Last DS I got was a Lite and it's lying around gathering dust somewhere in my closet, it's annoying that Nintendo release a new DS every 5 mins and subsequently everyone is forced to buy it since high profile games will only be released on the latest DS.
Show me a perfect community and I'll show you a pig that can fly.
Well, context of the video is easy to absorb but the comment section of it is closer to the reality concerning the Skullgirls community on steam than the actual video itself.
What makes the cake so delicious is the euphoria in each and every player who host a lobby in the beginner section, because they know, new people would join and actually have the mentality "to some fun with someone close to their skill level"- guaranteed salt for the beginners resulting in a quit and a bad rating on steam and instant ejactulation for the host.
Best thing is that they can't eat up their own salt when losing to someone in their own beginner lobby, mostly resulting them to ragequit it so hard.
While this game mechanic seems dumb and not appealing to anyone, it's entirely a game of mentality just like most B'm'Us; getting into the minds of your opponent. Strongest example would be SF3S with the parry mechanics; at first glance it seem to be always a "guess", as you progress learning the game you'll know the basic patterns of all characters and act to them correspondingly.
Anyways, to the video itself. I don't see the appeal to play 1 character while you could play 2 or 3. The combo potential is (obviously) higher, you'll have more options to chose from- some characters requires assists to be able to OTG/wallbounce to follow up (at all) without losing momentum properly and considering how many times DHC has saved my ass back in MvC3 it still applies to Skullgirls very much whilst it is extremely unsafe; some Supers if combined together, are convinient at getting out of tough situations like corner lockdowns. Besides all mentioned above, you also have a ton of stuff to mix up from with more characters, rather than a simple cross up/overhead with one character alone.
I noticed, can we not talk about FGs and talk about cats instead.
Oh boy thelewd
YSB and Hayao are one of my favourite players when it comes to Hugo. YSB is still very active when it comes to local japanese tournaments though, pretty awesome that he still is staying strong to the roots after all those years. I really miss the old 3rdS players... oh i also noticed i have no favourite Yun player since like, ever. Fuck this guy.
RX still above mankind; 1 frame reactions and godlike charge buffering but mainly because he's playing that character. aw yes it makes me so hard
Fightan Games are the best. I may lack the ability to be really good at it and understand its deep mechanics, but it's a really good genre that I really wish I was good at.
Fightan Games are the best. I may lack the ability to be really good at it and understand its deep mechanics, but it's a really good genre that I really wish I was good at.
god when this happened i literally came unbelievable amounts
Fighting games in general have a deep and hard learning curve but it gets really exicting when you start to understand them. Compared to board games, fighting games at beginner level is like playing checkers and at pro level it's like chess. Every move has it's purpose and you have to think several steps ahead what you're going to do and what do you think your opponent is going to do.
I really enjoy playing SSFIV AE but I suck at excecution and comboing. I do try to react what the opponent does and counter attack him. But most of the time I play by instinct and I'll just do things. If you outsmart your opponent though and beat him, it feels good :3
And here's a good recent introductory/tutorial video about fighting gamez
lewa you should try starting playing some Street Fighter, it's fun :3
And here's a good recent introductory/tutorial video about fighting gamez
I highly recommend this video to anyone who's mildly interested in fighting games in general to understand the whole genre a bit further.
Maybe the series might wake up my spirit of continuing playing those games again- I hardly ever touch my console anymore... and i've dedicated a lot of effort into learning them in the past, orz.
Also, that smooth sax arrangement of Jin's theme after the introduction.
it's not big deal, you just have to learn quarter-circle motions, half-circle motions, Z and Inverse Z motions, 360 motions, those tricky diagonal motions, the not so tricky linear motions, Low punch/kick, medium punch/kick, high punch/kick, dash, Super Combos, Ultra Combos, Focus attacks, Taunt, grab and throw, EX-moves, guard and momentum. with KOF you may have to except some things. however those skills transfer from Gen to gen, so it will be piece of cake to assimilate them
it's not big deal, you just have to learn quarter-circle motions, half-circle motions, Z and Inverse Z motions, 360 motions, those tricky diagonal motions, the not so tricky linear motions, Low punch/kick, medium punch/kick, high punch/kick, dash, Super Combos, Ultra Combos, Focus attacks, Taunt, grab and throw, EX-moves, guard and momentum. with KOF you may have to except some things. however those skills transfer from Gen to gen, so it will be piece of cake to assimilate them
wow
that's a decent mentality to stay incredibly free for the rest of your life. Execution in "Fighting Games" ≠ Move Repository
You can't spam moves after moves without even knowing what they do, it's even covered and explained in that video that Mianki linked. and besides, you only covered two games...
Oh, and if you're here with an argument like "But move X does this and you have that SRK type thing with move Y and this does that etc."
Fighting games in general is a mental game with your opponent and like Mianki explained:
Mianki wrote:
Compared to board games, fighting games at beginner level is like playing checkers and at pro level it's like chess. Every move has it's purpose and you have to think several steps ahead what you're going to do and what do you think your opponent is going to do.
... and taken from what you've wrote in terms of how "the basic controls in fighting games work"- it's only 1% of the puzzle. If you can't incorperate those into your gameplay and are solely relying on single pieces, you'd be surprised that even the most basic player with the slightiest knowledge of execution, could defeat you with ease.
What kinds of benefits does your Ultra have if you cannot link it together properly? Exactly, it'll become useless and extremely unsafe, gambling your one and probably only comeback mechanic away because you haven't practiced how to FADC xxx Ultra.
This is IMO the pinnacle on how well you can execute and incorperate the mechanics of the game into your style without doing something unnecessary.
True art and extremely well executed. I'm aware that it all hasn't been done in one take but to achieve something like this requires years and years of experience.
I rarely act in a desperate manner when playing those games, most of the time i check what is going to do my opponent and act in response. But you are right, these things aren't easy. I still can't defeat Saiki
Oh damn, i think it's a miracle that i've overseen but biffotasty who rarely uploads, finally released a video! (actually it's 2, a followup tutorial how to parry with Gen)
the only fighting game i played was Raging Blast and I was fairly competent, i won most [~60%] of my online matches. most of my losses were learning experiences because the game is so differently played in multi as opposed to the storyline
Will that experience help me catch on faster in the single-angle fighting games that people actually take seriously?