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Fighting Games Weekly | March 30 - April 6 | High Speed Korean Downloads

"being a Marvel player is a greater predictor of unemployment than pretty much other common attribute"

fuckin DEAD
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"So it says here that you never drop Lightning Loops, but after some investigation it seems like you only use the right side of the screen. Could you please show us your prowess on the left side of the screen, sir?"

"Well, being good at dead games is one thing, but we don't know how relevant that is to uh, relevant alive ones. Do you have anybody we can refer to on your KI skill set?"
 
"I NEVER drop Zero Lightning Loops"

Put that shit on Linkedin.

This reminds me of that "popular questions interviewers asked new employees" macro. The question was "name a time you had to deal with ambiguity" and the image below was two characters ass over head on the ground and the third character coming in on a Zero May Cry team.

Shit I wish if I had that one right now.
 
LMAO!

Marvel... the anti-Tekken.
I feel like the spectrum of fighting games goes:

Tekken (99% melee and footsies)
Street Fighter (lots of unique specials to define characters, but limited movement options)
Anime (movesets become more extreme, new movement options like teleportation and air dashes become more common)
Marvel (additional considerations like team organization or character customization add further extremeties in movesets, even more movement options like flight and tridashes)

Basically, by how I look at fighting games, Marvel isn't anime. It is beyond anime. Anime isn't extreme and diverse enough to be Marvel. I rank games like this because when I look at anime, it usually isn't extreme enough for me to enjoy. I can't group it with Marvel.

So yeah, Marvel is the antithesis of Tekken.
 
I feel like the spectrum of fighting games goes:

Tekken (99% melee and footsies)
Street Fighter (lots of unique specials to define characters, but limited movement options)
Anime (movesets become more extreme, new movement options like teleportation and air dashes become more common)
Marvel (additional considerations like team organization or character customization add further extremeties in movesets, even more movement options like flight and tridashes)

Basically, by how I look at fighting games, Marvel isn't anime. It is beyond anime. Anime isn't extreme and diverse enough to be Marvel. I rank games like this because when I look at anime, it usually isn't extreme enough for me to enjoy. I can't group it with Marvel.

So yeah, Marvel is the antithesis of Tekken.

does marvel have 8 way run?
 
I feel like the spectrum of fighting games goes:

Tekken (99% melee and footsies)
Street Fighter (lots of unique specials to define characters, but limited movement options)
Anime (movesets become more extreme, new movement options like teleportation and air dashes become more common)
Marvel (additional considerations like team organization or character customization add further extremeties in movesets, even more movement options like flight and tridashes)

Basically, by how I look at fighting games, Marvel isn't anime. It is beyond anime. Anime isn't extreme and diverse enough to be Marvel. I rank games like this because when I look at anime, it usually isn't extreme enough for me to enjoy. I can't group it with Marvel.

So yeah, Marvel is the antithesis of Tekken.

Not really. I enjoy both MvC3 and TTT2 for their team building and creative aspects. I find TTT2 to be the more creative and the more balanced game, though.
 
Not really. I enjoy both MvC3 and TTT2 for their team building and creative aspects. I find TTT2 to be the more creative and the more balanced game, though.
TTT2's team building doesn't even effect the neutral most of the time. Don't make me laugh with "more creative".
 
It's just tracking movement, Hazama, valk and tao all have more diverse movement than him. Hell those 3 characters would be at home in marvel.

Yeah, but because it's tracking, it can effectively be 360 degrees, you can cancel and still have air options, heck it's also possible to recall it and go another direction after the first roll (before falling).
Those guys are limited based on their positions, whereas Bridget can work with the entire field (of course it's not as effective).
 
He means there are no assists. Your secondary character doesn't help you with footsies or mix ups... it's mostly all about combos with your tag partner.


I specifically meant to refer to combo creativity but fair enough.
I think I already mentioned this but MvC3 feels limited in the sense that not all teams are viable. Balance also plays an important role here. Some characters are over-powered, others are too weak, and then there's also the average ones. Not all teams can work in Marvel. Certain assists are better suited for certain characters. Some characters have better synergy with others and terrible synergy with certain others. These factors have to be considered when making a team. In addition, you are limited to one assist per character per match (in a combo). When I contrast that to a tag assault in TTT2, you have a lot more room for being creative and can viably implement a lot of different attacks and strategies. And of course, pretty much any team composition can work in TTT2. I haven't seen a team so far that has bad synergy. I don't think it's possible. That's even when considering teams that get bad netsu together (Williams sisters, for instance).
 
Marvel has:
  • An underage girl
  • A giant robot
  • A cat girl
  • Dudes with cool looking swords

Marvel is anime bros. (Sorry Viscant)
 
I specifically meant to refer to combo creativity but fair enough.
I think I already mentioned this but MvC3 feels limited in the sense that not all teams are viable. Balance also plays an important role here. Some characters are over-powered, others are too weak, and then there's also the average ones. Not all teams can work in Marvel. Certain assists are better suited for certain characters. Some characters have better synergy with others and terrible synergy with certain others. These factors have to be considered when making a team. In addition, you are limited to one assist per character per match (in a combo). When I contrast that to a tag assault in TTT2, you have a lot more room for being creative and can viably implement a lot of different attacks and strategies. And of course, pretty much any team composition can work in TTT2. I haven't seen a team so far that has bad synergy. I don't think it's possible. That's even when considering teams that get bad netsu together (Williams sisters, for instance).

I don't think it's necessarily a good thing that any team can work in TTT2. To me it just means that the combo structure is a lot less complex, so rather than needing a more specific move for whatever situation the combo puts you in, a bound is a bound is a bound. It's similar to SFxT, which also has less diverse hurtboxes and less character specific combos. Makes things easier but it can be seen as a bad thing as well.
 
I don't feel tekken is 99% melee and footsies and being able to execute moving around is a bigger percentage of what is going on for the moment to moment interactions of a fight (just like Marvel). I feel people don't recognize it enough because it is not flashy and people are not dashing through the air and all around.

And yea, I agree the team aspect doesn't affect the neutral game, or footsies in tekken, but it does add alot when you are trying to piece together teams for combo creativity. The overall team aspect in regards to life management/netsu/rage and all that is there of course.
 
Running some games with Numakie at Rebel Up today! Everything is today as a Random 2v2 Single Elimination tournament.

http://www.twitch.tv/numakie

Arcana Heart 3 & Aquapazza - 4:30PM PDT / 7:30PM EDT
Vampire Savior - 6:30PM PDT / 9:30PM EDT
JoJo's Bizarre Adventure - 8:00PM PDT / 11:00PM EDT
Melty Blood Actress Again Current Code - 9:30PM PDT / 12:30PM EDT

*Random 2 man Teams - Waseda Format (Japanese Style, AvsA, BvsB, AvsB -if required-)
 
I think he means to say that movement in tekken is pretty varied despite it not having air dashes
It definitely has variation with 8 way movement. Unfortunately, I don't know any prominent games with only grounded movement that are 2D with only footsie combat to give a more limited example.

Marvel has:
  • An underage girl
  • A giant robot
  • A cat girl
  • Dudes with cool looking swords

Marvel is anime bros. (Sorry Viscant)
No, anime pales in comparison to Marvel. Marvel has gone beyond anime!

I don't feel tekken is 99% melee and footsies and being able to execute moving around is a bigger percentage of what is going on for the moment to moment interactions of a fight (just like Marvel). I feel people don't recognize it enough because it is not flashy and people are not dashing through the air and all around.

And yea, I agree the team aspect doesn't affect the neutral game, or footsies in tekken, but it does add alot when you are trying to piece together teams for combo creativity. The overall team aspect in regards to life management/rage and all that is there of course.
All of the movement is mostly footsie oriented, though. I mean, it isn't like a Devil Jin player is going to run back so he has a chance to shoot eye lasers. The goal of the game is always to get in on favorable terms. To me, that means it is 99% melee and footsies.

I specifically meant to refer to combo creativity but fair enough.
I think I already mentioned this but MvC3 feels limited in the sense that not all teams are viable. Balance also plays an important role here. Some characters are over-powered, others are too weak, and then there's also the average ones. Not all teams can work in Marvel. Certain assists are better suited for certain characters. Some characters have better synergy with others and terrible synergy with certain others. These factors have to be considered when making a team. In addition, you are limited to one assist per character per match (in a combo). When I contrast that to a tag assault in TTT2, you have a lot more room for being creative and can viably implement a lot of different attacks and strategies. And of course, pretty much any team composition can work in TTT2. I haven't seen a team so far that has bad synergy. I don't think it's possible. That's even when considering teams that get bad netsu together (Williams sisters, for instance).
If everything works together roughly equally well, that means it is less creative, not more. The fact that no changes to my Marvel team could produce similar results is in praise of individual creative force, not just different combo juggles.
 
I don't think it's necessarily a good thing that any team can work in TTT2. To me it just means that the combo structure is a lot less complex, so rather than needing a more specific move for whatever situation the combo puts you in, a bound is a bound is a bound. It's similar to SFxT, which also has less diverse hurtboxes and less character specific combos. Makes things easier but it can be seen as a bad thing as well.

Tag assaults still have to be structured right for them to work. It varies by whether or not you do an early bound or a late bound or a bound at the wall. And combos, of course, will have to be repositioned depending on whether you're reaching a wall, or launching from behind or from an angle. The combo system is not even close to being comparable to SFXTK.

I personally do not see it as a negative. It leaves a lot of room for exploration and I still don't think all team possibilities have been fully explored yet in TTT2.

If everything works together roughly equally well, that means it is less creative, not more. The fact that no changes to my Marvel team could produce similar results is in praise of individual creative force, not just different combo juggles.

All the teams work well together. Or at least I haven't seen a team that's considered "bad" yet. There's no "why would you put those two characters together?" discussion happening.

But that doesn't necessarily mean that all teams are equal. Each team composition has its own advantages and disadvantages. Just to give an example, a Lars/Leo team is the far preferred choice for wall carrying and their tag assaults together provide specific advantages that other teams lack. But that doesn't mean a Lars/Steve or Lars/any other character team isn't good.
 
Yeah, but because it's tracking, it can effectively be 360 degrees, you can cancel and still have air options, heck it's also possible to recall it and go another direction after the first roll (before falling).
Those guys are limited based on their positions, whereas Bridget can work with the entire field (of course it's not as effective).
Huh? Valk is anything but limited. Valk can cover more ground and more space than bridget in less time and a variety of different angles. Bridget is limited to where his yoyo is or where the oponent is if it is locked on.

He's comparable to hazama
 
Even in terms of combo variety Marvel has Tekken beaten.

Yea Marvel does not have many "viable" teams but this is really an issue of competitive balance not an issue of creativity. I can play Iron Fist/Strider/Arthur and it would be a playable team while still having creativity as well as synergies that only work within that team. And it works radically different from say a Zero team or a Dormammu team or a Phoenix.

Of course high level play doesn't reward creativity it rewards efficiency. But even the high level teams arose from creative play and thinking at some point. We wouldn't have MorriDoom if Chris didn't decide to be creative one day.


Edit: That DBZ game looks fun.
 
Even in terms of combo variety Marvel has Tekken beaten.

Yea Marvel does not have many "viable" teams but this is really an issue of competitive balance not an issue of creativity. I can play Iron Fist/Strider/Arthur and it would be a playable team while still having creativity as well as synergies that only work within that team. And it works radically different from say a Zero team or a Dormammu team or a Phoenix.

Of course high level play doesn't reward creativity it rewards efficiency. But even the high level teams arose from creative play and thinking at some point. We wouldn't have MorriDoom if Chris didn't decide to be creative one day.


Edit: That DBZ game looks fun.
I still maintain that there are several more unused top tier teams out there. Apologyman just won a major, etc.
 
Don't know if anyone posted this yet but someone is making a Dragon Ball Z Mugen - https://www.youtube.com/watch?v=ZzQkB1gVtXA

Legit Mugen games (where the characters are actually created to fit together visually and be balanced against each other) are hype. Mostly because it's good to see someone remember the engine was actually made to make games, not collect individual characters.

This particular one has some great sprite work.
 
Between Smug and Patrick I'm not only late to the party today, my eyebrows are shooting off my head. Amazing gentlemen, amazing.
 
Even in terms of combo variety Marvel has Tekken beaten.

Yea Marvel does not have many "viable" teams but this is really an issue of competitive balance not an issue of creativity. I can play Iron Fist/Strider/Arthur and it would be a playable team while still having creativity as well as synergies that only work within that team. And it works radically different from say a Zero team or a Dormammu team or a Phoenix.

Of course high level play doesn't reward creativity it rewards efficiency. But even the high level teams arose from creative play and thinking at some point. We wouldn't have MorriDoom if Chris didn't decide to be creative one day.


Edit: That DBZ game looks fun.

MorriDoom, from what I've seen, gains its creativity from its particular strength in projectile and chip damage, not exactly from combos. I don't find Doom's endless and repetitive loops to be creative.

I've provided my reasons for why my opinion diverges. Specifically, in team-based combos, MvC3 is limited to a single assist from each character. In a tag assault, you pretty much have the whole movelist available to you as long as you can use moves creatively. So I'll leave it at that.
 
Legit Mugen games (where the characters are actually created to fit together visually and be balanced against each other) are hype. Mostly because it's good to see someone remember the engine was actually made to make games, not collect individual characters.

This particular one has some great sprite work.

that's pretty impressive
 
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