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Fighting Games Weekly | August 6-12

I wonder if your name shows up in stream chat if you are watching streams via the community page.

And is brolylegs in stream chat the real one?
 
Bad match up does not mean unwinnable especially in Marvel.
Of course not, hence why I mentioned the persistence of his success, likely much more than anyone expected. Against a team of characters that are usually argued as some of his worst match ups. There was no luck of the draw there.

I agree though that there are always many factors, that's why I don't like tier lists in Marvel. Even team tier lists still come with a good degree of ignorance but they're better and much more reflective.

I just feel like people underrate Sentinel's capabilities just a tad. The sentiment that he's somewhere relatively mid-high and still has probably the most bad match ups in the game is perplexing. So I think he can deal with some match ups better than he is given credit for, particularly against characters with not so great AA options.
 
Of course not, hence why I mentioned the persistence of his success, likely much more than anyone expected. Against a team of characters that are usually argued as some of his worst match ups. There was no luck of the draw there.

I agree though that there are always many factors, that's why I don't like tier lists in Marvel. Even team tier lists still come with a good degree of ignorance but they're better and much more reflective.

I just feel like people underrate Sentinel's capabilities just a tad. The sentiment that he's somewhere relatively mid-high and still has probably the most bad match ups in the game is perplexing. So I think he can deal with some match ups better than he is given credit for, particularly against characters with not so great AA options.

Honestly I think its because the game is so volatile that anybody can capitalize on any mistake given the resources available. It only takes one mistake for sentinel to completely bop you and put your next char in a mixup coming in.
 
Of course not, hence why I mentioned the persistence of his success, likely much more than anyone expected. Against a team of characters that are usually argued as some of his worst match ups. There was no luck of the draw there.

I agree though that there are always many factors, that's why I don't like tier lists in Marvel. Even team tier lists still come with a good degree of ignorance but they're better and much more reflective.

I just feel like people underrate Sentinel's capabilities just a tad. The sentiment that he's somewhere relatively mid-high and still has probably the most bad match ups in the game is perplexing. So I think he can deal with some match ups better than he is given credit for, particularly against characters with not so great AA options.

This, plus nobody actually plays him with assists, where he can actually be pretty damn solid. Mostly because drones are so good they're willing to put up with having to play him on point.

Playing against a good Sentinel with Jam Session backing him up is not fun at all.
 
I'm intrigued. The will to live a normal life despite circumstances. Glad to see he's a cheerful optimistic type of person.
 
Okay because I still can't sleep, I have a question for FGC-GAF:

So PSABR is coming soon. How do you guys feel about the mechanics of the game? Let's not dabble with the fact that it's not intended to be a super crazy deep fighting game first and foremost, just an analysis here.

I watched the GB quicklook and Jeff brought up a good point, there's no penalty for getting hit. For those unfamiliar, there is no health or vitality in the game. Every hit builds meter (AP) and meter is used to do level 1, 2 or 3 supers which in some form or another allow you to instantly kill your opponents. That is the only way to gain points and win, build enough meter to super.

I think its interesting that it forgoes any sort of penalty for being hit, but I'm not sure if that's a bad thing really, since the person who still hits others the most is left in an advantageous position regardless. I do feel this combat system may lead to issues of pacing however, where there will be a point near the end of the match where people will dump whatever meter they have to get ditch kills. And also, I feel like players will for the most part discover which super is most efficient (1, 2 or 3) for their character quite early on and stick to that plan until near the end of the match.

Something about this sort of reliance on meter strikes me as... Wrong. But I can't justify why so I'm not sure if it is indeed problematic or that's just my traditional fighter thinking kicking in. What do you guys think of the competitive implications of this system?

/passes out
 
Why would you want to get hit in PSABR. You might not take damage but you sure are fucking sealing the deal for them to get a kill, most of the supers can be comboed into.

Look at it this way, in most fighting games, well most 2d fighters, combos end with a super at the end for the win/kill. All they ended up doing was removing the life bar part of that.

You also can't select what super you want to use in the game, if you built two bars you have to use the level 2 super. So there will not be an issue of just dumping meters.

I haven't even gotten to play the game yet but the flow of matches and sub systems and their uses are all pretty obvious.
 
I'm sorry for not directly responding to your question, but I think people overrate the importance of mechanics in fighting games. I was really excited for the mechanics behind Skullgirls but the end result just ended up being not that fun for me. I thought some of the mechanics behind P4U were dumb and there were way too many of them but I really like the game.

As for the competitiveness of the game, people can make (almost) anything competitive. It's more of a question of whether this will be familiar enough for the "FGC" to adopt as a "fighting game" or not in my opinion. I don't think it will be.
 
The penalty for being hit is you help build your opponent's super meter which is the only means of killing you.

Only thing I hate is that there is no way to tell if you're winning or not with out memorizing your and everyone else's scores.
 
Okay because I still can't sleep, I have a question for FGC-GAF:

So PSABR is coming soon. How do you guys feel about the mechanics of the game? Let's not dabble with the fact that it's not intended to be a super crazy deep fighting game first and foremost, just an analysis here.

I watched the GB quicklook and Jeff brought up a good point, there's no penalty for getting hit. For those unfamiliar, there is no health or vitality in the game. Every hit builds meter (AP) and meter is used to do level 1, 2 or 3 supers which in some form or another allow you to instantly kill your opponents. That is the only way to gain points and win, build enough meter to super.

I think its interesting that it forgoes any sort of penalty for being hit, but I'm not sure if that's a bad thing really, since the person who still hits others the most is left in an advantageous position regardless. I do feel this combat system may lead to issues of pacing however, where there will be a point near the end of the match where people will dump whatever meter they have to get ditch kills. And also, I feel like players will for the most part discover which super is most efficient (1, 2 or 3) for their character quite early on and stick to that plan until near the end of the match.

Something about this sort of reliance on meter strikes me as... Wrong. But I can't justify why so I'm not sure if it is indeed problematic or that's just my traditional fighter thinking kicking in. What do you guys think of the competitive implications of this system?

edit I also forsee some level 3 super being total ass.

/passes out


There is a definite penalty getting hit, they are getting ap. The same ap that can be used for a super in the combo that is hitting you.

One of the biggest issue of the game is what is considered the right time length per match? What is the standard format? 2v2? 1v1? FFA?

After that its indicators, there are so many things going on the screen that sometimes its hard to see if they are blocking or not. From a player's perspective its hard because you're watching your char, their char, other chars, the map and etc. For the spectator it would be a mind fuck of whats happening?
 
The penalty for being hit is you help build your opponent's super meter which is the only means of killing you.

Only thing I hate is that there is no way to tell if you're winning or not with out memorizing your and everyone else's scores.

I think they said they are adding a stock mode in final release.
 
You have to blow your load of meters no matter what? Not digging that since each super are seemingly very different from each other.

I'm still curious how the combos will work. Mostly if they adapted DI from Smash.
 
It honestly looks to me like he's just venting his frustrations with learning the game to one or two people, it's probably not something he'd knowingly say to a large audience.

Sounds like my frustrations with the game right now - the 2f overheads. I think it's legit criticism, though some people like that stuff (it's a different sort of game- you either adapt to the BS or find another game- I have another game)

It doesn't make the game trash in any way, it just makes it something that's not for everyone.
 
You have to blow your load of meters no matter what? Not digging that since each super are seemingly very different from each other.

I'm still curious how the combos will work. Mostly if they adapted DI from Smash.

You didn't see that early combo vidya? It gave a pretty good idea.

I don't mind having to blow supers really though as they do take a while to build up so it's not like you can mess up and go over if you play smart.


Sounds like my frustrations with the game right now - the 2f overheads. I think it's legit criticism, though some people like that stuff (it's a different sort of game- you either adapt to the BS or find another game- I have another game)
What 2f overheads? Are you telling me I can spot and block a 2f overhead in lag cause I'm gonna call bullshit on that. I'm not THAT fast.

Do you know how fast a 2 frame overhead would be?
 
Why would you want to get hit in PSABR. You might not take damage but you sure are fucking sealing the deal for them to get a kill, most of the supers can be comboed into.

Look at it this way, in most fighting games, well most 2d fighters, combos end with a super at the end for the win/kill. All they ended up doing was removing the life bar part of that.

You also can't select what super you want to use in the game, if you built two bars you have to use the level 2 super. So there will not be an issue of just dumping meters.

I haven't even gotten to play the game yet but the flow of matches and sub systems and their uses are all pretty obvious.
This is why I said that they are still leaving their opponent in an advantageous position, because they are gaining AP.

And dumping meters as in every time you get to x level, you use your super and reset your bar. Then, when it comes to the end for the match and you only have so much time left (in timed modes), you use what you have to get as many kills as you can (as many meters as possible, so you may save for a level 3 just before the end or use your single bar, etc.).

I guess maybe the stock mode would fare better and remove the pressure of time which then lessens the burden the efficiency of supers carries as the indicator of how well a character can do.
 
I sometimes question the "problems" of members in this forum.

Like, are we playing the same game? Mine has, like, two robots that have axes and a dude that throws chairs.
 
I sometimes question the "problems" of members in this forum.

Like, are we playing the same game? Mine has, like, two robots that have axes and a dude that throws chairs.
I sometimes question if you ever enter these threads for any other reason aside from complaining.

There is no problem being tackled here, I was just curious as to what people here thought of this different take of fighting games and wondered if it could create problems for the game and end up being *that thing* that keeps you from coming back to a game, like combo breakers or something. A legitimate topic for discussion even if it has no immediate implications. Let me have my God's Beard moment.
 
I sometimes question if you ever enter these threads for any other reason aside from complaining.

There is no problem being tackled here, I was just curious as to what people here thought of this different take of fighting games and wondered if it could create problems for the game and end up being *that thing* that keeps you from coming back to a game, like combo breakers or something. A topic for discussion even if it has no immediate implications. Let me have my God's Beard moment.

My post wasn't directed to you, enzo. :/ It was about the mystic 2f overheads.
 
Pour one out for GB guys.

Yeah, what he do now? Seems he got banned again. Isn't this like his 3rd time? Hope he didn't get permabanned. D:

EDIT: Yep, a Devo comment. :(

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This is why I said that they are still leaving their opponent in an advantageous position, because they are gaining AP.

And dumping meters as in every time you get to x level, you use your super and reset your bar. Then, when it comes to the end for the match and you only have so much time left (in timed modes), you use what you have to get as many kills as you can (as many meters as possible, so you may save for a level 3 just before the end or use your single bar, etc.).

I guess maybe the stock mode would fare better and remove the pressure of time which then lessens the burden the efficiency of supers carries as the indicator of how well a character can do.

The problem with dumping meter is that meter gain isn't really super fast unless you are say sly or parapa. So you dump your meter and your opponent just has more chances if they didn't go over. It's like throwing a random super out in marvel you are gonna get punished because pretty much everything is avoidable besides some level 3's BUT those are a level 3 and well the trade off sucks
 
The problem with dumping meters is that it just seems like there's less strategy, especially when the game revolves around supers.

Take Kratos, I know his level 1 kills whatever is right in front of him with a giant sword swing. Now let's say I have 2 bars with 2 guys right in front of me, I'd like to use my sword super to kill both of them but instead only have the option to use my level 2
And maybe that level 2 doesn't even kill directly or something, meter drain or something I dunno.
 
Ok now I understand why (sort of). Devolution is another poster in the thread and I guess GBs post couldve been taken is an attack against another user. There is probably more to it than just that but that's how interpreted it.
 
Ok now I understand why (sort of). Devolution is another poster in the thread and I guess GBs post couldve been taken is an attack against another user. There is probably more to it than just that but that's how interpreted it.

You can't attack people on GAF? Dam that sucks. I thought we could attack people as long as it's not racist, sexist, etc...
 
Judging by the context of the thread it might've been an insensitive remark... might be something related to Trans Gaf but I don't frequent that part of gaf so I really don't have a clue. I just like to be educated about what gets people banned on gaf because it's sometimes very unusual for me.
 
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