Oh he DEAD for SURE
Ms. Frizzle you’re a BAD TEACHER
Oh he DEAD for SURE
Ms. Frizzle you’re a BAD TEACHER
Arcus Chroma is a fighting game with no jumping that seems really cool? It’s in early access on itch (https://gxgrainson.itch.io/arcuschroma)
Is Street Fighter 5: Arcade Edition a good game? Are all the characters unlocked from the start? Lots of reviews on steam and elsewhere are so negative but I’m not sure about what.
I’m uncharacteristicly in the mood for a fighting game after watching Hi Score Girl (a great Street Fighter commercial honestly), and this one is currently on sale. I’ve had mixed experiences with fighting games in the past. Often hating them, perhaps because I never really learned them, but at the current price I might be OK if I don’t love it.
It’s kinda bullshit that Dan is not in it however.
SFV is in a decent spot these days. I believe AE comes with the first two seasons of DLC characters but season three and later wouldn’t be unlocked.
Get Ultra Street Fighter IV instead because it’s a much better game and the characters are more varied and fun to play as. I believe it’s also on sale for cheap right now plus it has Dan.
SF5 has so many weird decisions about it that make it very boring to play imo.
You know what. Street Fighter 5 has a full game trial thing right now so I played some of it. I think I’m good. It reminded me of what I haven’t liked about Street Fighter in the past. 5 does seem a little weird too, you can’t select character in casual match? Or put commands on the screen during training? Honestly I think it’s really ugly too, very unappealing character designs. Oh well. I guess that was my fighting game fill for the next couple of years, hehe.
Dang the SF5 Effect lol
I know the UNIST tutorial says A+B dashes are optimal, but mid combo 66C is a lot more consistent for me than 6[A+B > C] in this kind of setup:
@Noelle808 I watched my roommate work on those Yuzu dash-B/C hits for the better part of an evening–the timing definitely takes some getting used to! I tend to prefer double-tapping the stick for dash attacks in combos too (Eltnum’s run and gun especially). Helps me not get my wires crossed on attacks vs movement. I’ve found the A+B dash to be most useful for short controlled movement, like dash-blocking towards a zoner, or dipping in/backdashing out of range to bait an attack.
Speaking of combos in general, Unist was my first real ‘combo based’ fighting game after mainly playing Smash and PM/watching other games at Evo each year, and it was interesting how much learning combos reminded me of practicing an instrument. Feels like a lot of the same techniques for learning apply, like breaking longer strings down into chunks and finding the physical rhythm. Also definitely has the same sense of frustration when a line won’t come together, followed by satisfaction when it finally clicks (especially when you then pull it off in game).
Outside of the in-game mission mode, another practice method I’ve enjoyed has been watching videos of pros at 75% speed to identify patterns and combo segments they use a lot, then trying them out on my own. It’s a nice way to identify smaller little segments you can work on and improve, when some of the Veteran mission combos can get pretty intimidating. Kurushii Drive does a great job of compiling highlight videos of various characters/players on youtube!
A so far extremely good balance patch just dropped for Samurai Shodown. They did the right thing in that, instead of all around nerfing anyone they made weakened a couple of each of the top characters and then gave everyone else some major buffs. I’ve always liked that mentality of making everyone more powerful instead of nerfing folks.
The games director, Nobuyuki Kuroki, was interviewed by Kotaku a coupl eof days ago and kind of echoed what a few of us were posting earlier in this thread, that making a game perfectly balanced is kind of boring and takes some personality away from the characters.
He made a good point too about how the game can be more exciting when there’s a known really good character that’s popular (but not too much to extent of like, say Tekken 4 or something) because it makes the character like a sort of recurring villain at events.
Anyway I love Shiki since that character first existed and I’ve still been using her online despite her basically being the worst character in the game. But now they increased her walking speed (along with almost everyone else’s) significantly and decreased her recovery on several of her moves, so I’m hoping it’s enough to make her more viable.
On the other extreme, Genjuro, Genjuro’s a character you’ll see a lot in tournaments because he’s really really good. To balance that out I think they did a good job both keeping him very powerful and threatening while still making him more reasonable - basically all of his moves leave him a little more open now. So like he’s still good but you can’t be too careless with him which is pretty cool.
In other fighting game news, I’m glad IGN is reporting on this. I was convinced no one would give a shit honestly because I’ve just grown so cynical about fighting game folks on the whole, this was good to see. Samurai Shodown is so good it did manage to get me to actually play video games online again though.
FUCK YES BREAKERS
So, this game is sort of an oddity in that it’s like, 100% mediocre in almost every way, but is well made enough that’s very easy to pick up, fast paced, and fun. Great music, dorky 90s fighting game characters, etc.
I mean I’ll be real even when this game was new it was generic enough that it should have been sold in a plain white box that just said “2D FIGHTING GAME” on the cover in 24pt Arial, but it just works and is greater than the sum of its parts.
Some great fighting game tunes too imo:
This makes me very happy. I hope there’s a decent training mode.
Hey for anyone looking to get a controller with a better dpad for fighting games without dropping a lot of money I would like to recommend 8bitdos m30 controller.
It’s $30, Bluetooth/wireless, out of the box worked with both my Switch and PC. Controller feels great and actually worked with Smash Bros which was not something I expected. I don’t own a PS4 or Xbox but I believe it also works with them if you get the $10 wireless dongle (or maybe it works out of the box idk).
Anyway I’m enjoying MK 11 a lot more with this then I was with my ps3 controller.
Huh, how do you walk/run or do smash attacks with this controller? Is the dpad pressure sensitive or something?
It’s a dpad but by default on Switch it’s mapped to left analog inputs. You can change it with some hotkeys if you want.
So for smash specifically:
It’s a full tilt so every press is always a full on run. Press with A = smash attack.
I don’t play smash competitively outside of with friends and I prefer the dpad but I can definitely see why someone would not want to use it for smash.
This is really interesting, but II already see Tekken players saying it should be banned.
Tekken could probably patch the issue but yea atm it allows you to very easily do something that would normally require you to do something pretty uncomfortable with the d-pad and analog stick on a controller.
apparently this is basically a more mass produced version of a stick marvel player fullschedule had
honestly i think unless they make these things as affordable as regular fight sticks (hitboxes are ridic expensive lol) this just gives people a stupid monetary advantage and thats an awful precedent to set.
At $200USD the hitbox seems to fall into the same price range as most of the sticks that committed FGC folks tend to recommend (although the foreign shipping is pretty ridiculous), and you can find cheaper alternatives, like the MakeStick Pro HitBox Style.
I’m personally considering buying the hitbox layout variant of thee TEK case or something similar: