The Fighting Game Thread ~ Round 1...FIGHT!

Discussion in 'Video Games and Technology' started by UndertakerPrime, Oct 7, 2020.

  1. TheLastBlade

    TheLastBlade Well-Known Member

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    In the earlier samurai showdown game (1 or 2 I believe), a character that seems to be Mai’s ancestor appears.
     
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  2. RabidYak

    RabidYak Go Ninja Go Ninja Go

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  3. Mako Crab

    Mako Crab Well-Known Member

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    Solid read. Anyone interested in this stuff owes it to themselves to check it out. I remember hearing about the lawsuit brought by some of the MK actors back in the day, but had no idea the extent of the drama involving Pesina. It’s a shame, when you have a compulsive liar that is easily and repeatedly proven wrong and he just keeps on spreading the same lie anyway. And all his assertions that John & Ed were bumbling amateurs and he basically swooped in at every critical moment to save the game- What. A. Tool.

    I’m glad that they have so much behind the scenes footage from that very first game to completely destroy his weak lies. It’s comforting to know that the real story of how Mortal Kombat was created can be told without the cloud of disinformation spewed by Pesina.

    And really- the true story of how MK was created is more fun & interesting than what Pesina concocted anyway.
     
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  4. Kimmer

    Kimmer Well-Known Member

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    Anyone get in the SF6 beta? Still not liking anything about the game but it would've been nice to at least try it.
     
  5. Deathcatg

    Deathcatg Well-Known Member

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    Nope, me and a friend tried though. No Golden Ticket emails though.
     
  6. FiVE1ZERO

    FiVE1ZERO ***3rd Party Screwdriver Collector ONLY.!***

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  7. Ramberk Magnus

    Ramberk Magnus Well-Known Member

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    On the bright side, I heard the game has really good netcode. It plays ver different from SFV and probably SF4 so it might turn people off. Though it does look like it has a very meaty single player mode. I look forward to the finished product!
     
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  8. Kimmer

    Kimmer Well-Known Member

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    Playing differently from 5 is a very good thing lol. I'll hold off judgment until I can actually try it out but it doesn't look good to me. Animations look bad, jittery, and just unnatural and the movement in general looks very heavy and slow.
     
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  9. Cracka J

    Cracka J judas in my mind TFW2005 Supporter

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    the only thing I'm not liking about sf6 at the moment is it looks like there is a waiting game til the first person uses drive impact, then second person uses drive impact to counter and then game continues. which makes the thing kinda gimmicky and very high risk/high reward but I guess we will see what they do with it by launch.

    the people I've seen using drive rush effectively right now are blowing people up and I like that a lot. drive rush out of parry stance only costs a bar opposed to 3 if you (for lack of better technical terms) roman cancel out of a regular normal with it. it turns into a very aggressive game when both players are rushing in with drive rush, maybe those are the instances where drive impact should actually be being used instead of just out in the open like most are doing it.

    super impressed with beta though, have been enjoying watching a lot of the footage.
     
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  10. Ramberk Magnus

    Ramberk Magnus Well-Known Member

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    If you’re blindly executing Drive Impacts, you’re doing it wrong and should be logically punished by a counter Drive Impact (or a throw or a parry). It’s a gun you keep holstered at all times until the right time comes up. Both players appropriately understand this and keep each other in check.

    I think, based on all the analysis I hear, this game is all about “resetting to neutral” after every skirmish between fighters.

    SFV revolved around one player keeping their momentum as long as possible, which meant the other player could remain stuck guessing how to defend themselves for a long time. There were very few defensive options that allowed you to escape pressure from your opponent with low risk.

    SF4 gave you lots of safe defensive options, which made the game too defense oriented, too “poke, poke” until I can safely start a combo. SFV overcompensated with too much offense, and too much risk.

    SF6 seems to force the players into a constant “rock, paper, scissors” mode where neither fighter has an advantage. Every option has strengths and weaknesses.

    Too much pressure? Parry or drive impact.
    Too much parry or drive impact? Throw.
    Predictable throwing? Bait the throw and punish with a normal, start your combo.

    You also get punished for being too defensive or too stupid with your offense because then you run the risk of going into Burn Out.

    It’s about equilibrium in your tactics and not being predictable. SF4 and SFV had some really “flow charty” tactics. SF6 looks to punish that too.

    I’m excited. We’ll see how it actually turns out!
     
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  11. Cracka J

    Cracka J judas in my mind TFW2005 Supporter

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    nice post, agreed with pretty much everything there.

    I know people might not like the comparison but initially it seems very close to 3s with the offensive and defensive options. it's not just the parry because parry seems nowhere near effective as it was in 3.

    instead this time its a nice set of tools that allows people to really customize how they want to play in any given moment, and like you said, react accordingly.
    there's not a lot of my turn/your turn, it's fuck I guessed wrong so now you get a combo, back to neutral reset, which is a nice change of pace.
     
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  12. Ramberk Magnus

    Ramberk Magnus Well-Known Member

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    Yup! One of my biggest fighting game pet peeves is how the 3S parry system gets put on a pedestal. Folks gloss over that you can “fish for parries” with minimal or no risk but if you get lucky and parry the hit, you’ll be immensely rewarded. That’s broken. Parries should have more risk and the reward should be tempered. I think SF6 addresses that very well.
     
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  13. Cracka J

    Cracka J judas in my mind TFW2005 Supporter

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    lol, you have no idea how many times I have tried to preach that argument to my old 3s buds and it falls on deaf ears. still a great game and a masterpiece by all means, but yeah it's a glaring flaw.

    I still think 2i was more the more fun of the two because everything was super high damage and parry fishers could get worked in 1 combo :lol 
     
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  14. UndertakerPrime

    UndertakerPrime Diabolical bozo

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    As I’ve stated before I’m FAR from being a fighting game expert, so this might sound stupid.

    But, whenever I see the classic Daigo Parry footage, it looks to my eyes like he was “parry fishing”, trying to goad Wong into a super that he knew he could parry and counter. I’ve just never heard anyone talk about it…is that what happened?
     
  15. Ramberk Magnus

    Ramberk Magnus Well-Known Member

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    I’ve never heard Daigo describe it like that. My assumption is that Daigo wasn’t expecting Justin Wong to do that but he was totally ready for it. Justin got impatient/nervous and threw out that super, expecting Daigo to block it and get chip damage or get lucky and the super makes contact.

    I don’t think Daigo was trying to goad Justin into that scenario. But what I mean “fishing for parries” is to basically tap forward or tap down constantly while moving around the screen or right before you attack in order to get a potential parry. If you don’t get a parry then you immediately block, move out of range or attack. It gives the illusion that you are some parry master with predictive abilities when in fact, you’re just dancing around the screen, tapping and trying to get an opening.

    It’s why I dislike the 3S parry system. I feel it diminishes “honest” poking and pressuring from traditional street fighter and replaces it with lucky timed but random parries.

    If 3S gave parries a recovery animation, like in SF6, I wouldn’t have a problem. Parry as much as you want but if you get predictable with them, you’ll get punished.
     
  16. Psychoshi

    Psychoshi Grammaton Cleric

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    What made the daigo parry incident so impressive, is that at that time, we (americans) assumed that the chun super could not be parried. It comes out instantly. For Daigo to parry it, he had to input the first initial parry motion, before the screen freezes to show the super activated. So he absolutely baited the super by positioning himself at the right distance, and use his famous psychic intuition.

    Also, when you see Ken doing the next consecutive parrying of Chun's kicks, one might assume that the parry timing is slow, since the super move is slowed down as Ken is parrying, but no. Daigo still had to parry each of the 15 hits as fast as those kicks would have normally hit. Not slow at all.

    Semi-related note, I found these drinks at an asian grocery store.

    20221019_143814.jpg
     
    Last edited: Oct 19, 2022
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  17. Cracka J

    Cracka J judas in my mind TFW2005 Supporter

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    my 3s crew had been playing since release in 98/99 and we had a test location arcade so we got it day 1. the parrying was cool, but 4-5 years after release, people that were already playing the game religiously knew it could be done. still super impressive in high level tourney play, but it was known.

    the unknown thing at the time was optimal damage capitalization. NOBODY was doing what jp players were doing here, having a specific situational optimal damage combo for a kill. that's what daigo did that made it so impressive at the time. the parry is the flashy part that may have hooked people that were not playing 3s at the time, but the optimal situational damage was what really opened the eyes of a lot of players who were already knee deep into 3s back then.

    not trying to sound argumentative or dismissive, just stating what it was from the eyes of a dedicated player back then.
     
  18. Ramberk Magnus

    Ramberk Magnus Well-Known Member

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    Yes! If he hadn’t done the optimal combo he wouldn’t have killed Chun. The entire sequence, not just the parrying, is what is impressive.

    Daigo isn’t psychic though. For every parry he gets there’s a lot of others that miss because he’s constantly fishing for the parry (you just don’t notice it because there’s no whiff animation).

    It’s why I find the 3S parries unsatisfying. All you have to do is just keep tapping forward or down while in the middle of your regular actions and you’ll eventually get your parry. There’s no whiff animation.
     
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  19. Ramberk Magnus

    Ramberk Magnus Well-Known Member

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    Does the linked video start at 2:48:28? If not, just scrub to that part and watch the entire round from start to finish. The Ed player is a 16 year-old from the UK. Chun Li is from France. They’re playing the Grand Finals match at UFA in France.

    The Ed player, EndingWalker, had beat sone of the best US and UK players (Punk and MisterCrimson) to get to winners Grand Finals. Chun Li player, Valmaster, steam rolled top tier players in the losers bracket.

    I won’t spoil the end of the match… :) 
     
  20. Mako Crab

    Mako Crab Well-Known Member

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    Sooo… what are some good fighting game forums/websites/YouTubers?