and autism. any good fighting games to get into?
>>100233
>is happening this weekend
>all tournaments already happened
Fuck you.

>>100238
>redpill me on fightan games
Hitler played fighting games and it makes the feminoids submissive and trad.
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>>100256
>why is there so much trannies and autism
<why ARE there so MANY trannies and SO MUCH autism
The FGC is getting mongrelized like every other form of video games.  It's taking a bit longer because grassroots communities didn't bite on the esports hook as hard as other gaming communities, but FGC has a lot of nonwhite people in it so it's only a matter of time.  As for the autism, the genre is genuinely pretty hard compared to what a lot of people are used to, especially in the modern age of battle royales, hero shooters, ASSFAGGOTS, etc.
>good ones
Plenty.
>>100256
>why is there so much trannies and autism.
Every gaming community (or in general) has trannies and autismos. Anywhere normalfags go or are attracted to trannies are going to be there as well. This question is retarded.

>any good fighting games to get into?
There's a shit ton, it depends on what you're looking for.

*Tekken 7
*Soul Calibur 6
*Guilty Gear Xrd Rev
*Blaz Blue: Central Fiction
*King Of Fighters 14,
*Arcana Heart 3 
*Melty Blood Actress Again
*Under Night In-Birth.
You're a manchild, then try Smash Bros Ultimate.
>>100256
>why is there so much trannies and autism
I would say trannies and autism are nonexistent in this genre in particular, the problems come from many other places.

>any good fighting games to get into?
Any of them?
>>100249
>At least one of those has got to be to your tastes.  They've all got public matchmaking with healthy enough player populations.
MTL has less than 3 people playing it worldwide outside of japan and has literally unplayable netcode. You would be better on both fronts to looks for a game of AACC.
Strive isn't anime, is terrible, and has literally unplayable netcode. Also, it was dead a week after release.
I haven't checked if anyone plays +R but I doubt it and I really don't want to play GG. GG is barely anime anyway.
Anyway
>CEOtaku
>arcsys is party games
>no french bread
>no poverty games
rip anime
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>>100267
>MTL has less than 3 people playing it worldwide outside of japan
I admit the drop-off was steeper than I thought it would be, but if there's someone in the same country/time zone you should be able to get a playable match.
>and has literally unplayable netcode.
Are you referring to the inconsistent rollback if round intros are skipped, or something else?  They patched that particular bug.

Actually, reading the rest of your post, you're a cock smoking retard so I shouldn't have bothered replying.
>I don't know shit
>the series that codified the anime airdasher game isn't anime
>the new game in that series with some of the best netcode in the genre has bad netcode
>3,000 concurrent players almost six months after release is "dead"
Replies: >>100324
>>100274
<retards say it's good so it must be good
>Are you referring to the inconsistent rollback if round intros are skipped, or something else?  They patched that particular bug.
They didn't. There's been a note that that's been fixed in virtually every patch since release and it's never been fixed. That makes the game pole-to-pole 20+ frame rollback tier, but even without skipping intros you still get overwhelming rollback spikes of >30 frames every few seconds as well as constant low level bullshit.
>if there's someone in the same country/time zone you should be able to get a playable match
Literally less than a week after release the closest players were japanese upwards of 16 hours a day on weekends.
>some of the best netcode in the genre
Strive netcode is ridiculously notoriously bad, to the point where it's the game which cemented the long held belief that online EVO would be a joke.
The game is also trash and you should kill yourself for recommending it to anyone.
>I can't read
I can see that.
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>Baiken back in GG
I will now buy your game.
Replies: >>100391
>pirate GG Strive
>stick not recognized
well fuck you too, arkuso
maybe I shouldn't even bother
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>>100324
<strive's netcode sucks!
>that's not true
<kill yourself!

<strive's DEAD!
>that's even less true
<kill yourself!
Like it or not, the game has a very healthy player base and very good netcode.  I know that you're going to reply and repeat yourself, so while you're doing that why don't you enlighten us and explain how GG as a series is "barely anime" considering that it invented/combined a lot of what defines anime games (airdashes, gatlings, anime art style, bursts, long combos, crazy characters/mechanics).
Replies: >>100425
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>>100338
>we want the porn addict audience
I can't say I'm exactly surprised, but it is a little disappointing.  At least there will be more fanart.
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>>100235
>though it shouldn't have taken them so long.
They took the backer vote pill as was the trend with crowdfunding at the time. Leave gameplay/aesthetic decisions up to the people who paid you money in the hopes that more people will shell out to get a say. But yeah, they were probably so strapped for cash a complete game mode was always going to be off the books. 

In the post Mike climate I think Umbrella is coming along fine, although she's a bit unfocused in her kit and there's a decent writeup of some of her problems by Triviality on the main forums. The long and short is that she lacks any real mobility which isn't a huge problem in and of itself but her charge inputs is conflicting with one of her better command normals, and the bubbles she can spit out butt heads with each other since there's a limit of 1 on screen yet the two moves that generate bubbles would be more optimal in tandem to help control space better. She just needs some buffs to smooth out the issues with mobility and I think she'll have her niche solidified as a somewhat variable grappler. 

Since she's not critically flawed I have hopes for the rest of the season.
Replies: >>100425
>>100405
>an instant overhead being removed by the additional of a silent arbitrary timing window on the double jump with no indication that it is happening or why that you could only possibly know about by reading patch notes or going frame by frame through unrelated variations on the setup when it mysteriously fails
I've got no hope for anything made by the current development team.
>>100389
Either you've played (or watched) Strive and you know the netcode sucks, or you haven't played or watched Strive. Either way, you're trolling in a really empty and uninspired way.
>gatlings and shotos and western art styles define anime
ebin
Replies: >>100449 >>100546
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>BBCF and BBTAG are getting rollback
I genuinely didn't think this would ever happen, but here we are.  CF's rollback beta is out today at 3:00 p.m. PT/6:00 p.m. ET.  There will be bugs, etc. etc.  Apparently the update also reduces the game's filesize by more than half, and during the testing period world lobbies will be disabled.  Ranked match and player rooms will still be functional.

Apparently the developer of the longstanding BB Improvement Mod was part of the rollback patch team.  The rollback patch will break functionality with the mod, and due to legal reasons/NDAs he won't be able to fix it.  I'm sure someone else will step up, though.
Replies: >>100481
>>100425
>he didn't read the patch notes
Do you think devs put them out for a reason?
Replies: >>100453
>>100449
I did read the patch notes, that's the only way I could possibly have known.
Replies: >>100489
>>100438
PUT IT IN GBVS YOU FUCKING NEGROS
>>100453
>I did read the patch notes
Ok so walk me through this so I can understand the problem. Is your complaint that they didn't give some on-screen indicator for this change? If yes is it your position that every change require such? 

Or 

Are you complaining that you had to read the patch notes to notice something was off? Otherwise you might as well say every game is hopeless so long as developers make system or unit/character specific changes but don't make a particle effect to indicate such.
Replies: >>100508
>>100489
The problem isn't that it's in a patch/change (that is a problem and living games are by definition shit but it's an unrelated problem). The problem isn't that the change itself is obscure and never mentioned anywhere, though that's unnecessarily gay considering what the change is. The change itself is the problem. In a game like skullgirls with ambiguous animation it's not like low visual clarity is a change for the worse, that's the standard.
The problem is that they've deliberately patched out intuitive tech in the most heavy handed possible way instead of allowing for any semblance of emergent gameplay.
Here's what I'm talking about:
>Robo-Fortune can double jump again during the first two frames of her jump, but all air normals will hit mid for that jump after.
>If Ms. Fortune double jumps within the first two frames of her leaving the ground, her air normals will hit mid for the remainder of the jump
There's absolutely no reason to believe that your air normals wouldn't be overheads, and it's intuitive to try to get instant overheads through low altitude cancelable airstates. It's especially egregious because there's no indication that basic principles are being violated but it's violating those basic principles for the explicit purpose of taking away options that arise from fundamental movement and that's the problem.
>particle effect
Sure, if they inverted your character's palette or used similarly strong imagery to indicate that you were being punished for using basic movement options you'd at least catch on that something retarded was happening.
Replies: >>100524
>>100508
The change to Robo will eventually hit the rest of the cast from what I remember. I can't say whether I care for it or not since I don't actually go for those routes (i'm casual as fuck) and don't play robo specifically but she already has 3-4 attacks that don't hit where they look like they should hit just skimming the wiki. The one I already knew about is her 5HK which is the golf swing that hits high despite looking like a low. 

Other than that a number of characters have air normals that by default hit mid, and pretty much all air specials/supers hit mid as well. This ultimately seems to be balancing out how good it is to have an instant overhead on some characters so I don't know if the double jump change really hurt robo's game in the long run.
Replies: >>100555
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>>100238
 >Can someone redpill me on fightan games? 
>redpill
I can redpill you on why you should personally shoot yourself in the head you literal retard.

>>100425
>Either you've played (or watched) Strive and you know the netcode sucks,
GG Strive's netcode has been fine ever since they've includes rollback, niggermonkey. You literally haven't watched nor played a single game of Strive and are going off on autistic tangents.
Replies: >>100555
>>100238
Lurk more.
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>>100524
Robo change is older than the fortune change.
Losing instant overhead is a big deal for fortune, and it's gay.
>her 5HK which is the golf swing that hits high despite looking like a low
It's a dust, it hits overhead.
>pretty much all air specials/supers hit mid as well
That's pretty standard.
High/safejump->low/throw on jumpins is a human right (and still exists so far). High/safejump->low/throw on IAD/IDJC is genre defining and losing it would be a big deal but iirc what they're actually taking away from fortune are some instant double overhead routes. That doesn't change the fact that the implementation of the change is infinity nigger gay, and I'm not going to reinstall to check.
>I don't know if the double jump change really hurt robo's game in the long run
It made the fun robo install less fun, that's for sure.

>>100546
>muh rollback
alternatively
>lying on the internet
The first masters had obvious drops due to lag in a japanese tournament with rollback in >80% of sets to the point where the official stream started banning anyone who talked about them because people started to chant when it happened. 0% of these top players went for completely free 2 frame windows to avoid chip damage from meaty fafnir because of how inconsistent inputs were. I haven't watched any strive since for what should be obvious reasons.
I'd say more than 1/3 of my games in the time I played were unplayable slideshow tier, the best games still had significant problems but everyone sucked and strive is so slow that I guess it didn't really change the fundamental experience lol. Celestia depopulated so quickly that it was impossible to get games at the times I could play and I never got muh vip, rip.
>tangents
You haven't responded to a single point/claimed evidence I've brought up yet you keep posting, so I'm elaborating on loosely related factors. You could stop anytime, anon.
>>100555
You have a talent for spewing a lot of words into a text box without saying anything.
>a handful of people missing a 2f window with variable timing in a high-pressure tournament set means the netcode is the problem
You've never played a fighting game, have you?
<b-b-b-b-b-b-b-but if it's meaty then the timing is the same
Record yourself IBing a meaty Fafnir 20 times in a row off the same setup.
">muh rollback"
You keep saying that.  I do not think it means what you think it means.
Replies: >>100581
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>>100555
>It's a dust, it hits overhead.
I'm aware she's one of the GG characters Mike implemented. Doesn't change the fact that the move looks like it should be a low which is initially very confusing until you either check framedata or move properties in training mode. 

>they're actually taking away from fortune are some instant double overhead routes. That doesn't change the fact that the implementation of the change is infinity nigger gay, and I'm not going to reinstall to check.
Sounds like you just raged at losing some character specific tech you'd probably also admit was a bit excessive.

>It made the fun robo install less fun,
You already get fucking insane laser spam on top of better mobility and an extender. Hell, they gave her HK a followup and that threw me off so hard the first time someone shinesparked to follow my ass after getting hit by it. Looks fun but she got overall buffed in my opinion despite the nerfs in other areas.
Replies: >>100581
>>100562
>You have a talent for spewing a lot of words into a text box without saying anything.
Is that your way of saying you can't respond to any of my points so you'll just ignore them? I'd call you out on being a faggot that's clearly not playing fighting games but since you seem to be implying you'd try to play strive maybe that's for the better.
Nobody missed a 2f window because nobody went for it.
>a handful of people
0% wasn't hyperbole. Literally not one player in the world even a single time thought that trying to IB fafnir would be worth their time under strive netplay conditions.
>You've never played a fighting game, have you?
Even at my level a mishima player would never shy away from using an electric even if a WGF would ruin their day. There are a hundred billion 2f pickups in poverty games that much lower level players (presumably, maybe all guilty gear players suck and that's why their scene was instantly taken over by randoms, you tell me) can follow up just fine.
You can say I've never played a fighting game after being called out without a retort since you've obviously never played strive (and didn't watch the masters so you weren't even interested in it even as a spectator at release lmao) but the fact is that my first source for strive netcode sucking is my own experience and I only brought up the fact that crippling netplay issues plague even nip( tournament)s to divorce it from that context.
>reinstall strive
I'll pass, faggot.
I feel like your bait is getting worse, I give you a 2/10. Mostly for persistence but also for the attempt to spin in context which gets brought up but you've no understanding of.
>>100084
MMA(influenced BJJ)fags don't teach it, if anyone does it'd be traditionalist faggots. It absolutely wasn't "adopted by some teachers".

>>100564
Skullgirls does have terrible animations, yes. A golfswing reads as overhead to me though, I feel like that's the standard and golfswings that hit low are cheap exceptions
>Sounds like you just raged at losing some character specific tech you'd probably also admit was a bit excessive.
Degen shit is the entire fucking point of skullgirls, so no, I'd never admit anything is excessive. There's nothing wrong with triple overhead setups, SG is a tag fighter anyway it'd be expected to have loopable blockstrings (and they definitely do exist, including on solo fortune). Mash DP you fag.
>Hell, they gave her HK a followup and that threw me off so hard the first time someone shinesparked to follow my ass after getting hit by it.
That's literally a replacement they added explicitly to serve as a pale imitation of IDJC overhead which could be followed up.
>Looks fun but she got overall buffed in my opinion despite the nerfs in other areas.
I don't care if the character is strong or not, I care if they're interesting and if fundamental concepts (especially which require tight execution) actually work. Replacing tech with a dedicated button is gay, adding a (slightly) worse version that's more accessible and consistent would be fine but that's not what they've done or why they did it.
Fortune especially was a character who did pretty much what it said she did (and was strong as a result of it). Skullguys tech is increasingly just using predefined gimmicks to get slightly around the increasing layers of bandaid fixes.
>>100555
>>100581
>0% of these top players went for completely free 2 frame windows to avoid chip damage from meaty fafnir because of how inconsistent inputs were
>0% wasn't hyperbole. Literally not one player in the world even a single time thought that trying to IB fafnir would be worth their time under strive netplay conditions.
which one is it
Replies: >>100596
>>100581
>but the fact is that my first source for strive netcode sucking is my own experience
No it's because you're a retarded nigger who is ass shit at games and doesn't understand what rollback mean and are crying over something that barely is an issue in the game. You're retarded and should stop pretending you're an intellectual who plays fighting games.
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>>100583
BTFO
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>>100582
Both, it wasn't open invitation.
>>100584
I prefer the onomatopeee-a tbh fam
Replies: >>100602 >>100606
>>100596
let me be clear
>0% of these top players went for completely free 2 frame windows to avoid chip damage from meaty fafnir because of how inconsistent inputs were
this one implies they missed a 2 frame window for preventing chip damage, which doesn't make sense at all as IB doesn't do that, FD does that, i'm assuming this was before the significant fd change - which FD wouldn't be used in the first place
>0% wasn't hyperbole. Literally not one player in the world even a single time thought that trying to IB fafnir would be worth their time under strive netplay conditions.
under strive gameplay, instant blocking fafnir is retarded for many reasons - mainly because ib was changed to not even reduce blockstun and fafnir applies guard crush, so depending on how you ib and how you respond to it, you can technically be fafnir'd -> (used to 3f) 5k, so going for something like ib into fast jab (can't use the yrc/dead angle bubble) but that's getting off tangent, instant blocking a + move in strive is not a good idea at all especially if they're close enough to do
Unless you meant the instant block fd which is just the actual red parry-tier execution, yeah that aren't that many who even attempt to do it especially in early high level play
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>>100584
>>100596
Just so I'm clear. You do realize we have ID's on this website so it's a bit odd that the same idea would reply to itself with a different suggestion for a comment right? You're not schizo posting are you? 

>>100581
>A golfswing reads as overhead to me though,
That's weird as someone that plays golf and/or has a functioning brain because a golf swing will hit someone's leg/groin before it ever hits the head. This would be fine if there was a "sweet spot" mechanic and hitting the opponent with a specific part of 5HK's hitbox counted as a high since it's possible to hit someone's head under the right circumstances with a golf swing. Otherwise while it's a very minor observation, no it's not immediately obvious an attack that originates below someone hits high. This was again just a comment about robo's moves seeming to hit mid in the air when she already has a couple moves that do this. 

>Mash DP you fag.
I actually had no opinion on her tech other than it got removed probably to balance things out. Direct your complaints to someone crying about it

>That's literally a replacement
I don't see how it's a replacement since it doesn't cover for the fact that she can't triple overhead in neutral and instead gives her grounded game a bit more consistency at the cost of a head to give her a followup. 

>Replacing tech with a dedicated button is gay
Again, there's nothing immediately obvious to me saying homing directory is a replacement for this tech. They gave her wallbounce move another utility in neutral should you not get the splat which is good. 

>Skullguys tech is increasingly just using predefined gimmicks
I don't agree with this either since some of the "bandaid" fixes you probably are referring too would be shit like how undizzy straight up didn't work and then they fixed it.
Replies: >>100609
>this one implies they missed a 2 frame window for preventing chip damage
It doesn't imply that at all, it explicitly states the opposite, that they did not attempt to go for IB (I'm presuming, because they were aware how bad the netcode was).
>IB doesn't do that
IB does/did do that.
>instant blocking a + move
never said anything about that
I watched this nigga eat fafnir on his guard and lose however much to chip and have to hold a mixup three times in the same set and every time he had literally nothing to do leading up to the ib window (hard knockdown setups) but he didn't bother to go for it
>Unless you meant the instant block fd which is just the actual red parry-tier execution
You're expected to be able to redparry 50+ frame moves that you could more or less assume were coming, my dude. Aren't IB and IBFD windows both 2frames?
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>>100606
>he doesn't know what the TOR ID is
Always lovely when cuckchan outs themselves
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>>100609
Wasn't it 000000?
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>>100608
>IB actually prevents chip damage
what the fuck weird and gay strive change out of ten, eitherway in terms of preventing chip damage FDing would be the easier option, unless you mean that the pro gamers are such executionlets that they should have and should be able to go for the ib every single time
>instant blocking a + move
fafnir is +, that's what i'm referring to, if he actually ib he might have been mixed slightly more due to being literally closer and potentially mixed up even harder
>Aren't IB and IBFD windows both 2frames?
Yeah, but there are people who cannot press two buttons at the same time, so technically IBFD is harder than just IB.
>>100614
On moe yes, but on most other imageboards it is assigned a random ID each thread.
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>You do realize we have ID's on this website
Do you? This is the hidden service, boomer-kun.
>That's weird as someone that plays golf and/or has a functioning brain because a golf swing will hit someone's leg/groin before it ever hits the head
That has nothing to do with whether or not something is an overhead.
>I don't see how it's a replacement
Replies: >>100638
>Yeah, but there are people who cannot press two buttons at the same time
But don't you IBFD fafnir by just tapping FD without a direction?
Replies: >>100645
>>100616
Fair enough, I did remember seeing a bunch of 000000 id's in the uncommon time threads a while back and chiding that it was Tor users. I must have been mistaken. 

>>100617
>That has nothing to do with whether or not something is an overhead.
Your original problem was with moves that look like they should hit high hit mid instead. Of course it's fair to bring up a move that hits high but looks low. That is all. Nothing huge, just an observation to her moves. I could just as easily cited her jHP/HK which hit mid already. 

>I don't see how it's a replacement
I still don't because her idjc works in completely different contexts than Homing directory. I acknowledge that Liam says it's a replacement (hell, he made the video on the topic years ago) but that seems to me like saying giving Band more armored moves is a replacement for removing parrying if the intention is to let him mitigate more hits. Technically correct but not acknowledging the difference in implementation. As I understand it Robo lost the ability to use jLP/MP/MK as an IO in exchange for new routes based on 5HK which is s mid/ender move and not as usable as the opening to a combo.

Because it seems that while you like degenerate stuff, Robo and the rest of the cast will ultimately lose this specific tech but she got the nerf bat first since she benefitted the most from it. In exchange she got a lot of buffs and tweaks.
Replies: >>100684
>>100618
IBFD is both tapping back & pressing two buttons at the same time. There's no macro for FD, so any 'pro' player that were used to macros from xrd and other fighting games would have to get accustomed to two buttons at the same time
>>100638
>Your original problem was with moves that look like they should hit high hit mid instead.
The moves are actually overheads in game.
There's an added hidden state that makes your overheads into mids. Whether or not it's a hidden state or otherwise, the implementation of the state is super gay.
It would be better in terms of UX to roll out this kind of retarded change that's planned for the entire cast across the entire cast all at once then they could put it in the generic tutorials or whatever, but that doesn't really matter. The state itself just adds to the increasingly shitty house of cards and contributes nothing.
>Technically correct but not acknowledging the difference in implementation.
Parrying has a ton of consequences which radically change e.g. left-right setups on bigband. I guess if you gave him a mashable frame1 armored move it'd be similar.
>lose this specific tech
It's slapping random gotcha's onto fundamental movement though. It's overzealous crossup protection that blocks go-over airnormals tier.
>As I understand it Robo lost the ability to use jLP/MP/MK as an IO in exchange for new routes based on 5HK which is s mid/ender move and not as usable as the opening to a combo.
>In exchange she got a lot of buffs and tweaks.
Devs fucking with core mechanics and taking away as much as they can that's not a predefined word of god route while not having any appreciation for the game as it is played isn't anything new, but it's never good.
Replies: >>100726
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>>100684
>It would be better in terms of UX to roll out this kind of retarded change that's planned for the entire cast across the entire cast all at once
Given Robo-fortune is a zoner with strong mobility I think the reason she got hit first is because idjc probably reduced her weakness in an area the devs felt she should actually not be great in at this time. Unlike everyone else in the roster who will presumably get hit with this she still got compensated with 5HK conversions and the additions to Systemic Circuit Breaker. That might not seem good enough to you but it seems like they acknowledge it's still useful for her to have just not as liberally. 

>Devs fucking with core mechanics
I took the opportunity to review some footage from this years Evo since Robo had decent representation in top 8, as well as a couple sets from the previous year to eliminate the patch changes (mostly shakeyfinger). I honestly don't see any instances of people really using Robo's idjc tech (I was looking for low altitude air normals) so my question to you is how "core" is this really to her? Having only really played against her and watched footage over the years I'd say the "core" of her kit is Theonite beam, Headdrone, and her jHK mobility. Post patch all these are still intact they just tied her overhead conversion into 5HK.

Do you have a player in particular I can see really utilizing IDJC for robo? I'm not saying it doesn't happen but I'm rather ignorant of the character at large so I want to know if this hit as hard as you seem to be framing it because I'm not seeing that to be the case. And to be clear, my point here isn't that "if nobody does it in tourney it shouldn't be in the game" because that in and of itself is a cancerous mentality that can ruin any things if developers try and alter the game to appeal more to "pro" players. I'm just trying to figure out how damaged Robo's gameplan is without this particular tech seeing the people that utilized it more often.
Replies: >>100760 >>101031
>>100726
How crippling is your autism and lack of reading comprehension in everyday life?
>That might not seem good enough to you
I never once said anything about buffs/nerfs besides the asides where I said it doesn't matter if it's a buff/nerf. Replacing universal techs that are a major point of what defines the genre with gimmick buttons is always a change for the worse.
I have no idea why you'd think I would care about the balance of a character I never picked up in a game I dropped a long time ago when I've never mentioned or hinted at anything of the sort. One day I considered picking it up again and checked the patch notes, and the patch notes said that they were slapping random hidden gimmick nerfs onto core movement techniques which long predate the game on one character specifically (fortune) and so I looked away again.
>so my question to you is how "core" is this really to her?
Nobody ever once said anything about it being a core part of her kit (although it is, not having good overheads makes solo robo much worse at being an actual character and so anchor robo has been killed in favor of a stronger zoner). IDJC is a core mechanic of the movement system in skullgirls. Hacking it by slapping a hidden window onto jumps continues the trend of divorcing the game from core genre skills and increases both the amount of random dumb trivia you have to memorize to play and the number of terrible habits you'll pick up from playing.
>I'm just trying to figure out how damaged Robo's gameplan
Who gives a fuck?
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>>100760
Don't worry man, I get what you sayin' and I agree. They didn't wanna have a trickle down effect of nerfing the causes so they just arbitrarily messed with a symptom while giving no indication in-game.
Imagine a new player or even an experienced one picking up Robo Fortune one day and having no idea why this universal mechanic isn't working in this one instance on this one character. Pulling his hair out for hours thinking he's just fucking up the timing until he finally starts googling around.
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>>100760
>I have no idea why you'd think I would care about the balance of a character I never picked up in a game I dropped a long time ago when I've never mentioned or hinted at anything of the sort
Well, when you said the removal of this esoteric tech made the characters install less fun. I made the horrible assumption of assuming you actually played the game and thus were more familiar with the impact of its removal. I can see it was a mistake to give you that much credit. I wom't make it again.

>Nobody ever once said anything about it being a core part of her kit
<although it is
Well, when you call something universal, although not all characters have double jumps. Or when you call something fundamental, except I've rarely if ever seen it used in practice and it's not even in any character tutorials. You do present something as being pretty central to a character where it's exclusion negatively impacts them. It apparently doesn't. 

>IDJC is a core mechanic of the movement system in skullgirls
>core genre mechanics
Given I've found 0 proof to this by this point it's completely hollow for you to keep regurgitating it. 

>Who gives a fuck?
Not you and no longer do I anymore.
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>>100813
>Well, when you said the removal of this esoteric tech made the characters install less fun.
Time to sit the fuck down and stop huffing your own farts Anon.
>>100813
>esoteric tech
>double jump
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>>100852
Holy disingenuous batman I didn't realize we were only talking about normal double jumping, not a frame 5 input for an instant overhead.
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>>100726
>Do you have a player in particular I can see really utilizing IDJC for robo?
PME does this a lot, he plays both cats and was pretty well known for aggressive robo. Pretty sure he cycles his team order based on the opponent's team and I've definitely seen anchor robo.
>>100867
You need to go back
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Good to see Black Dahlia is coming.
Is Skullgirls still pozzed?
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>>101107
How could it not be?
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>>101114
Didn't the main guy fired everyone?
Replies: >>101197
>>101107
Once pozzed always pozzed.
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>>101162
Mike is now the king of absolutely nothing since nobody will publicly work with him anymore and the IP was owned by another company because of poor business decisions early on.
Replies: >>101325
>>101167
what happened to Skullgirls?

I assumed it was pozzed due to the redditors spamming how hard it is to be an artfag everywhere for this mediocre fighting game with a pitifully small roster of less than 20 characters.
>>101197
Really? That is a shame.
>>101319
>pitifully small roster of less than 20 characters
No fighting game needs a roster of more than 10 characters for balance and variety.  Launching with only 8 characters was probably the least of SG's problems.
>>101319
>due to the redditors spamming how hard it is to be an artfag everywhere for this mediocre fighting game
They were asking like 50k for each extra character in the kickstarter, saying that the animation was 60 fps and so it took 6 million dollars to animate each frame. 
And then they proceeded to get the artist to redo frames to censor half of the panty shots months after release.
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>>101319
>hire artist known for drawing gore and weird porn to make your game
>tell him to stop drawing all that sexy stuff that goes too far
The people who made it are generally a bunch of self-righteous fags who huff their own farts and think they're better than everyone else.  They also live in and around Los Angeles, California, so all their crowdfunding campaigns require about ten times as much money as they should actually cost.  Recently, the team canceled MikeZ for making a George Floyd joke (not a funny one; don't get your hopes up) and for talking to a whore the wrong way in private messages.  He's also apparently an asshole to work with despite being a skilled programmer.

The gameplay of Skullgirls is the biggest strike against it, because it's a combination of tag game bullshit and animations that are way too visually noisy.  When the game released, an average combo would last for literally 30 seconds with no chance for the victim to burst/combo break.

>>101355
>censor half of the panty shots 
It was only a few.  Don't exaggerate what actually happened.
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>>101363
>The gameplay of Skullgirls is the biggest strike against it, because it's a combination of tag game bullshit and animations that are way too visually noisy. When the game released, an average combo would last for literally 30 seconds with no chance for the victim to burst/combo break.
I'll second this as someone who unironically bought the game twice because I was bamboozled by the team's facade of playing video games. In hindsight it's obvious Mike Shekelmont wanted a "Marvel but totally balanced for real guise" game that he could dominate with his grappler waifu while simultaneously drawing in normalfag shekels by claiming to be newb-friendly. But the thing is the reason Marvel has stood the test of time is how UNbalanced it is. Anyone can die at any time and it happens fast enough to not be obnoxious because of how high-damage the top tier characters are. But because Mike Shekelberg is a faggot Tager player, all he did was make Marvel-tier characters and then nerf the shit out of their damage. You have the exact same number of decision points (guess high vs low) but losing takes ten times longer because of the shit damage. Even in 2014 the forums were seeing complaints that the online meta was "mash assist and pray you don't drop your 50-input BnB."

>It was only a few. Don't exaggerate what actually happened.
>it was only a few nigger cocks in my wife's ass
Even one would deserve a public flaying for everyone involved. Reminder they also encrypted all the game files in the same patch to keep you from fixing it yourself.
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>>101378
<[claim]
>that's incorrect numerically
<fucking reafdastre how dare u defend them
Why do people behave this way?
>>101381
Maybe because censorship apologists like you try to minimize it, and faggots who listen to retards like you need to start actually fucking caring about what's actually fucking happening 
Moreover, it was a lot more than a few you pathetic gorilla Nigger
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>>101387
>censorship apologists
>if you don't lie, you support censorship
What form of brain damage do you have?
>>101381
Considering the evocative choice of image I think you should understand he's behaving that way because he's emotionally invested. People tend to skew things, especially when they really care.
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>>101381
Who are you quoting?
>>101387
It's more that autists like you keep exaggerating the topic for no reason other than hysteria.
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>>101378
explains why it felt like the characters did no damage compared to gameplay videos. 

2nd encore makes no sense since there hasn't been any other games beyond the mobile cashgrab and the original that was DOA storywise.
>>101387
Does censorship cut a wound open in your body? No? So it doesn't cause you any harm whatsoever. In that case there is objectively nothing wrong with censorship whatsoever, your just upset because you don't like it.
:^)
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>>101554
>the world's premier martial arts festival
death to mma
death to those who insult fightan
inshallah
>>101452
>deriding censorship is a bad thing
Your cuckchan is showing, go back
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>>101560
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Enough shitposting about panties. Persona 4 Arena: Ultimax is getting a PC port. No rollback at launch but given BlazBlue just got rollback I'll be keeping an eye out for this one down the line.
>>101602
Inb4 4fags spergs about wanting to peg akechi’s asshole for years on end again
>>101602
Finally
>>101602
What's the point of putting Nao, Tatsuya, and Maya on the first screen when none of them are playable? Shitty Atlus doesn't care about the better Persona games.
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>>101671
By that logic there should also be SMT If... characters. P1 and P2 are not Persona, just a shitty SMT-lite.
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>>101682
>P1 and P2 are not Persona
They were the titles that started to flesh out the mechanical and narrative themes and motifs of Persona as a whole beyond the guardian system from If.... Using Jungian psychology, integrating the tarot cards into persona affinity, general idea of fighting eldritch entities as opposed to straight up YHVH and Lucifer, etc. For as much of a shakeup as 3 was (I will never forgive Atlus for making the wildcard a thing) Persona's 1 and 2 shouldn't be forgotten even if Atlus does when they aren't shilling stuff or costumes in whatever dancing game is current.
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New anime world trailer, now introducing Hitman, an Agent's subclass, while also teasing 4 other classes.
https://yewtu.be/watch?v=_gmjUuHdupA
Replies: >>102458 >>102511
>>102457
>anime world
>not mentioning the open beta in less than a week
What?

It's still hilarious to me that the intern who must have recorded and edited the trailers literally couldn't do combos so they just jump cut from one attack to another as though it connected.  The open beta this weekend is a pleasant surprise since they haven't talked about mechanics at all.  I can't recall the last time a new fighting game went from a total information blackout to playable in such a short time.
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>>102458
>anime world
Yeah. >>96710
>not mentioning the open beta in less than a week
What a blunder, how could I forget to mention that? It's on praystation anyways, so it's not like I can give it a try anyways.
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>>102459
>it's a "schizoposter tries to force a nickname that nobody else thinks is funny" episode
No thanks.
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>>102457
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>K9999
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It only took 2 (I think?) years, but GBVS is down to 20 dollars. There surely still is a chance for this game, after all it's literally SFV but good. RIght?
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I repent of it all, I'll never play a modern fighting game ever again
I've been reintroduced to the glory and wonder of actually being able to play and not sitting for twelve hours in loading screens and cinematics between matches
I'll never read patch notes ever again
I'll never use matchmaking ever again
I feel cleansed and pure, like I was baptized and born again in a shower of loli pee
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>>103221
Some modern games are ok though, but of course arcade made fighting games are going to be superior. What did you play?
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Hope your favorite characters are in here. Mine aren't.
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>>103495
>tiny screenshot from an old trailer that doesn't show the full roster
But why?
Replies: >>103587
>>102796
> it's literally SFV but good
delusional gacha trannoid
Replies: >>103587
>>103507
That's supposed to be a leak though.

>>103544
>fighting game
>gacha
>>91322
Tekken died after Dark Resurrection
Replies: >>103856
>KOFXV open beta
>DNF Duel open? beta
<no posts
please come out of your holes, sonyggers
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>>103788
https://twitch.tv/videos/1236622268?t=7h54m23s
Replies: >>103803 >>103833
>>103799
no thanks, nice digits though
>>103799
>Unironically linking a cancerous site
Kill yourself.
Replies: >>103926
>>103594
tekken died after 5, you cum recepticle
Replies: >>103879 >>104000
>>103856
Tekken died after 3, I am the true contrariana round these parts. Fear me.
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>>103788
>don't own a PS4 or PS5
I can only do so much anon.
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>>103879
Tekken 1 is the only real tekken game, if I can't TOD you with heihachi or df1 you to death with king then it's not real tekken.
Replies: >>103894
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>>103884
>Tekkuso
<not superior
T O B A L

>>103883
mea culpa, anon
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>>103894
I have no idea what any of that means but alright.
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>>103833
Unironically, what's cancer free?
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So how is DNF looking so far? I'm kind of getting started on the genre and was interested on the game, but I don't have enough experience to judge wherever it will be good or bad just by looking at it. So far for what I could gather looking at gameplay videos:

>Two type of damage, grey and red. Grey damage will recover slowly by itself if not getting hit, red damage cannot be healed.
>There is a MP gauge which is used to do special moves and supers. It seems to recover pretty fast by itself. 
>As you lose HP, your max MP increases. So you will have 100 at full health, and as you lose HP it will increase until you reach 200 max MP at low health.
>There is a form of instant cancel tech similar to RC from GG and IC from BB, but can only be performed when you had been hit and have grey damage. This tech is called "Conversion" and it will transform grey damage into red damage, but allow you to cancel instantaneously your attack to open up new routes for combos and make unsafe moves safe.
>Seems there is a guard break system. Defend too much and your guard will end up broken.
>There doesn't seem to be any mechanic akin to Burst like GG, so I guess if you are getting comboed you have to just take it.
>Pretty decent in the combo department I think. You can make some simple chains with meterless attacks, but can go crazy if you have enough meter. Seems like resource management will be important, but the MP gauge recovers much more faster than the average FG's special gauges for what I have seen, so it doesn't look to be too restrictive either, specially compared to games like GG Strive.
>Damage didn't look to high nor too low for what I've seen. No killing enemies in a few hits nor ridiculous long combos to do any kind of real damage.
>So far the characters are ok but haven't seen any that looks as interesting or unique. Perhaps the Crusader and the Dragon Knight may be the more out there mechanically, but doesn't seem to be by much.

So, for what I have seen, the way all of those mechanics work is to make you have more and stronger options the more health you lose, and even the Conversion mechanic seems to be designed so you can force that state sooner, a kind of "risk vs reward" kind of deal. Also I think it may give a lot of chances for comebacks. For what I have seen it looks simple yet fun. Perhaps a little bland. Does anybody have any opinion about it? Or is just impossible to know how it will fare without trying it out?
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>>103856
Dark Resurrection was better than vanilla 5
>>103993
It's arcsys the game will be good but they will charge you 60 dollars for 3 characters and shit netcode.
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>>103908
Heś saying that the game series known as Tobal is superior to old Tekken in the first post hyperlink.
In the second one he uses an expression in portuguese which translates to "Ím sorry", followed by a diminutive form of Anonymous to refer to the user he was talking to.
>>103894
Why aren't you playing Tobal in the Arcade Room thread.
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>>104012
>moortuguese phrase
>>103993
>>There is a form of instant cancel tech similar to RC from GG and IC from BB
>IC from BB
They're both called RC.  Romantic (Roman) Cancel in Guilty Gear and Rapid Cancel in BlazBlue.
>but can only be performed when you had been hit and have grey damage. This tech is called "Conversion" and it will transform grey damage into red damage, but allow you to cancel instantaneously your attack to open up new routes for combos and make unsafe moves safe.
This is more similar to the Baroque Cancel/system from Tatsunoko vs Capcom, which also functioned by allowing you to trade partial damage on your characters' life bar for a powered up state.  TvC is a touch-of-death game like most tag games, and the Baroque system is a big part of that.

I had a look at some gameplay from the DNFDuel beta, but due to the incredibly retarded matchmaking (you can't even choose your character), it's hard to know how accurate current gameplay is.  The combos don't seem to be too high damage and the damage scaling is intense, but I predict the final game will eventually be higher damage because one of the core mechanics encourages you to trade your health for attack power.  The idea of a mana bar isn't too different from the traditional super meter in most fighting games, but the fact it regenerates over time and that not all EX moves/whatever take the same amount is mildly interesting.

The pace of the game is much slower than the trailers led me to believe.  It's a ground game with no air blocking, which I think clashes with the over-the-top animations and character designs.  Characters like the Striker look and feel as though they should be able to dart all over the screen.  One thing which I really do like is that most characters seem to have giant normals like in UNI, Koihime, or some GG characters.  I like that the 16:9 aspect ratio actually feels useful.

>>104002
The game is being developed collectively by Neople, ArcSys, and Eighting and published by Nexon.  It has rollback netcode.
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>no activity
Let's fix that.

Observe what happens when a Pro™ Esports™ Athlete™ branches out to a new game.  What new games will you be trying in the new year, anons?
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>>107270
>What new games will you be trying in the new year
I've got to try out third strike, I haven't played a SF since world warrior.
I've come to the realization that I can't stand (GG-style) airdashers with their minimum 20f lockins on air movement. Coming out of stance/backdash cancels in tekken (+1f) not being able to control my character for such a long time during movement in neutral feels so awful that it makes me want to throw up.
Replies: >>107494 >>107550
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>>107270
>What new games will you be trying in the new year, anons?
I bought Pokken DX over the holiday and have been walking my way through the roster trying to find a character I like. Probably going to play Croagunk or the land shark. It's got an odd mix of ideas that apparently worked out for the most part (Cheer system seems a bit half baked compared to the rest). Will just work it offline and see which of my friends I can rope into playing local. Would like to avoid having to pay for the privilege of playing online with other people.
>>107270
>What new games will you be trying in the new year, anons?
Whatever they port to PC and is cheap.

>>107271
>not being able to control my character for such a long time during movement in neutral feels so awful that it makes me want to throw up.
Well, I guess you had to learn somehow. But yes going from (no joke intended) autistic levels of freedom and relying on being good at math to play will do that to you.
>>107270
Also it's a SF5 player, his brain is completely broken.
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>>107496
>collect 200 dollars
>>107496
Wow that narrator may have given me cancer. It's so bad I'm actually laughing, so points for that I guess.
>>107270
>AYO UMM AXESHUALLY
never post that misbegotten negromuppet again, anon
>>107271
An airdash is more comparable to a full run/dash in Tekken, which do take control away from you and lock you into certain attacks/options if you do them for long enough.  There (fortunately) isn't any other game that rivals Tekken's absurd degree of control over one's character.  If doing a movement that takes a third of a second and is almost exclusively used to attack at a specific distance is too annoying for you, then you're gonna have a rough time playing anything that isn't Tekken.

>>107496
>YOU SAID YOU WANTED MORE WORDS AND WE LISTEEENED
This is great.  You're no fun.
Replies: >>107587 >>107669
>>107550
How many games by Working Design do you own, and what does Victor Ireland's dick taste like?
>>107496
>because reading is an essential life skill
I think this trailer makes the game look like even more ass and one of the characters looks like the bitch from Steins;gate. But at least someone was having fun.
Replies: >>107701
>>107550
>An airdash is more comparable to a full run/dash in Tekken, which do take control away from you and lock you into certain attacks/options if you do them for long enough
If you 3 step run you're locked out of at most three neutral-input and three forward input moves (2 for <3 steps) and the motion to do dash moves (ff) until you cancel the run. You can cancel the run in one frame and access everything that's not overlapping with running move inputs from the run directly (+0). A forward dash only overlaps with moves from neutral and can (obviously) be canceled in a single frame. I'd think it goes without saying that you can (and will) cancel backdashes but yes, you can cancel those and most character specific motions too. Only things like steve's stancemoves behave the way you're describing.
Something like jumping in SF (or tekken lol) still leaves you entirely free to change what you're doing until you actually commit to an action.
>If doing a movement that takes a third of a second and is almost exclusively used to attack at a specific distance
<nobody ever airdashes backwards or airdashes during neutral in games with 2+ air options
Are you retarded? Have you touched any poverty anime or french bread game in your life? Fucking skullgirls has this.
Not to mention how important air cancels are for combo filler/blockstrings and how having terminal air options that don't add height completely changes your options for zoning if you have airprojectiles.

>There (fortunately) isn't any other game that rivals Tekken's absurd degree of control over one's character
That's untrue and also I'm struggling to see it as anything other than obvious bait. Not being able to control your character is a good thing? Are twelve hour combos also good?
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>>107644
>looks like
Anon, that is the eponymous bitch.
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*'is'
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AAAAAAAAAAAAAAAAAAAAAAAAAAAA NIGGERGULL YOU COLOSSAL HYPERFAGGOT
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>>107669
>hurr durr I'm smart numbers numbers
When I last played Tekken 7 a few years ago, I distinctly remember trying to run forward (no, I didn't count the number of steps, pardon me) and trying to stop the run, only to find my character had committed to some stupid-looking tackle far in advance.  Perhaps it's my fault for being dumb enough to commit to, gasp, a three-step run instead of a two-step run that would obviously give me more control over my character, or for choosing the one character who had that kind of tackle baked into his run, or for simply not reviewing my character's 100+ entry movelist and accidentally triggering something.  I don't remember it well, so if you want to jerk off about knowing more about Tekken then me, go ahead.  That memory, as well as the general difficulty of moving fluidly, is what I think of when I think of Tekken's character control.

As for airdashes, most GG characters have pretty long and pretty horizontal airdashes (compared to MBAACC where many airdashes are shorter, or curve down slightly, or UNI where they're all curved and can only go forward), so their use in neutral explicitly for whiff punishing is somewhat limited in my experience.  It's not like Tekken where you can hover 2 pixels outside of your opponent's attack range and safely whiff punish from there.  GG characters have more control over their positioning on the ground, so if you wanted to get to a specific point on the screen with high precision, then airdashing is not the best way to do it unless you're Dizzy with two airdashes or Faust who can air brake.  You mention airdashing backwards, but doing that with almost any character will get you way outside your own attack range, which means you'd need to do something else once you land.  Airdashing back in neutral is mostly used to avoid something or to make your movement ambiguous and add to your opponent's mental stack rather than simply being done for its own sake.

>air cancels
You mean airdash cancels, I take it, or a jump cancel into an IAD?  Only a few characters can airdash cancel outside of Strive, and IADs are important but not strictly necessary for many characters.  The thing that most characters share about their airdashes is that they are used to circumvent pokes/zoning tools, which often have enough recovery to make them specifically vulnerable to IADs.  You were complaining about the horror of being locked out of movement or attacking for 15-20f in first post, but if you're smart enough to recognize what an airdash is used for then why does it bother you?  The point of a GG airdash isn't to be like a Tekken KBD, which itself is more like a clunky substitute for just having good walk speed.

I don't really know what to tell you except that Tekken is a game that does allow you to have an insane degree of control over your character, but also one that doesn't make much of it transparent  - and, personally, not satisfying.
>if you don't like doing Tekken's autistic frame-perfect movement constantly in every round you play then you must hate controlling your character in the first place
That smells more like bait to me, but I'm sure you'll find compelling reasons to vomit into the post form.
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>>107726
>trying to stop the run, only to find my character had committed to some stupid-looking tackle far in advance
That's a move. It triggers out of the run. You can't freely cancel moves in startup, no. The tackle is universal, and apparently has been around longer than you've been alive if your lack of experience with fighting games is anything to go by.
>the general difficulty of moving fluidly
As opposed to the complete inability? Not that tekken is particularly unique in things like backdash cancels, they are (really, movement in general is) just more important to the metagame due to the relative nonexistence of safe offense in the face of 3D movement.
<I literally can't read
Apparently. 3 step runs are entirely cancel-able.
>so if you want to jerk off about knowing more about Tekken then me
Apparently the ability to count to 1 eludes you, so you must have a pretty hard time learning framedata for games like MBAA where blockstrings often include frame perfect links during 30+ frame advantage.

>so their use in neutral explicitly for whiff punishing is somewhat limited in my experience
Where the fuck did whiff punishing come from? 
>It's not like Tekken where you can hover 2 pixels outside of your opponent's attack range and safely whiff punish from there
<Movement in tekken is too complicated for me to even attempt to understand.
<But you totally can't move forward in tekken believe me. It's not like the flagship character archetype are known specifically for having a fast forward movement tech.
You're also extra retarded because unlike GG with it's faggot shit where what buttons do changes entirely based on whether they hit something or not attacks with followups etc. still have those same followups on whiff so most whiff punishing is done with a degree of forethought and deliberation before engineering the whiff, but that's a different conversation entirely about the differences between 3D and 2D fighting games and/or the crush system specifically.
>most GG characters have pretty long and pretty horizontal airdashes
I think it was pretty fucking clear I wasn't talking about GG specifically. Yes, GG is a joke of a series with garbage air movement, except that's also wrong and e.g. milia behaves exactly the same as characters in plenty of other airdashers her fucked momentum notwithstanding.
>then airdashing is not the best way to do it unless you're Dizzy with two airdashes
Oh you mean like in literally every game like the games I actually brought up where you have 2+ air options?
>You mention airdashing backwards, but doing that with almost any character will get you way outside your own attack range, which means you'd need to do something else once you land
Or you could airdash forwards, or you could do what I explicitly mentioned and shoot a projectile before you airdash backwards as part of your zoning pattern? Or you could just be making space so you can continue zoning, or so you can get to the ground without getting antiaired when passing over someone in the corner, or any of the other thousands of reasons you might want to move backwards without gaining height or more quickly when you're already in the air?
>rather than simply being done for its own sake
Yes, people generally move for a reason in fighting games. Was discovering this such a shock to you that you thought others couldn't intuit it themselves?

>You mean airdash cancels, I take it, or a jump cancel into an IAD?
I mean cancelling an air action (an air normal or air special, generally) into an air option (an air dash or a double jump, generally). You know, the thing that's called an air cancel.
>You were complaining about the horror of being locked out of movement or attacking for 15-20f in first post
20f+, up to and including 60f+.
>if you're smart enough to recognize what an airdash is used for
Moving in the air and canceling air actions? I'm pretty sure that's what I was complaining about locking me into an inescapable animation.
>they are used to circumvent pokes/zoning tools, which often have enough recovery to make them specifically vulnerable to IADs
Yeah nigger, I'm sure that's the only time VAkiha airdashes.
>Tekken KBD, which itself is more like a clunky substitute for just having good walk speed
The fact that everyone can't backwalk like Hime in tekken leads to using movement that has varying defensive properties (backdashing, being vulnerable to mids during backdash cancels, not blocking while stepping, stepping then crouching under high tracking moves, etc.) dependent heavily on the nature of (sideways) movement in tekken. It's it's own thing and notwithstanding that it requires that basic movement not feel like a nigger slapping your controller out of your hand you can have (and there are many games) it's unrelated to a game not having awful lockins on basic movement. SF2 feels just fine to move around in, pretty fucking sure it's not based around kbd.
>an insane degree of control
Being able to control your character while moving around in neutral is insane? I'm pretty fucking sure it's the standard.
>also one that doesn't make much of it transparent
Yes, tekken has a lot of tech that you have to learn and the game has no decent tutorials. That's true for every game? It's not like you can explain fundamental concepts that won't be developed by players until years after release anyway, this will always be a perpetual problem.
>if you don't like doing Tekken's autistic frame-perfect movement constantly in every round you play [sic]
Sick strawman faggot. I dunno why you're so assmad about kbd and wavedashes when it's not any harder than e.g. pitloops (i.e. punishingly hard and finicky) which you're going to be doing just as much if you play MBAA. It's not like games have no advantage for good execution just because they're not tekken. Still unsure why you think that tekken is the only game where fundamental movement doesn't involve 30f cutscenes or why that would be a good thing if it were true.

To be clear, I mentioned GG only because GG is old and springs to mind when thinking of games with shitty air movement that makes you want to kill yourself. I know pachinko is a joke of a series for a hundred other reasons and always has been (while this is bait, it's also true).
>>107701
>>107702
>>107703
Sometimes I wish the west had the capacity to inject our own popular culture into fighting games without it becoming cancer. Like if we could put Columbo into a fighting game same as how Phoenix Wright got into MVC3.
I love it when people argue for absolutely no reason.
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>>99051
>As for MMA fans playing fighting games, not only they do, but they are also now the majority of the buying customers.

Just shut the fuck up, you are full of shit.
Replies: >>107751
>>107750
Do us all a favor and do not dredge up that autistic trashfire of a discussion, god damn.
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<mma
Replies: >>107797
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>>107765
martial arts? more like aids shart
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Every fucking time I see this thread's thumbnail from the corner of my eye, I mistake the image for a pink monster girl resting her feet on the table. The actual drawing is cute but I cannot fucking unsee this shit in the thumbnail, even as I write this my brain keeps telling me "there's a cute monster girl resting her feet on the table immediately below your post."
WHY
>>107901
Get help
Replies: >>107904
>>107903
I also misread and mishear words pretty easily, could be my brain's pattern recognition is overactive or some meme shit like that.
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>>107901
Like this?
Replies: >>107911
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who'sa hype4 loli-21?
Replies: >>108047 >>108052
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>>107905
Something like that, but with stronger foreshortening.
Replies: >>108079 >>108164
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>>107910
I am more hyped for the reveal of Goku-but-with-a-new-hat

:^)
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>>107910
That wasn't already an option?
Replies: >>108186
>>107911
foreshorten you're lyfe, footnigger
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snowman
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>>108119
That is one tight ass.
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>>107911
oh no
i'm seeing it now too
Replies: >>108345
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>>107901
Well, you're here now and you like feet I think you'll fit right in.
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>>108052
I'm still salty it got canned before we got closure on the succubus cafe owner
>>103495
>Hope your favorite characters are in here. Mine aren't.
Who are yours?
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>>108164
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>>108345
How dare you! He only like children feet.
Replies: >>108541
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>>108350
Just like Tarantino
Replies: >>108561
>>108541
>That skin
That an asian woman
>>108561
*SEAmonkey
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I just had a look at a replay in +R that confirmed something I had suspected for a while: when you RC a move, you can't truly act immediately because you need to wait for hitstop to end, but you can't buffer things in during that hitstop.  It's insane.

Here's the situation: I'm Faust, grabbing Kliff.  I want to input RC (using the PKS macro so it all happens on the same frame and no messy inputs), then input 5K as soon as possible to combo Kliff.  I input the RC and about 12 frames later I input 5K, but I'm still in the hitstop of the throw animation, so Faust doesn't do anything.  Then 4 frames later when the hitstop wears off and the RC actually happens, Faust just stands there without doing anything.

I do like playing +R but it feels like the legacy code and decade of iterations to the XX games have turned it into something where being consistent is so fucking hard.  Xrd rollback can't come soon enough (>implying it's ever coming).  As much as modern fighting games suck, I do truly hate stuff like this that makes what should be simple, fun things inconsistent.
>just delay your input
Kliff's tiny hurtbox makes that a liability.
>>108702
And I forgot to mention that under any other circumstance (like doing a gatling or special cancel), my input would have been fine since it was during hitstop.  I just cannot wrap my head around why doing an RC seems to erase my input history/buffer or treat it differently.
>>108561
Girl*
>>108702
>old games are inconsistent
>ports of ports of ports with a new netcode impletented on top of it are inconsistent
You can't fight it, try to get good at some modern fighting game or accept and enjoy older games as kusoge.
>>109795
That's not the game being inconsistent when RCing a grab resets the input buffer when ending every time.
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>>109795
It's just a GG fag being shocked that he has to input his moves when he want them to come out instead of being able to buffer things half a year early for autostrings like he's used to.
Replies: >>109819 >>109831
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>>109795
+R is definitely kusoge, and I've come to accept that now that I've played about 1600 games.  It's fun, but annoying stuff like this is everywhere and it makes acting out of blockstrings or punishing unsafe moves difficult, which is stupid because the point of unsafe moves is to be unsafe.  I feel as though I rarely reach the level of cutting through a character's knowledge checks and actually fighting the player.

>>109796
>the game isn't being inconsistent when a mechanic that is meant to allow you to act quickly requires you to wait out hitstop instead of using it as a buffer, contrary to every other instance of hitstop

>>109800
Tell us what superior fighting game you play without input buffers, then.  I could use a laugh.
Replies: >>109831 >>109859
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>>109800 >>109819
Dump your guilty gay pisscorp logs already, show how embarrassing your con operation works.
>>108702
Press 5K twice.
>>109819
No, the game is being consistent when it behaves a certain way 100% of the time.  Nothing random about it.  The design is inconsistent and that makes it hard for the player to be consistent.  It's annoying but apparently necessary nuance if you want to RC a grab.
How Do I make a fightan game bros? Is there any things to avoid when making one? how hard would it be to get decent networking? 2D or 3D?
Replies: >>109862 >>110191
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>>109861
Much like how you make any other videogame, you just make it.
>Is there any things to avoid when making one?
Look up the NFT Fighting Game and note everything bad about it.
>how hard would it be to get decent networking?
gppo is free and open source, you can study that, learning basic networking would be helpful anyways, see included pdf
>2D or 3D?
If you mean in terms of graphics, I personally don't care. If you mean the actual game in terms of is it going to be a 2d game like kof or 3d game like tekken in terms of movement and space. If you asked that question, you already lost.
>>109861
If you're asking here, Mugen might be more your speed but it lacks networking.  Ikemen forks are all over the place but that engine is MIT licensed, so networking can be added if it's not already.  Supposedly they work with existing Mugen files.
My interest in fighting games came back lately after hearing about Akatsuki Blitzkampf from what people said it's an easy 2D fighting game that has alot of depths, I played a few matches and it was fun.
Has anyone here played Akatsuki Blitzkampf before ?
Replies: >>111517 >>111579
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Final base roster character
what fighting games would you recommend for a fag who has never touched one but wants to learn those funky input commands?
>>111463
I remember Killer Instinct (2013) having a great ingame tutorial that walks you through inputs and mechanics, step by step.
>>111463
pick a game that looks good to you on fightcade
>>111463
soku because it has a huge buffer window for commands and every command is universal (eg, you always do down, downfoward, foward for a lot of different characters).

Alternatively hop on fightcade and do test practice in whatever game you think looks cool while reading a wiki for commands per character. I recommend Capcom vs SNK 2.
>>111463
Literally any game.
>>111038
It doesn't really do anything to keep my interest in it, it really is just a solid "good" with nothing exciting.
>>111463
One that you enjoy enough to lose at several hundred times while learning.  Pick something that isn't a nu-fighter for babies like Fantasy Strike and you'll be fine.
>funky input commands
Just roll the D-pad or the joystick across the gate.
Replies: >>111810
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>>111038
I've been playing it for a while, only stuck with Akatsuki so far. It's alright like you said and I dig it's aesthetics.

The music is awesome.
Replies: >>111607
>>111579
Akatsuki is soo fucking rad, he's everything I want out of a fighting game character.
His 214A/B/C is my favourite move
CHESTOO!!
>>111546
>just like throw matches 4me dood 

Kill yourself csfag
Replies: >>111847
I've played a ton of fighting games, but none of them hold my attention for more than a couple of days at most. What's a good fighting game to play?
<111819
csgo
Replies: >>111847
>>111819
smash :^)
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>>111810
>>111841
What?

>>111819
>a ton
Which ones?  Why didn't you keep at them?
>recommendations
The ones I like, which are superior to the bad and wrong and stupid ones you played.
Replies: >>112161 >>112167
Who wants to play 98 or 02
Replies: >>112022
>>111984
02 or UM?

>>111819
What the other guy said, which ones and why do you think you kept playing in the first place?
Replies: >>112166
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>>111847
someone, reseed Senko no Ronde 2/旋光の輪舞2
Would love Hinokakera - Chaotic Eclipse too.
>>108561
Fuck off Quentin, you are a pedophile.
>>112022
UM
>>111847
>hate combos
Why would anyone want that? Those shitty games with puch 1, puch 2, and kick 1 are the worst.
Replies: >>112168 >>112172
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>>112167
Not all combo systems are created equal.  People don't like losing control of their character.
Replies: >>112182
whatever faggot do you wanna fuckin fight or not
Replies: >>112234
>>112167
This is bait, right?
Replies: >>112182
>>112168
There's a difference between hating stunlock and hating combos. 
>>112172
I just played enough kusoge to understand that fighting games without combos are shit.
Replies: >>112186
Ah, so it is bait
>>112182
>There's a difference between hating stunlock and hating combos
Sure, in the sense that SF2 has long combos
>>112169
Yes now move to a different timezone so we can fuck.
Replies: >>112236
>>112234
ay yuo up?
Replies: >>112240
>>112236
Yes open a lobby in UM and I'll find you because there sure isn't anyone else playing it.
Replies: >>112242
>>112240
ok
im assuming you mean 02
Replies: >>112244
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Nevermind, people really love UM. That's a lot more than some modern games I play.

>>112243
UM, steamshit. If you're on fightcade I would rather meet in the middle ground and do CVS.
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>>112244
I forgot my inputs.
if that was you gg if not ok im gonna get some bread ttyl mwah 😘
oh that WAS you you Athena picking son of a bitch i really like that wrasslin girl
You know 02UM is way better than I remembered I'm going to grind it for a while.
Replies: >>112262
>>112259
mission accomplished
I fuckin love 02UM try out 98UM again if you haven't in a while, less characters sure but personally I'm a bit more fond of that one. I wish advanced and extra were options in 02
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