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

quick shoutout to Q and anyone else that actually went to evo and played games.


Big shoutout to One Frame Link. That shit is amazing. Fantastic work. I would like to see more interesting statistics instead of just win rates things like "dps hit by vs punished" "throws teched vs received" more interesting insights into player styles and profiles. However, i was still VERY impressed by the presentation of it all. GREAT WORK!


Evo this year matched last year but there were some exchanges/trades. Where KOF maintained its hype from year previous, this year the match quality was great but the presentation was ASS. Last year the best finals to me were melee KOF Marvel and Tekken. This year...hands down Melee Blazblue and marvel (top 4 or so).

To me this year proved just how important community representation was in the overall image and impression of game communities. Specifically KOF and Blazblue are great examples of this this year. My number one complaint all weekend was that the people on jyosuas stream had the spotlight on BB all weekend, but the commentators, though informative at times, were not excited/hype/amusing at all. The waifu jokes and anime pillow jokes were good but i felt they just didnt match the level of the game/gameplay we were getting. They didnt have charisma or compel me to play the game. I expect no less from west coast anime ppl but still. The least they could have done was let biscuits and stickbug on the mic. That said, grand finals presentation was an amazing display in contrast to what we got on jyosuas stream. I dont even like dacidbro but i have to give props to him and xie for their work on sunday. Great stuff. KOF was the most guilty of this however. The grand finals were actually amazing but the commentary was so dull it dragged it down. Awful commentary did not match the level of play. Truly disappointing.

that said the event looked great and shoutouts to all that went and participated!
 
lmao this is exactly how i feel about that panel. i really was hoping he'd go into the design process of the core gameplay mechanics and character design so i could see where and why the team decided to go with such a slow pace of game.

instead it was that

if you're interested in the ideas behind fighting game design here's the blog of the dude i was talkin' about: http://finalatomicfilibuster.tumblr.com/

there's only 3 posts but they're all really good. i wish he'd post more stuff or at the very least that i'd saved the stuff he'd say about fg design whenever it pops up

the first post is really good and important because it seems like a fucking truckload of action games do not understand the basic concepts outlined within that post in the SLIGHTEST.

You should check out the blog from the developer of Aztez; here's a compilation he put together, but his own articles on hit feedback and animations and cancelling windows all the nitty gritty of satisfying responsiveness in fighting/action games are fantastic:

http://aztez.com/blog/2012/12/26/links-to-great-articles-re-combat/#more-996.
 
another thing i noticed in discussions here about stream numbers is people not accounting for nico restreams and such. the numbers you saw on twitch are not the only element here...
 
another thing i noticed in discussions here about stream numbers is people not accounting for nico restreams and such. the numbers you saw on twitch are not the only element here...

someone told me that the nico restreams for sf4 were in the 60k+ numbers on friday. friday!

if so then that is INSANE assuming there was no overlap for twitch

i really hope someone kept track of that stuff

edit:

You should check out the blog from the developer of Aztez; here's a compilation he put together, but his own articles on hit feedback and animation and all the nitty gritty of satisfying responsive in fighting/action games are fantastic:

http://aztez.com/blog/2012/12/26/links-to-great-articles-re-combat/#more-996.

holy shit these are a lot of articles. skimming over a few of the short ones they already look like they're really great.
 
someone told me that the nico restreams for sf4 were in the 60k+ numbers on friday. friday!

if so then that is INSANE assuming there was no overlap for twitch

i really hope someone kept track of that stuff

yeah idk for sure but ive heard you can throw another several 10 thousand viewers on account of nico restreams...which i see a lot of people not accounting for on here in their discussions

by the way
Bum has to be one of the dumbest dudes in the western hemisphere. that dudes twitter account is just a stream if ignorance (the bad/not funny kind)
 
someone told me that the nico restreams for sf4 were in the 60k+ numbers on friday. friday!

if so then that is INSANE assuming there was no overlap for twitch

i really hope someone kept track of that stuff

Well the Friday streams began Saturday in Japan so there was a lot of time for those with weekday jobs to watch. I was one of them! Had to miss the finals live because of it though.
 
another thing i noticed in discussions here about stream numbers is people not accounting for nico restreams and such. the numbers you saw on twitch are not the only element here...

Yeah IGN used their own stream player so who knows how many watched there.
 
I still think every single fighting game should respect and take the ideas of Skullgirls.
1) The game tells you who is the leader at the top of the health bars (fucking handy)!
2) You can preview which colours you want before picking them at the character selections creen
3) It has 360 detection
4) It has full button checks before needing to go to a match
5) The training mode lets you see hit-stun deterioration
6) The training mode overall has extensive feedback give to player

There's so much with Skullgirls that every other fighting game has failed to even implement. OK Capcom SF4 as your first comeback but 5 years on and many iterations later you can tell us who is the leader or even have a decent button check on character selection. The only other game that came close was Killer Instinct (even providing hitbox and frame data).
Needs more...

7) All play lobbies are the future. Never going back to spectating in eight man rooms without a choice. Nope, I'm not about that life anymore.
8) Adjustable delay settings for ping. I usually don't need more than 2 frame delay even when playing high level players from Japan who never drop the combo or reversal at 230 ping and it still feels like a full bar MvC3 match.
9) Rematch and stage change options post match. Screw SFIV endless lobbies and BB lobbies for this reason. I hate going back to character select.
10) Dedicated tournament mode... which would include full button checks anyways lol.

Points seven, nine and ten are definitely necessary.
 
Bakedyams how did u do on the mcat?



I would also like to praise Deitis at http://www.esportsmax.com/games/fighting

his coverage/interviews have been top notch for a while. people like this guy and maj(sonichurricane) make the reality of eventhubs really fucking sad...

*and unlike SOME FGC JOURNALISTS, he is yet to do any donation drives or complain about really dumb shit
fuck you jason24cf
 
Normally I try and catch up on every post that I've missed in the tournament thread and in FGW, but that's just not happening given there was an OT2 for the Evo thread.

Hope you all enjoyed your Evo experience. I sure as hell enjoyed mine.

That said, 'sup?

Also, we beechifying our avatars?

gj on the work you did over the weekend. Was Glenn (@gyt) also part of your operation there?
 
lmao this is exactly how i feel about that panel. i really was hoping he'd go into the design process of the core gameplay mechanics and character design so i could see where and why the team decided to go with such a slow pace of game.

instead it was that

if you're interested in the ideas behind fighting game design here's the blog of the dude i was talkin' about: http://finalatomicfilibuster.tumblr.com/

there's only 3 posts but they're all really good. i wish he'd post more stuff or at the very least that i'd saved the stuff he'd say about fg design whenever it pops up

the first post is really good and important because it seems like a fucking truckload of action games do not understand the basic concepts outlined within that post in the SLIGHTEST.

Can't wait to read this when I get home
 
The difference for me, personally, is that when I strip things down to their core, it's just more satisfying to hit things and move around in Marvel. There's a lot of other reasons why I like that game, but that's what's relevant for this comparison. I've been on record saying that the TAC is one of the all-time dumbest game mechanics since the game's debut and I agree with a lot of other criticisms leveled at it, but that very base level of play is rock-solid for me. That counts for so much. I can't go back to SF4 because the dashes and throw-techs feel stiff as a board and kill the momentum and flow for me. I can't play ArcSys games because I tend to go cross-eyed from all the meters and particle effects. But I can put up with mountains of bullshit in Marvel because, for example, plink dashing across the screen with Magneto or crushing someone with Hulk's s.H is just that satisfying. That game feels great.

Skullgirls just felt so off-putting when I tried it out. Having to make mental notes about what did and did not trigger IPS made for a more convoluted combo system than Marvel 2's simple infinite prevention or Marvel 3's hitstun deterioration. The restands just bothered me and felt wrong at a very basic level. And things like that aren't occasional hurdles to enjoyment that pop up here and there like a trade into ultra; they're part of the very core of that game.

That's actually the first time I've heard a complaint about the IPS leveled in that fashion and having come off a session of messing around with Big Band/Eliza in training mode it's something I can sympathize with when it comes to ironing out your own combos. I wouldn't go as far as saying that I prefer hitstun deteoriation (as to make the system work you need to manually turn on/off whether or not any given special move has hitstun deteoriation apply or they'd be falling out of the middle of your specials. This in turn encourages a system where you string together as many of the moves that ignore it as you can) but I think Skullgirls would be better suited with having a better explanation for how the IPS system as a whole is handled and how the game reads that you've gone from one stage to another.


The competitive base for the game is still there though. The game has still garnered 150-200 people the last 2 EVOs on the back of its status of being a side game, that's not an insignificant figure even if its presence at other majors isn't as distinct.

I don't really see the natural base and the competitive base of any given game as being completely distinct entities either. There are people brought into the FG fold by these games and their individual communities are strengthened as a result, having a higher base of player obviously helps with that.

And I don't think we're going to see eye to eye on discussions about the feel of the game, but this is coming from a person thats been playing pretty much just Skullgirls since its release as his main fighting game. Just waiting for Xrd ...


also nobody played kof12 i thought. like i swear i've been told that kof12 sincerely almost killed KOF as a whole with how terrible it was.

(I recall KOF12 being panned upon release and dying pretty quickly, btw.)

But we still played KOF13! I was just throwing it out as an example of people giving second chances to games that are unfun, though I suppose most people consider them separate things even if 13's just building on the assets they brought in with 12. Mechanically distinct I guess.
 
So when we start talking about how "everyone was hype for Skullgirls" and how you didn't know a single person who hadn't tried it out then you should probably take a long and hard look at those numbers and ask yourself if you believe that Skullgirls managed even a tenth of that in the same time period.
I don't think taking sales numbers is a good idea or indicative of anything, because contrary to the other games you are comparing them with, Skullgirls was proposing a free demo at launch. That's why I can say I've tried it, disliked it, and not bought it. As am sure a lot of other people did.
That being said, it seems to me Skullgirls had less hype going for it in the FGC at its release than, say, Divekick.
 

Derp on my part, sorry about that.

quick shoutout to Q and anyone else that actually went to evo and played games.

I didn't play games =(

Big shoutout to One Frame Link. That shit is amazing. Fantastic work. I would like to see more interesting statistics instead of just win rates things like "dps hit by vs punished" "throws teched vs received" more interesting insights into player styles and profiles. However, i was still VERY impressed by the presentation of it all. GREAT WORK!

Thank you! The response was overwhelmingly positive, more so than I could have hoped for. There was a lot of hugs and man tears shed after it was all done.

Speaking to the expansion of the type of stats: the second half of the year goal for OFL is to expand the coverage of the data. This would give us more accurate rates and whatnot. We believe we have an innovative way to do that, which we're going to start work on in a week or so.

Beyond that, and to your point about getting in-game stats, without developer support, one would need a small army of scorekeepers and specialized solutions to get that information, and it's just something we don't have right now.

This isn't to say that it's impossible or won't be done, but I wouldn't say we're going to see that anytime soon. However, there is a goal in 2015 to start getting a little more in depth in terms of the types of data and the resulting statistics that you'll get.

There were a lot of people who said for a long time this couldn't be done, or it was too hard, etc, etc. I'm pleased to say that this weekend showed them that not only can it be done, it can be done extremely successfully on the largest stage for our community.

Assuming that Evo x OFL occurs next year (I only say this because I never make assumptions), you'll see an improvement.

gj on the work you did over the weekend. Was Glenn (@gyt) also part of your operation there?

Thank you!

Glenn wasn't part of the operation, but him and I have talked for a very long time about this kind of solution. He's been my inspiration in this area for a long time and one of the hopes was that he would approve of what he saw in a big way.

I showed the setup to him on Thursday night to get an idea, and he then tweeted this:

gyt on Twitter said:

This tweet moved me, as I felt it was a passing of the torch. It's something I take very seriously and am excited to continue doing and expanding for the community.

Being a part of the ending credits was also a huge bonus:

VIhNuBs.png
 
I still think every single fighting game should respect and take the ideas of Skullgirls.
1) The game tells you who is the leader at the top of the health bars (fucking handy)!
2) You can preview which colours you want before picking them at the character selections creen
3) It has 360 detection
4) It has full button checks before needing to go to a match
5) The training mode lets you see hit-stun deterioration
6) The training mode overall has extensive feedback give to player

There's so much with Skullgirls that every other fighting game has failed to even implement. OK Capcom SF4 as your first comeback but 5 years on and many iterations later you can tell us who is the leader or even have a decent button check on character selection. The only other game that came close was Killer Instinct (even providing hitbox and frame data).
2) Melty Blood (French Bread), Arcana Heart 3 (Examu, console port by ArcSys)
4) Do you mean push-to-set button config like in Blazblue (ArcSys) or actual button feedback display like in Virtua Fighter 5: Final Showdown (Sega)?

Also, VF5:FS had in-game frame data, and VF4:Evo's tutorial still stands above although Skullgirls and Blazblue both made decent efforts.
 
BBCP arcades are getting two more characters.

Looks like Arcsys was planning to keep that fire stoked a bit longer. Wonder how much of a balance revision is going to follow them being added

these may be the lamest possible additions i could think of.

whatever hope the puppet girl has a unique style separate from carl or relius. relius already fills that kinda eddie-esque niche and carl has a very unique thing going on so i wanna see what else they can do with a puppet character. dedicated zoner would be cool.
 
So Skullgirls was announced for Vita/PS4. When I played it at a steam free weekend, it was pretty Marvel-esque and nothing seemed wrong with it. Is it just blind anime hate why this game hasn't taken off?

A lot of people have trotted out reasons why they personally didn't like SG, but IMO it's just a few things. It was a new IP, had a divisive artsyle, was a digital-only release, etc... those were covered.

I think the main reason why it didn't take off was that it got hamstrung by patch hell for months upon months after release. It was a PS360 digital release, but 360 players were literally SOL for having an up-to-date revision for at least half a year, and even the PS3 patches were in this perpetual loop of delays because of Konami being a terrible publisher. Blazblue players can tell you how much patch hell can mess up a competitive scene for a game, and Skullgirls essentially started off with it.

It's not in a terrible place now, but I don't think anything short of a Skullgirls II will bring back eyeballs and opinions to get much bigger in the competitive scene. I'd like to be proven wrong, though.
 
Yo, I was shouting at you from the production booth as you left top 8, I wanted to congratulate you on your performance. I know it wasn't what you wanted, but you did extremely well and I enjoyed watching your play.


Thanks. Yeah, I am a little disappointed I couldn't get farther. Most of the top 8 were players I've beaten before. Theo losing early was a huge opertunity. Still, I'll take 7th.
 
Well, Skullgirls was already delayed several months past its expected drop date and when it did it was clearly not a finished product.
 
Thanks. Yeah, I am a little disappointed I couldn't get farther. Most of the top 8 were players I've beaten before. Theo losing early was a huge opertunity. Still, I'll take 7th.

BTW, you're in the stats system. If you ever want some information, PM me and I'll pass it along to you (to the degree that I can, given the data I have).
 
Well, Skullgirls was already delayed several months past its expected drop date and when it did it was clearly not a finished product.

I don't think the former really matters in context. At least not with fighting games.

Can't disagree with the latter, which definitely made the patch situation that much worse.
 
Evo this year matched last year but there were some exchanges/trades. Where KOF maintained its hype from year previous, this year the match quality was great but the presentation was ASS. Last year the best finals to me were melee KOF Marvel and Tekken. This year...hands down Melee Blazblue and marvel (top 4 or so).

To me this year proved just how important community representation was in the overall image and impression of game communities. Specifically KOF and Blazblue are great examples of this this year. My number one complaint all weekend was that the people on jyosuas stream had the spotlight on BB all weekend, but the commentators, though informative at times, were not excited/hype/amusing at all. The waifu jokes and anime pillow jokes were good but i felt they just didnt match the level of the game/gameplay we were getting. They didnt have charisma or compel me to play the game. I expect no less from west coast anime ppl but still. The least they could have done was let biscuits and stickbug on the mic. That said, grand finals presentation was an amazing display in contrast to what we got on jyosuas stream. I dont even like dacidbro but i have to give props to him and xie for their work on sunday. Great stuff. KOF was the most guilty of this however. The grand finals were actually amazing but the commentary was so dull it dragged it down. Awful commentary did not match the level of play. Truly disappointing.

I have a lot of respect for Giby for sticking with the SNK scene all these years, but I hope he and the other guy aren't allowed anywhere near a microphone to comment on anything of consequence for the foreseeable future, they were a visual and audible disgrace tainting something that was entertaining on its own.

Maybe they could have benefited from some warming up on the mike on the pools or something, maybe they were busy, tired and had other concerns on their mind, but when KoF has such a short time on the official stream, if they're not up for the task, please defer to someone who is, I'm sure in the middle of an event like that it was possible to find someone with knowledge of the game that actually seemed interested in it.

Some people claim to know a few things about an upcoming game, so maybe there's a bright spot in the near future, but there were way too many things at EVO tainting its present even without that duo's "help".
 
I have a lot of respect for Giby for sticking with the SNK scene all this years, but I hope he and the other guy aren't allowed anywhere near a microphone to comment on anything of consequence for the foreseeable future, they were a visual and audible disgrace tainting something that was entertaining on its own.

Have to agree here. I know Giby from a previous forum from years back so I was probably a little more lenient than others towards the commentary but overall it did considerably bring down the fantastic performance that the players put on, especially Tokido and Xiao Hai in the GF. Luckily the level of play was so good that I was more watching than listening.

The biggest shame was that Juicebox was there and did commentary for the pools extremely well as usual. I would really like to hear why he wasn't chosen for the Top 8 because that was just wrong. I don't know if Hell Pockets and Metaphysics (commentated in 2012 and 2013) just weren't there but their commentary most definitely made the excellent finals for those years even better.
 
I get that same feel of "this game has a million awesome features... but the core game has to be good for it to matter." It was funny- I tried to watch Mike Z's panel from UFGT (how to design fighting games? sounds interesting!), but rather than being about how to design fighting games, it was about how to design fighting game UI, menus, training mode, etc. It was about everything except the actual fighting part of the game. It reminded me in a way of Little Big Planet- an amazing level editor and aesthetic... for a game that's not actually fun to play.

He started going into that halfway into it, though. 2 way low blocking, which hitbox states should be up during stun, which input motions he thinks should and shouldn't be used, how mashing supers play out, etc. Mike Z showed examples from other games, but generally didn't prop up his own game as some bastion of forward thinking - although he did just blurt out "DON'T DO THING" every now and then.

The title of it was pretty misleading - it's more like "how to avoid stuff that's frustrating at the middle level of play in a fighting game" - but from what I remember, the only thing he avoided talking about outright that he hadn't covered before was how to design movelists. And I would have hated him for him to do that, because if he did that he would have just dictating terms for games on a flat level, even though every game is different. I'm not keen on some of the stuff he did say, mind you, but I'll let it slide because he was plugging away at the same idea.

Aestetic.

The the massive creator between character design quality is massive.

Like Oh sweet peacock. Oh Yeah Big band, Oh yeah elza, oh yeah this music. These controls, they just make sense they are super easy. Why doens't everyone do it like this. Oh shit pain wheel, oh shit look at this lobby its so good we can have like a bajillion matches at once. Oh wow they actually tried to have a narrative thats neat.

Oh no, why does parasoul look like she has shit missing from character design and its super boring. Why is valitenine not a doctor but is a nurse for some weird submissive reason. Like why are the female characters who should be in charge either dressed in some way that suggests a submissive capacity, or feels like they actively undressed to focus on sexiness rather than the completeness of the character design, or actually in some submissive capacity to some dude. Why the hell is the last boss just dressed as a maid. Why are they trying to go with this 50's old movie's aesthetic, and a lot of the characters don't fit that aesthetic. Why are girls making aheigo face, when I am beating them up, why every time I knock someone out , they gotta show their booty butts. Why can't the girl with the arms on her head have a full outfit like harleyquin, i do not need to see her booty butts.

Y'know, I could agree with you on some things, like:
- having a narrative IS neat
- ahegao faces are dumb and kinda gross, even though they're memetic at this point
- the cheesecake is distracting, off-putting for some, and can't be justified
- having characters land on their side after certain hits is goofy, and arguably just another way to get buttshots in

And go half-way on stuff with you, like how:
- the '50s stuff is inconsistent - goes from accurate to idealized to European Comic Book Tier in terms of accuracy
- Some characters are much plainer than their backstories suggest, like Filia and Parasoul, but that's part of the kitsch - they're the close-to-normal ones in this nonsense
- Valentine being a nurse supposedly subverts the merc stuff - her crew goes in and does the dirty work that other people could do, but think they can't be bothered to - but her outfit is anachronistically fetishistic
- Cerebella's magical exhibitionism explains the dress but somehow only pops up in small compulsions

And disagree with you on some stuff, like:
- Marie being a maid, which is probably supposed to be a "servant becomes the master" type of thing
- Painwheel's pretty icky from every angle, and a lot of stuff you said applies to her, but people cut her a pass because of "feels"

But let's be real here.
If I went to bat for all that shit - laid out my interpretations, showed what I think were the influences, tried to take your comments into account, etc. - all of that goes down the drain when you inevitably ask "why".

Why does Cerebella have to be an exhibitionist? Why do the easter eggs have to be there? Why not just throw the oppressiveness out the window and go for super-empowerment?

And while that's what passes for hard-hitting questions on this forum, and we could feign competence at analyzing media, it'll just be an exercise in dismissiveness, reductionism and seeing how well we can beg the question without using "keikaku dohri" faces.

So let's just agree that the game has aesthetic problems, and leave it at that.

As an aside, I never cease to find amusement in the supposed prejudices of the so-called "Capcom FGC." In order for most of those accusations of bias to hold weight, you have to pretty much ignore:

- the performance of most classic SF/DS/etc. re-releases or remixes
- the fact that there's actually not that much overlap in the SF4 or MvC3 scenes anymore
- absolutely everything related to SFxTK

I think it's pretty funny that you say this now, after the last 2 weeks or so were rife with historical revisionism on what counts as a "dead" game, penned by people who wanted to say that Mahvel was still as strong as ever.

It's not like it's a conspiracy or something - there's no concentrated effort to keep Capcom's games in the limelight from players - but there's a group mentality at play that tends to cut Capcom some slack, slack that other devs don't get, even on their best outings. It's good to be the king, and Capcom is undoubtedly the king of the genre; the only hairs left to split are whether or not they get a free pass on some stuff, or if they've earned the benefit of the doubt.

I mean, you used their last few releases as an example that it's overblown, but the way I see it, they illustrate why the term's used to begin with.

- For what those ports were - revisions of games that have been ported time and time again, and played on emulators for decades - they did pretty damn well. Only Capcom could think that those sales were a sign of a lack of interest, and not, y'know, a sign that people don't want more ports.
- There WAS a lot of overlap between the SFIV and MvC3 releases at the start - because MvC3 was the next big game from Capcom that came down the pipeline, and people assumed they could just juggle both. Same thing happened to TvC for a while. It's only when MvC3 became really stratified, really quickly, that people stopped doing that.
- SFxTK went through tons of scrutiny early on - for the Tekken side of the roster. "Why Tekken" was a common refrain for a while. And that game went through stuff that would have made other games DOA - Gems, cracked on-disk DLC (not just that it was on the disk, but that people were using it way ahead of time), the skeeviness of Cross Assault, etc. - and still got a fair shake. If the game wasn't half-raw when it came out, it might have even lasted longer.

I mean, people don't call the early Noughts the Dark Age of fighting games because there was a bulb shortage. There were new games coming out which were mechanically sound - but most of them were aesthetically off-putting, and none of them had the same feel (I don't like using that word, either, but there it is) that Capcom games had, so people ducked them and bought Capcom compilations instead. Which is fine, but now it's as if nothing happened back then at all. Even Capcom Fighting Evolution got buried - which is an instance where people did dismiss a Capcom game immediately. Without even playing it, even. And that was only because people had a collective watershed moment, vis a vis the reuse of sprites. Which is the same reason SFxT eventually dwindled to the core following it has now - because people were sick of having their games watered down and sold to them in pieces.
 
EVO had nothing to do with the late post.
Laziness does...
90 mins. of Darkstalkers 3/Vampire Savior
http://www.youtube.com/watch?v=aGS-778RjnQ&list=UUkXtcsyQ6g8coNrclPvt29w
http://www.youtube.com/watch?v=dcDFFdo8KeQ&list=UUkXtcsyQ6g8coNrclPvt29w

90 mins. of Daemon Bride
http://www.youtube.com/watch?v=2ZocSNih1M8&list=UUCfnriDcUslGMUMX4Ctkyjg

1 Hour of Under Night InBirth
http://www.youtube.com/watch?v=a_p4Hlii8OU&list=UUkXtcsyQ6g8coNrclPvt29w

90 mins. of P4A Ultimax
http://www.youtube.com/watch?v=b49RydtrgNs&list=UUCfnriDcUslGMUMX4Ctkyjg

90 mins. of Street Fighter III 3S
http://www.youtube.com/watch?v=iH7Wu2s2rYs
http://www.youtube.com/watch?v=Fz8ZogM_lgw&list=UUCfnriDcUslGMUMX4Ctkyjg

2 Hours of Guilty Gear Xrd
http://www.youtube.com/watch?v=mRlYLSc1Ijg&list=UUkXtcsyQ6g8coNrclPvt29w
http://www.youtube.com/watch?v=9cfIBcUwosE&list=UUCfnriDcUslGMUMX4Ctkyjg

4+ Hours of Japanese USF4 matches
http://www.youtube.com/watch?v=aCX03dWA138&list=UUCfnriDcUslGMUMX4Ctkyjg
http://www.youtube.com/watch?v=KbUxTX8qGYs&list=UUCfnriDcUslGMUMX4Ctkyjg
http://www.youtube.com/watch?v=KbUxTX8qGYs&list=UUCfnriDcUslGMUMX4Ctkyjg

2+ Hours of DoA 5
http://www.youtube.com/watch?v=8z_nAalD6Rk&list=UUCfnriDcUslGMUMX4Ctkyjg
http://www.youtube.com/watch?v=79xyGHTQVOw&list=UUCfnriDcUslGMUMX4Ctkyjg

2+ Hours of BlazBlue CP
http://www.youtube.com/watch?v=dcB-Hza6LRU&list=UUCfnriDcUslGMUMX4Ctkyjg
http://www.youtube.com/watch?v=J7EQ047mdsI&list=UUCfnriDcUslGMUMX4Ctkyjg

KoF 13 matches
http://www.youtube.com/watch?v=1Pg6u6AQ8iE&list=UUCfnriDcUslGMUMX4Ctkyjg
 
I would've liked to commentate KOF13 finals and received many notifications about doing it, but EVO commentary is always decided ahead of time. The KingsofCo stream was put together at the last minute so they asked if I could help there.

Had a fun Evo, the highlight for me was Yatagarasu. Will be creating content for that game very soon. Also I won that waifu poster seen here:

http://yatagarasu-ftg.com/wp-content/uploads/2014/07/IMG_0914.jpg
http://yatagarasu-ftg.com/wp-content/uploads/2014/07/IMG_0968.jpg
 
I would've liked to commentate KOF13 finals and received many notifications about doing it, but EVO commentary is always decided ahead of time. The KingsofCo stream was put together at the last minute so they asked if I could help there.

Had a fun Evo, the highlight for me was Yatagarasu. Will be creating content for that game very soon. Also I won that waifu poster seen here:

http://yatagarasu-ftg.com/wp-content/uploads/2014/07/IMG_0914.jpg
http://yatagarasu-ftg.com/wp-content/uploads/2014/07/IMG_0968.jpg

yea just read the yatagarsu update lol. gj
 
I would've liked to commentate KOF13 finals and received many notifications about doing it, but EVO commentary is always decided ahead of time. The KingsofCo stream was put together at the last minute so they asked if I could help there.

Had a fun Evo, the highlight for me was Yatagarasu. Will be creating content for that game very soon. Also I won that waifu poster seen here:

http://yatagarasu-ftg.com/wp-content/uploads/2014/07/IMG_0914.jpg
http://yatagarasu-ftg.com/wp-content/uploads/2014/07/IMG_0968.jpg

Thanks and congrats.

Here's hoping they choose you for EVO2015 if XIII is in again for that year.
 
You play how you want to play... as long you don't like zoning.
I'm in the "parries do more harm than good" camp. ^^
tell that to remy players. and you can play a defensive zoning/keep away game with gouki. twelve. even necro if that's your style. you can zone with other chars. too. tho may depend on matchups.
but yes. parry negates most projectile wars. but at least you won't feel as helpless being zoned out as certain matchups in sf2/4!

and i'm on the other side of the parry camp. you can form bad habits from it. yes. but parry can also teach you how to properly access the risk/reward factor in your decision making that can translate well into other fighting games.
there are times where it's better to just block and wait for an opening. than make a guess parry and get blown up for it (either by throws or worse. normals cancelled into super.)
yes. you can be a jump happy fairy king parry master. but don't think you won't get punished for it. either by variable timings in anti air normals or multi hit moves.
there are counters to everything. nothing is safe in 3s. even if you think there is.

3s is a great game that puts an emphasis on studying/reading your opponent's style and habits. and to stay one step ahead of them.

y'all can disagree with me. but then i can also say. kiss my manjula.
 
If you heavily value long-term consequences in a Street Fighter match, then you're not going to like SF3. The concept of stage space as a resource, the utility of long-range projectiles, and the strategy of boxing your opponent into a bad situation ("don't jump") are all heavily diminished by the parry, which is a no-cost tool that's always available to completely shift the momentum at any time. It's that game's comeback mechanic.

SF3 eschews all of that traditionally-important stuff in favor of moment-to-moment reads and a game that's pretty much always played in the mid-to-close range. Which is fine if that's your thing.
 
2) Melty Blood (French Bread), Arcana Heart 3 (Examu, console port by ArcSys)
4) Do you mean push-to-set button config like in Blazblue (ArcSys) or actual button feedback display like in Virtua Fighter 5: Final Showdown (Sega)?

Also, VF5:FS had in-game frame data, and VF4:Evo's tutorial still stands above although Skullgirls and Blazblue both made decent efforts.

For 4) it's actual mandatory button checks before starting the match.

Skullgirls uses the push-to-set config

Interested to see what Juice comes up with for Yata- I can see myself enjoying that if I can find a character I like. (none of the original 8 appealed to me that much on first glance, so looking at the new 3)
 
If you heavily value long-term consequences in a Street Fighter match, then you're not going to like SF3. The concept of stage space as a resource, the utility of long-range projectiles, and the strategy of boxing your opponent into a bad situation ("don't jump") are all heavily diminished by the parry, which is a no-cost tool that's always available to completely shift the momentum at any time. It's that game's comeback mechanic.

SF3 eschews all of that traditionally-important stuff in favor of moment-to-moment reads and a game that's pretty much always played in the mid-to-close range. Which is fine if that's your thing.

Yeah, the problem 3s is the characters for the most part weren't really designed with the system in mind the way I see it.
 
I wake up to 2 new BB characters and a new P4U character. I can't say I'm surprised about the latter at all, but new BB chars is surprising(even though I think they're super lame).
 
I was expecting new characters for BB right on time for arc revo

That's a bold call for a game that's almost 2 years old that hasn't had much going on in terms of new development stuff :v. Celica is neat but I'm so confused why Lambda is back, wish we'd see another type of character ;_;

Marie should be a surprise to nobody still. I mean, they made an entire anime series more or less to validate her existence.
 
"anime" covers a base of like 10 modern games so you should just look into the one you think looks neat.

I want to get into a game with a solid community that will keep playing the game. That's more of my concern. I play Gundam, and it has a small, but strong NA community that keeps playing and improving. It could stand to be much bigger, but what can you do, you know?
 
I wake up to 2 new BB characters and a new P4U character. I can't say I'm surprised about the latter at all, but new BB chars is surprising(even though I think they're super lame).

I wonder if arcade revenue is lagging and this feels to them like a cheap and easy way to prop it up? Or has BB been completely overtaken by GG?
 
Yeah, they remade the persona 4 anime but this time it has all te new stuff from the vita remake persona 4 the Golden.

This, Persona 4 Golden the Animation. All it's been from promo is "Look at Marie! She's in it! Let's put her in every screen! She's canon!" etc. lol

I want to get into a game with a solid community that will keep playing the game. That's more of my concern. I play Gundam, and it has a small, but strong NA community that keeps playing and improving. It could stand to be much bigger, but what can you do, you know?

That's still a lot of games. ASW games will always have people on them, and stuff like AH3 has a small, dedicated community. UNiEL is coming out soon but I dunno how that will shake out.

I wonder if arcade revenue is lagging and this feels to them like a cheap and easy way to prop it up? Or has BB been completely overtaken by GG?

Disclaimer: I don't live in Japan. From what I heard was discussed at Evo and other stuff I've heard out of Japan, not a lot of new players are picking up Xrd. It's getting played enough, but it's a lot of the old GG players while most of the BB/P4U/other guys are still rocking their games. BB is still being played quite a bit.
 
I want to get into a game with a solid community that will keep playing the game. That's more of my concern. I play Gundam, and it has a small, but strong NA community that keeps playing and improving. It could stand to be much bigger, but what can you do, you know?

Pick an ASW game then.

I wonder if arcade revenue is lagging and this feels to them like a cheap and easy way to prop it up? Or has BB been completely overtaken by GG?

It hasn't and the two games have distinct followeing in the JP arcade scene at least.
 
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