Fighting Games Weekly | December 24-30 | How will we free Lando now?

Pray to god you don't get hit by a 4 hit string that you never seen before that does 60% damage with rage.

And if you run into any Hwoarang/Baek players your fucked.

No fooling. Every character has like 100 moves. The fuck.

I don't remember it being quite that bad the last time I played Tekken. But that was Tekken 2 like 15 years ago so maybe I just don't remember.
 
Too much animation would slow the game down.

Attacks are so fast in Arc games that they almost have to be choppy. KOFXIII was a bit like this as well.

The game is slower than both KOF13 and 3Strike, and those games have waaay better animation.
 
While it's true that using short animations for sprites makes the game move faster, they could have put a bit more polish on Amane's idle animation; it's not like there's startup for moving from neutral. Then again, it would look pretty awkward if Amane's sprite had 30+ frames for each arm sway, and 10-12 frames for everything else.
Really? Like... I'm having flashbacks to elementary school long division. My brain is kinda jamming at the thought of this. I get frame data having it's effect on hitstop and moves, but other games have excellent animation without sacrificing speed.
 
No fooling. Every character has like 100 moves. The fuck.

I don't remember it being quite that bad the last time I played Tekken. But that was Tekken 2 like 15 years ago so maybe I just don't remember.
Tekken 2 had much fewer moves and a lot of move repetition among the cast members. There also weren't as many options/mechanics, stuff like low parry, wall combos, bound came a lot later. With every iteration they kept adding new moves to characters and diversifying the cast while also adding new characters. What we have now is a colossal roster with a colossal move set.
 
Tekken 2 had much fewer moves and a lot of move repetition among the cast members. There also weren't as many options/mechanics, stuff like low parry, wall combos, bound came a lot later. With every iteration they kept adding new moves to characters and diversifying the cast while also adding new characters. What we have now is a colossal roster with a colossal move set.

Not to mention that Tekken 2 is practically a 2d game.
 
I like Ghost Rider as he is. I'd just want him to have a faster forward dash and for his normals to do chip. Most of those moves don't fit with Ghost Rider, especially the air dash.

The problem with GR ATM is that he's far too one dimensional. Look at Dhalsim, he has a lot more than just long limbs. He has teleports, dive kicks, a slide, Yoga Fire, Yoga Catastrophe (in AE), etc. While GR is just spamming chains, throwing flames as a desperate GTOF and a cool level 3 grab hyper. It's hard for GR to be viable without the tools to surprise his opponents and to add additional dimensions to his zoning.
 
The problem with GR ATM is that he's far too one dimensional. Look at Dhalsim, he has a lot more than just long limbs. He has teleports, dive kicks, a slide, Yoga Fire, Yoga Catastrophe (in AE), etc. While GR is just spamming chains, throwing flames as a desperate GTOF and a cool level 3 grab hyper. It's hard for GR to be viable without the tools to surprise his opponents and to add additional dimensions to his zoning.

That's what assist are for.
 
Ghost Rider is garbage in his current form. Any character in the game that requires an assist like Strider or Missiles is bad. You can't have an assist doing all the work for you.

Dhalsim is a more complete character than Ghost Rider is... and he's in a 1v1 game.
 
Ghost Rider is garbage in his current form. Any character in the game that requires an assist like Strider or Missiles is bad. You can't have an assist doing all the work for you.

Dhalsim is a more complete character than Ghost Rider is... and he's in a 1v1 game.

Yup, he really needs more tools. He doesn't feel like he is balanced towards marvel's gameplay at all.
 
Really? Like... I'm having flashbacks to elementary school long division. My brain is kinda jamming at the thought of this. I get frame data having it's effect on hitstop and moves, but other games have excellent animation without sacrificing speed.

Sorry, you're right, and I phrased that poorly. What I meant is that in a fighting game, the average speed of most moves can have an effect on the flow of the game; slow or laborious animations can bog a game down somewhat, while fast and loose animations can make a game seem faster. Supers can stop the flow of a game when they're flashy or eat up a lot of time, but they're like brief pauses that punctuate the match. But the way that normals are drawn can have a much more direct effect on the flow of a fighting game. There are other, more important factors involved in how fast a fighting game can feel (average damage output and scaling, movement, game speed, etc.) but I think that the animations also play a role because they have an effect on how spacing and combos work, and how fast combos are. I think that fighting games with normal and special moves that have short animations across the board are generally faster paced than fighting games with lengthy or strict animations for said moves.

When I think of normals with short animations, I think of older fighting games, or games with brief, fluid animations. Older stuff like Angel Eyes or Street Fighter II Hyper Fighting didn't really have many frames of animation on their moves - hell, I think Angel Eyes only had a couple hundred frames between the entire cast - but the quick startup and recovery on most normals made footsies and combos seem fairly fast paced. And games like Vampire Savior and Third Strike were wonderfully animated, but managed to move at a fast clip because their animations were generally short and fluid, with lots of squash-and-stretch or dynamic animation packed into a second's worth of movement.

Games like Art of Fighting 3 or Red Earth, on the other hand, have a lot of slow, lengthy animations for most moves and hitstun states that eat up a lot of time compared to other fighting games. Staggers, pauses during hitstun for a lot of moves, pursuits with long startup and recovery - all of this stuff sets a slower pace for these games compared to their peers, even the ones that have similar styles and gameplay mechanics. AoF 3 in particular is a great example; AoF has always been somewhat of a slow series because of the spirit gauge mechanic, but AoF 3 is as slow as molasses compared to AoF 1 or 2 because those games had way shorter animations for all their moves.

That's more or less my opinion on the whole matter; I realize that this is pretty subjective stuff, but I don't know how else to describe this sort of thing. I just hope that all this text can clarify my earlier post.
 
Playing P4A has made me want to give another look at Blazblue (BB:CP in particular). What's the sales pitch on that?
 
Playing P4A has made me want to give another look at Blazblue (BB:CP in particular). What's the sales pitch on that?
Faster combos, way less hitstun, less complicated story progression(3 to 4 versus 20+ paths), redone animations for some characters, new characters, better announcer, new VA lines for many characters, new music for whole cast, better HUD and VSav/MvC3 style Distortion drive power-ups. They might be looking to improve the netcode and other things, but we won't know about that until they show us more stuff about the console version which may or many not include Kokonoe. The speed increase is not a subtle one. It looks more like a P4A/GG hybrid at this point. This is a good thing.
 
Faster combos, less complicated story progression(3 to 4 versus 20+), redone animations for some characters, new characters, new music for whole cast, better HUD and VSav style Distortion drive power-ups. They might be looking to improve the netcode and other things, but we won't know about that until they show us more stuff about the console version which may or many not include Kokonoe. The speed increase is not a subtle one.
Explain the story progression change to me more. Why are people thinking Kokonoe will be in?
 
Explain the story progression change to me more. Why are people thinking Kokonoe will be in?
Three to four paths versus the 20+ for individual characters. I guess you'll be forced to go through "episodes" for certain characters within each of the three paths. I don't know how to simplify that further. It is very likely that the alternate and joke endings are gone. Hopefully not the joke endings, but we shall see.

Kokonoe? Dustloop rumors that said Izayoi would be announced also said Kokonoe would be shown as well. It is very possible that she could be put in the game before console release and some time later in the spring on arcades.
lol like any version of blazblue ever had a good story
Did anyone ever say it was good?
 
Jubei and Nine/Phantom seem like they'd be DLC candidates, right? Not like there's much else left in the established cast.
 
Jubei and Nine/Phantom seem like they'd be DLC candidates, right? Not like there's much else left in the established cast.
Jubei will not happen until the final game. Nine should be in there by now and she had better be phantom. Five out of the six heroes already in the game. They had better not skip out on the Witch. There better not be another cat under that cloak for someone is gonna get Astral finished.

Edit: Oops, there are four heroes in the game. Jubei and Nine will make six.
 
Three to four paths versus the 20+ for individual characters. I guess you'll be forced to go through "episodes" for certain characters within each of the three paths. I don't know how to simplify that further. It is very likely that the alternate and joke endings are gone. Hopefully not the joke endings, but we shall see.

Kokonoe? Dustloop rumors that said Izayoi would be announced also said Kokonoe would be shown as well. It is very possible that she could be put in the game before console release and some time later in the spring on arcades.
Oh okay. I'd like it if there were selectable branching paths so I didn't have to save constantly for alternate pathways. Very annoying.

And yeah, I just want Nine. I love busty witches.

Did anyone ever say it was good?
Q pretends it is for some reason.
 
Oh okay. I'd like it if there were selectable branching paths so I didn't have to save constantly for alternate pathways. Very annoying.

And yeah, I just want Nine. I love busty witches.
I don't care that much about what they look like so long as they don't look like Painwheel. Gameplay and overall mesh with the world is more important.
Q pretends it is for some reason.
Makoto_Nanaya_Story_Mode_Artwork_Pre_Battle.png


We stick around for the challenging story, good sir.
 
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