Shaowebb- is your anime fighter appreciation thing a theoretical appreciation of how the games are designed or is it based on you playing the games against human opponents? (or both?)
Both. I am an absolute game design fetishist. If I see a nicely balanced system of tools that keep each other in check and also serve to insure players have a very open and non-rigid structure to how they can deal with zoning, corner pressure, mixups, offense/defense, and movement in general then I get stoked. If I see something that shoehorns folks I just cant take it. Its why SF didn't appeal to me and why negative emotion in Aquapazza didn't appeal to me. Too rigid. Forces players to only perform certain actions in scenarios and that feels wrong to me...like a player's natural response is only allowed to be what you say or something. I prefer giving players more freedom of choice than that.
I also, thanks to discord, get to play folks whenever I have any spare moments. Sadly I can't get good internet on the GPD Win via cel phone hotspotting or I'd get to fightcade or something at work online. I do get to lab at work now though which is good since I have been there around 40 some days now for an outage. Industrial work is demanding. I'm still working on a comfortable way to turn that pocket PC into something that gives me good control in photoshop on the go. I'll likely have to just get a bamboo tablet and plug it up since the stylus' I try fail to deliver sadly on its capacitive touch screen. For gaming though...it delivers!
At home I tend to hit up discord for Arcana Heart, TVC, and misc. Melty dudes destroy me. Its not even a contest. You think being bodied in Marvel is something...wait till a Melty pro comes to cornhole you. I felt like I would need a colostomy for the cavity destruction inflicted upon me by those guys! Thrown into the corner and just pummeled in that fighting game. My god is it something aggressive when folks know how to use their stuff in Melty Blood.
Lately I've just been toying with Blade Arcus on breaks at work. Rick's pressure is something else and its assist system coupled with its cancel system and movement options are great. Its a well designed game even if it is lacking in its presentation.
I literally felt a tear of joy run down my cheek when I saw Air OK rising Fang and Wall of Kun Lun come out without any prerequisite rekkas. He now has air mobility in some form and a way to punish jumpers as well as a forward progressing armored tool to close gaps. Just imagine...they run and gun and you throw a wall of kun lun to train them that you are coming in only to bait them into jumping so you can hit air rising fang. Glorious. I bet I could use air okay rising fang plus air tags for crazy shit. The rest is just gravy. They used a different hitbox to his launcher rather than correct crescent heel from bouncin folks (thus eliminating crumples once they stop being grounded) but hey they gave him a new low tool though for high lows and made his launcher an OTG so you didn't have to use crescent heel for everything. Since the launcher hits off the ground now it doesn't matter that heel bounces folks so much. It means he doesn't HAVE to use crumples for real combos anymore.
https://giant.gfycat.com/InconsequentialInformalEgret.webm
I approve of this. So glad its being done.