ShinMaruku
Member
All this Dizzy talk, if she came along side Jam for our version I think I'd jump at GG. Hopefully by then my fighting game vocabulary will have been made a frame work.
Character thumbnails stuffed with links to what seems like character specific battle groupings for the entire cast? In this moment I literally quiver with euphoria.This channel also has a bunch of AC stuff, but no +R stuff. You'd probably wanna use this for more recent AC / +R vids. http://horibuna.web.fc2.com/index.html
That 10 year throwback combo.
Thing is, it probably took a lot of games and testing to make what Arcana has as balanced as it is and even it has a tier list to it.
I think we just gotta discuss the important things like whether or not you are in on that AH3 steam port. I really can't wait to have AH on my laptop since it'll make practicing much easier. Gonna have to roll the dice on NSA and Chris Hansen spying tho.
The most balanced game in the world will have a tier list. It's like Rule 34. Though I've seen people refuse to quantify matchups because "anyone can win" or the like - it was goddamn impossible to find tier lists and matchup charts at VFDC, for example. Answer was always that it doesn't matter or something - yes, it does, and yes, it's real. It may not be as bad as ST, and I'm glad as hell it isn't but it's a bit annoying when a game lacks these kinds of condensed "get up to speed" resources.
Fireball and Ex-tatsu make Hugo's life very hard. Hugo's sheer size makes zoning him particularly easy. Gouken's armor-breaking ex-tatsu beats all of Hugo's runs. Like Honda, Gouken should not let Hugo get close. If Hugo does get in, then it's a guessing game to try to get him off of you. Don't let it get to that point.
is that bad? sorry to use the chess example, but ought P2 have different options than P1?MUs mattering less kind of homogenizes the game though?
is that bad? sorry to use the chess example, but ought P2 have different options than P1?
because they still play differently enough to be interesting despite having lots of common denominators.The asymmetry of fighting games is interesting. Why have different characters if their options are fundamentally the same?
is that bad? sorry to use the chess example, but ought P2 have different options than P1?
The asymmetry of fighting games is interesting. Why have different characters if their (defensive?) options are fundamentally the same?
because they still play differently enough to be interesting despite having lots of common denominators.
their vs OS stuff changes the most. some chars have guard break, others don't, some have low throw, others don't, some can guard cancel K, others can't, etc
what does that even mean?I dunno- feel like too many universal defensive options are kind of a balance cop-out sometimes.
I dunno- feel like too many universal defensive options are kind of a balance cop-out sometimes.
what does that even mean?
it's just a different design. a lot more interesting than having character archetypes imo."We weren't able to make sure that each character had their own answers to all the bullshit in this game, so we gave everybody the same stuff (to some extent)" is boring.
The asymmetry of fighting games is interesting. Why have different characters if their (defensive?) options are fundamentally the same?
Is there a game you had in mind specifically?
it's just a different design. a lot more interesting than having character archetypes imo.
MU is a competitive copoutI like characters being truly fundamentally different
It's mostly personal preference, but it'll probably turn into a 2D vs 3D fighter thing if we argue long enough.
MU is a competitive copout
MU is a competitive copout
This statement needs further elaboration.more like a competitive dead end
It's not always a negative to lose things.It's personal preference, ultimately. I just don't think you can champion a games lack of MU-specific stuff as if nothing was lost to get there.
It's not always a negative to lose things.
I think if you spent a weekend figuring out Pai and the next figuring out El Blaze you would find that they are meaningfully different even if their fuzzy guard is the same.Like I said- I think it's preference. For me, MU-asymmetry is a strength of fighting games. I don't want to play old MK games where everybody's normals are the same. Characters being meaningfully different is interesting. Going too far in the character-uniqueness direction is bad too though, imo. It's a balancing act- homogenize too much and it's boring; diversify too much and the game lacks coherence.
I really didn't play enough Dizzy back in Reload since I spent way more time on AC and +R's. Unless I read that wrong, what made Dizzy more simplified later on compared to Reload?
Dizzy's air normals all got condensed in to her new j.2S. Prior to j.2S, each button served a narrow function and learning these functions and when to apply them was the nuance that separated the novice from the intermediate. In many cases, j.2S can be used in place of another button or is simply the better button--period. It's also completely throw invul, because why not.
A lot of subtleties in Dizzy's neutral play got lost with the introduction of Force Breaks. Same could be said for the whole cast. A lot of character's game-flow are setup with a kind of A -> B -> C format. With either the A or the B being partially, or completely, missing. And they leave it up to the player to make up the difference through good play, and the understanding and use of system mechanics, mainly Roman cancels.
Dizzy has incredible projectiles (the B) that lead in to equally fearsome mixups (the C), but how does she ever get a projectile out when their startup is so huge? (The A is lacking.) A combination of good movement, coupled with well placed Bubbles, can buy you the space/time needed to get your projectile game going. Failing that, surviving long enough to accumulate 75% meter for an Imperial Ray FRC will get you atleast one projectile.
When Force Breaks were introduced to the series, they were often used to fill in these missing parts of characters. In Dizzy's case, where there was once a very fun and interesting game of cat and mouse, became blah-blah-blah "Ok, I got 25%, here comes my Force Break! Alright, now here comes the mixups!" What we got with Force Breaks wasn't as interesting as what we had without them.
Use the best Character Portrait plz.
I like this human. He understands.Blackout God energy drink
Parents are going to Japan. Anything I should ask from them or for my 7 & 3 year old girl & boy? Please no Anime.
Get all the different flavoured kit Kats as wellMy wife and daughter wants Tsum Tsum? I asked for Picross 3D-2 and asked for a dinosaur or train for my son.
King of Fighters 99 Anniversary Edition by Yashional
Game was revamped with some KOFXI super active visuals:
https://www.youtube.com/watch?v=ogNaaw9dMU0
Video shows 2012 version, but the games has been updated many times and to the point of last month.
two styles for each characters: 99 mode and 98 mode.
Each mode has there own type of dodge from the represented games:
And 11 EX characters:
Parents are going to Japan. Anything I should ask from them or for my 7 & 3 year old girl & boy? Please no Anime.
speaking of... best home port of KoF 97 is Wii VC, yeah?