Fighting Games Weekly | July 14-20 | Bracket Resets Full of Tears (of Joy?)

from knowing you based off your post? Zod free. That or martian manhunter.

Something about smart play, setup, has a both zoning and pressure tools. Not sure how to word it so that they differentiate from batman and aquaman (who both can do the same but differently).


I'd say the difference between Zod and the others is he lacks good footsies or mixups. Without trait active he is pure zoning and runaway. His design is run away, run away, run away until trait is available then he finds a way to activate and can mix you up.

Aquaman zones but it's godlike footsies and he can't be opened up. He lacks mixups. His damage is chip from keeping you out. Batman and MMH are more rounded. They zone and rushdown.
 
The demon is Zod's trait. It will float around and you can either have him do a quick swipe or an overhead grab. You can still control Zod independently while the trait is active. You can have the monster swipe while Zod is active so that's the containment part. The swipe forces them to block and let's Zod zone, holds them in place to do mixups or use interactables(super cheap). The overhead grab gives him an overhead option to compliment his normal low starter.
 
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i do too but sprites makes the game look minor league to the casual audience.

Even cell shading isn't good enough for some people. When I tried showing some of my friends MVC3 one of them said it looked like a PS1 game. I wanted to punch him so hard >:(

No more sprites.

We've reached the point where 3D models can look pretty good (XRD, MvC3). Just need better art than SF4.

Games like Skullgirls look amazing. Plus, using sprites allows for tricks still not possible with 3D models, such as transformations. Dhalsim was considered a monumental achievement according to the devs of SF IV and Shuma Gorath the same for Marvel, and those two are nothing compared to some of the crazy stuff we saw in Darkstalkers. Maybe current gen will allow for more freedom, though.
 
The lack of hit-stop in KOF XIII is screwing with me.

What's the "base" character in this game so I can get the fundamentals and systems down before I figure out who I want to play? I assumed Terry, but I don't like him.

yea terry, kyo, ryo, beni, king, and iori
 

That seems more of a summon than actual transformation. If we get Dizzy then I'll be really impressed.
Still GGxrd is one of the most impressive things I've seen and a strong contendor for why it might be OK to finally drop sprites for fighters. Is there still no footage of the PS3 version?
Also, why is it Zato 1 now instead of Eddie? Didn't he die and had his corpse become a tool for Eddie?
 
Even cell shading isn't good enough for some people. When I tried showing some of my friends MVC3 one of them said it looked like a PS1 game. I wanted to punch him so hard >:(



Games like Skullgirls look amazing. Plus, using sprites allows for tricks still not possible with 3D models, such as transformations. Dhalsim was considered a monumental achievement according to the devs of SF IV and Shuma Gorath the same for Marvel, and those two are nothing compared to some of the crazy stuff we saw in Darkstalkers. Maybe current gen will allow for more freedom, though.
XRD has some impressive transformations as well. A darkstalkers game with a similar engine would amaaaaaazing
 
There are transformations all over in Xrd.
Faust's Dust, Zato-1's flight, Eddie in general, Dragon Install, maybe some stuff from Bedman/Ramlethal that I don't know.
 
If it's not hand drawn 2D, just don't.

Dengeki and Yatagarasu, and KOF when the supers zoom in three times . . . blergh

BB's really close to being blergh too
 
I think people are nostalgic for sprites because a lot of those games had better and more consistent art direction than recent fighting games, and not because of anything actually inherent in that style of game. SF4 is generally uninspired and pretty ugly at times, especially compared to something like SF3 or Alpha, and UMvC3 is not egregious but feels a bit too literal and too much like what a Japanese person assumes an American comic book looks like, instead of anything actually evocative of the source material. Recent NRS games are as much of a result of the engine they chose as anything else, I guess, and I couldn't help but feel that they had to make Injustice look that much like MK9 because that 'look' is so recognizable and associated with the company. As for SkullGirls and Anime games, I think when people say they dislike the look of the game, it has more to do with the art style they used rather than the fact that they used sprites. Capcom games still have good animation, though.
 
3s is the greatest. Yeah it had some really imbalanced stuff (Genei Jin too short of a bar, Chun, akumas forward mp not being fucking throwable) but the parries and new characters made it rad. Especially red parries.
I still hate SF4s invincible backdashes, combos starting from lp that chain into heavier moves, and focus cancel shoryus. SF4 is fun and has a dream roster with gameplay thats more fundamental oriented, but the way the game is setup allows for less expression at higher levels. Not saying its shallow, just saying its simpler.
Glad to hear you had a good time in Vegas Q!
 
Just saw the archive of EVO sunday and I gotta say Marvel was outstanding. Champ, Chris, and Justin are all on another level, they are the 3 and only gods. Luffy's play was unbelievable as well. Great tournament, great experience.
 
While I prefer sprites to 3D (I don't need to bust out 3rd Strike or Marvel 2 gifs, do I?), it's really all about art direction. Injustice and SF4 look like shit because the art direction is ugly and bad. Compare to Marvel 3, which has an vibrant, colorful, almost cel-shaded look. It looks incredible!
 
While I prefer sprites to 3D (I don't need to bust out 3rd Strike or Marvel 2 gifs, do I?), it's really all about art direction. Injustice and SF4 look like shit because the art direction is ugly and bad. Compare to Marvel 3, which has an vibrant, colorful, almost cel-shaded look. It looks incredible!

Half of those characters gif are from 1994
 
Most sprite based fighters are poorly animated.
Only 3rd Strike, Mark of the Wolves, and The King of Fighters XIII look good.
 
He is a true LEGEND in the videogame industry that no one talks about. What is he up-to? He hasn't been involved in a game for 3 years now :/

We were watching Evo together for a bit. He's got his work and a lot of ideas for.... stuff.


edit: crap this threat grew like 3 pages since I opened it and left it alone ><
 
This is pretty hilarious. Is that you on mic?
Nah, most of the commentary was done by DJCream. I was on there as Dipstick (which is an older handle that a bunch of people still use because I'm old), one of the other Tamaki players.

I just rewatched my games versus KOG and holy shit, I probably would have won the first game if I didn't drop every combo in existence. Ugh. If anyone wonders why I would never play a game like UMvC3, that's why.
 
Nah, most of the commentary was done by DJCream. I was on there as Dipstick (which is an older handle that a bunch of people still use because I'm old), one of the other Tamaki players.

I just rewatched my games versus KOG and holy shit, I probably would have won the first game if I didn't drop every combo in existence. Ugh. If anyone wonders why I would never play a game like UMvC3, that's why.

Yet you play Fate. How? lol
 
If this counts.

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I'm excited to see how Zappa would turn out whenever he gets in.

Yeah honestly I'm sort of at a loss as to how Xrd handles it because it goes against everything that I've heard from developers (Capcom + LabZero) about the challenges of a lot of transformations in a game with 3D models for its characters. Either Arc Sys has found a method to circumnavigate it or they're working really really hard to do what they're doing. In either case I'm pretty stunned at the results, genuinely can't wait.
 
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