also random FG question:
what do you guys prefer as a fighting game; Weapon Fighters (Guilty Gear, Samurai Showdown, Soul Calibur) or Hand to Hand Fighters (Street Fighter, Tekken, King of Fighters)?
speaking purely as personal aesthetics not favorite title.
He won NCR, Stunfest and Topanga World League recently...Maybe now that Daigo is done doing books and shit, we can get some real gameplay from the guy.
As in videos of him playing.He won NCR, Stunfest and Topanga World League recently...
The exaggerated stereotypes are why SF's character designs are so memorable compared to KOF's.I think having a varied world culture, even stereotypically portrayed, is my favorite aesthetic in a fighting game. Street Fighter has it, Soulcalibur and Tekken used to have it. I like that more than just weapons or no weapons. Fireballs aren't hand to hand, breh. I'll take games with multiple meaningful fighting ranges over games that don't have them.
Street Fighter/Soulcalibur/etc > Tekken/Virtua Fighter/DOA, IMO.
I think having a varied world culture, even stereotypically portrayed, is my favorite aesthetic in a fighting game. Street Fighter has it, Soulcalibur and Tekken used to have it. I like that more than just weapons or no weapons. Fireballs aren't hand to hand, breh. I'll take games with multiple meaningful fighting ranges over games that don't have them.
Street Fighter/Soulcalibur/etc > Tekken/Virtua Fighter/DOA, IMO.
Weird post, even weirder list of favorites with the given informationI think having a varied world culture, even stereotypically portrayed, is my favorite aesthetic in a fighting game. Street Fighter has it, Soulcalibur and Tekken used to have it. I like that more than just weapons or no weapons. Fireballs aren't hand to hand, breh. I'll take games with multiple meaningful fighting ranges over games that don't have them.
Street Fighter/Soulcalibur/etc > Tekken/Virtua Fighter/DOA, IMO.
I think having a varied world culture, even stereotypically portrayed, is my favorite aesthetic in a fighting game. Street Fighter has it, Soulcalibur and Tekken used to have it. I like that more than just weapons or no weapons. Fireballs aren't hand to hand, breh. I'll take games with multiple meaningful fighting ranges over games that don't have them.
Street Fighter/Soulcalibur/etc > Tekken/Virtua Fighter/DOA, IMO.
Weird post, even weirder list of favorites with the given information
Combination of world cultures (aka no Arc Systems) and combat at multiple distances (no phone booth fighters). "Weapons" are an unimportant distinction to me.of course fireballs are not hand to hand but you're missing the point. Street Fighter, KOF, Tekken although they have special skills and powers a majority of the cast's theme can stem from martial artist with powers (hence hand to hand). Guilty Gear and Samurai Showdown most of the characters uses weapons. I was only asking if a cast that uses hand to hand martial arts appeal to you or a cast that uses weaponry martial arts.
also that comparison at the bottom is a head scrather.
Combination of world cultures (aka no Arc Systems) and combat at multiple distances (no phone booth fighters). "Weapons" are an unimportant distinction to me.
Guilty Gear has world warriors.Combination of world cultures (aka no Arc Systems) and combat at multiple distances (no phone booth fighters). "Weapons" are an unimportant distinction to me.
Phone booth fighters don't interest me anymore.then that's an entirely different discussion that just derails this one. Also I will argue that Tekken and Virtua Fighter instills other world cultures more than soul calibur which is Japanese to the T.
Doesn't come across strongly enough in the designs, I suppose.Guilty Gear has world warriors.
Americans, British, Japanese, Russians, etc.
Phone booth fighters don't interest me anymore.
Doesn't come across strongly enough in the designs, I suppose.
could you define phone booth fighter please?Phone booth fighters don't interest me anymore.
Doesn't come across strongly enough in the designs, I suppose.
Your post had me confused because I thought it was related to the list that came after itCombination of world cultures (aka no Arc Systems) and combat at multiple distances (no phone booth fighters). "Weapons" are an unimportant distinction to me.
Fighting games where the action happens almost entirely on the ground and face to face, ie two people in a phone booth. There can be movement in ranges outside of that space but it's just a precursor to getting back inside of very close range. Soulcalibur, despite mostly lacking projectiles and vertical gameplay, still has more distinct range play than Tekken and VF. Tekken and VF used to be my favorite fighters but they bore me now.could you define phone booth fighter please?
It has nothing to do with being overwhelmed. I don't like Tekken's gameplay. I don't like GG's aesthetics.What you probably don't like is that games like Tekken and Guilty Gear have an overwhelming amount of information being thrown at you at every second, which is a very fair complaint IMO
VF plays with space in really interesting ways actually, while it doesn't emphasize zoning in a traditional sense (although range and whiff punishing are very important), positioning is incredibly important. A move that's not so scary in the middle of the ring can end the match at the wall. it sounds like your opinion of the game is pretty limited, no offense. If it doesn't have a significant long range game, it bores you? IMO doken pressure is the least interesting thing about SF.Fighting games where the action happens almost entirely on the ground and face to face, ie two people in a phone booth. There can be movement in ranges outside of that space but it's just a precursor to getting back inside of very close range. Soulcalibur, despite mostly lacking projectiles and vertical gameplay, still has more distinct range play than Tekken and VF. Tekken and VF used to be my favorite fighters but they bore me now.
Seth was right.
VF plays with space in really interesting ways actually, while it doesn't emphasize zoning in a traditional sense (although range and whiff punishing are very important), positioning is incredibly important. A move that's not so scary in the middle of the ring can end the match at the wall. it sounds like your opinion of the game is pretty limited, no offense. If it doesn't have a significant long range game, it bores you? IMO doken pressure is the least interesting thing about SF.
VF plays with space in really interesting ways actually, while it doesn't emphasize zoning in a traditional sense (although range and whiff punishing are very important), positioning is incredibly important. A move that's not so scary in the middle of the ring can end the match at the wall. it sounds like your opinion of the game is pretty limited, no offense. If it doesn't have a significant long range game, it bores you? IMO doken pressure is the least interesting thing about SF.
huckin' 'dokenswhats doken pressure?
VF plays with space in really interesting ways actually, while it doesn't emphasize zoning in a traditional sense (although range and whiff punishing are very important), positioning is incredibly important. A move that's not so scary in the middle of the ring can end the match at the wall. it sounds like your opinion of the game is pretty limited, no offense. If it doesn't have a significant long range game, it bores you? IMO doken pressure is the least interesting thing about SF.
And this is why SF caricaturizes their world warriors.
whats doken pressure?
you're right, and I won't claim VF handles the X or Y axis better than SF because it doesn't.Don't see why that's odd. The best thing about SF is the varied distance and play styles. It's not like a move being better near a wall is exclusive to Vf. That's going to happen in any game with boundaries.
Space control in SF is great because of the ways you can control it.
huckin' 'dokens
Yes, actually. It has nothing to do with my level of understanding about franchises I played for nearly two decades. Sometimes people like different things. Sometimes their preferences change. If you prefer phone booth fighting as I did for many years, more power to you. Likewise, I wouldn't enjoy a game that was too heavily slanted towards long range combat.VF plays with space in really interesting ways actually, while it doesn't emphasize zoning in a traditional sense (although range and whiff punishing are very important), positioning is incredibly important. A move that's not so scary in the middle of the ring can end the match at the wall. it sounds like your opinion of the game is pretty limited, no offense. If it doesn't have a significant long range game, it bores you? IMO doken pressure is the least interesting thing about SF.
Correct.Don't see why that's odd. The best thing about SF is the varied distance and play styles. It's not like a move being better near a wall is exclusive to Vf. That's going to happen in any game with boundaries.
Space control in SF is great because of the ways you can control it.
That's cool man. I'm not sold on the term but I know what you mean.Yes, actually. It has nothing to do with my level of understanding about franchises I played for nearly two decades. Sometimes people like different things. Sometimes their preferences change. If you prefer phone booth fighting as I did for many years, more power to you. Likewise, I wouldn't enjoy a game that was too heavily slanted towards long range combat.
you're right, and I won't claim VF handles the X or Y axis better than SF because it doesn't.
you're right, and I won't claim VF handles the X or Y axis better than SF because it doesn't.
Now I want an actual Phone Booth Fighter
Sure, but VF has had wall throws since 1996, breakable walls that become ring out opportunities since VF4, moves that only exist at the wall, wall staggers, and more walls than a 2D fighter has corners.A move being better near a wall isn't exclusive to 3d fighters
GODSGARDEN #10 has been really great so far, if you guys haven't been watching. Guilty Gear nirvana
I've grown to find the Y axis to be more interesting than Z because there are more meaningful applications for Y axis combat than Z axis (angle, time in air, etc). Anti-step gameplay is a ton of fun. I'd love a new IP to come out that had legit X, Y, and Z gameplay though.VF's space control is pretty different than SF because of the Z axis and the way moves interact with each other. Purely on X and Y, VF and SF are pretty similar but as a total package, VF is pretty nuts despite not having what's considered a long range in other games with projectiles. The only other game that has similar Z axis play is Soul Calibur though that's gotten worse with recent iterations.
Ring outs are one of my favorite aspects of VF and SC.Walls, or the cornered situation, are by far the most dangerous in VF compared to any other game. Most can characters can kill their opponent with 2ish combos with the right hit, 3-4 if it's un-optimized. In addition, it's one of the few games that still has ring outs which adds another level of danger with that position.
One of the Fatal Fury games had it IIRC.was it art of fighting that had ring outs?