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READ THE RULES


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Last one's been bumpdead for a while: >>283784

Virtua Fighter still on the horizon
Street Fighter has decided to toss some costumes SNK's way
Tekken 8's dad is still out for milk, has an "emergency update" to fix issues with season 3 DLC 
Marvel Tokon is what ArcSys seems to care about
Fatal Fury is up to 1 new character per month until June

Who're you working on? Anything look good for the future?
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>>302372 (OP) 
Fucking shit I meant to make the new OP with this image in mind. Never been big into fightans hence I didn't know what to write in the OP. Nevertheless it would have been a fun thread opener.
Replies: >>302436
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The Nightmare Geese begins
People still care about this hollowed-out corporate slop genre?  But why?
>>302402
fun videogames are fun
Replies: >>302617
>>302382
I'm happy that I don't have to see some horrible fetish media on the catalogue for the next five months.
platform fighters won
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>>302385
>>302608
It fucking astonishes me how faggots like you never, ever get tired of wasting your own time and everyone else's bandwidth for years. I saw you in fighting game threads in 2018 and you're still active on cuckchan.

What is wrong with you? What kind of brain damage do you have? Why do you insist on intruding into one of the few spots left on the internet where things are even remotely detached from the modern noise/slop pipeline and shitting everywhere?
Replies: >>302611
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>>302610
it's a bot, it posts every day around this time, always the same handful of images and videos. mods only do something when it's pointed out because it's convenient activity during dead hours.
>>>/b/311053
>>>/b/311105
>>>/b/311120
>>>/k/10607
>>>/k/13735
>>>/k/13737
>>>/k/13743
>>>/k/13734
here's some example although there are probably dozens of similar posts that went by
Replies: >>302613 >>303036
>>302611
Or maybe halfcuck bots taught new users how to behave and they'll act like bots due to being raised by them and once a range ban for profit sends them here the place will be 'fixed' by the llm's morals. All according to keikaku.
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>>302402
>People still care about this hollowed-out corporate slop genre?  But why?
>>302412
>fun videogames are fun
Fighting games used to be fun, until devs started pandering to the 0,01% of tryhard tourneyniggers, released their games with no fucking content or fun game modes and 2/3 of the roster paywalled and sold separately as DLC with censored blood and titties.
What is the fightan equivalent of OG Resident Evil tank controls?
Replies: >>302674
>>302670
SF2's lack of dashing/running and lack of input buffer, combined with turbo mode randomly dropping frames at different rates depending on the stage.
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>>302372 (OP) 
>Who're you working on?
I found a copy of the first Capcom fighting game collection that has all the Darkstalker titles as well as Red Earth. I plan to run through the latter because I never played it. I really got it so I'd have VSav on a current console since I'll take that to locals and reunions when I get back into FGs. I was slightly disappointed that they didn't also implement character tutorials like Iron Galaxy did for the Darkstalker Resurrection PS3 release for any of the games. I know it's extra work but those are the real QoL additions besides training modes these older titles need imo. 

>Anything look good for the future?
Going by today, EVO being acquired by Saudi Arabia might lead to them trying to smother out other fighting game majors. Adding 6 more EVOs is fucking ridiculous
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The announcement of DOA 6: Last Round has made me quite happy. I assume there will be a new DOA in 2027 or 2028 as a result. Regardless, I can still keep playing it.
Replies: >>302789 >>302790
>>302770
>playing DoA6
You gay or something?
>>302770
>DOA 6: Last Round
DOA6 was complete trash, so it needed to be remade from scratch, not merely updated.
RIP ITAGAKI
Replies: >>302827
>>302790
>DOA6 was complete trash
No, it wasn't. It was obviously made at a time when Team Ninja had their sights set on other things, but it was a good DOA game in terms of gameplay, even if everything else was lacking. Also, it gave us the dinosaur park stage and that's a cool stage. "Complete trash" is a complete overexaggeration from someone with the wrong priorities.
Replies: >>302834 >>303036
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>>302827
>"Complete trash" is a complete overexaggeration from someone with the wrong priorities.
"Wrong priorities" said by someone who argues the game was good because "dinosaur stage" lol
If you are that type of faggot who by "wrong priorities" means the lack of fanservice, which is still a fair complaint, let me remind you of all the other flaws:
<Ditched the excellent soft engine to use the shitty Dynasty Warriors engine
<Shit performance and framerate
<Because of it, Tag battles (arguably the most fun mode in DoA since DoA2) was cut off
<The new characters are shit and generic as fuck
<Many stages recycled from DOA5
<Excessive grinding for additional costumes
<Rachel and Momij cut from the roster to be sold separately as DLC
<Story mode was shit
<Instead of having a new cool boss fight, they just recycled Raidou from DOA5
>most costume redesigns were awful
>The action was jerky instead of fast and fluid like in the past
And last but not least:
<They nerfed the fanservice to pander to EVO retards
faggot
>>302834
He's probably a practicing homosexual, can't expect much out of them.
On the plus side he'll probably die within the next 2 decades owing to the STDs he contracted at EVO.
>>302834
Thats good to know I guess. But you failed to mention the most devastating thing. The girls less cute. They ruined every character model and pushed them from 3D anime to a weird uncanny realistic look with cartoonish features.
They also aged them all. Even Marie Rose.
Unforgivable.
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>>302834
>"Wrong priorities" said by someone who argues the game was good because "dinosaur stage" lol
Same textbook dishonesty I've come to expect from this little den of defectives. Let's see what I actually said:
>it was a good DOA game in terms of gameplay, even if everything else was lacking
You didn't address it any meaningful way except in passing:
>shit performance
My performance was fine, except occasionally on the DOA tournament stage. I notice no appreciable dips anywhere else. 

>Because of it, Tag battles (arguably the most fun mode in DoA since DoA2) was cut off
Correct, this was the biggest hit to gameplay. You have a very valid point here, one that I am in total agreement with. 

>The action was jerky instead of fast and fluid like in the past
LOL, thanks for demonstrating how much of a tourist you are (again). DOA 6 is just as fluid, if not more fluid than 5. Try actually playing the games, you worthless piece of genetic garbage. 

>The characters are shit and generic as fuck
Tamaki is literally a DOA universe character. She fits in perfectly. Nico isn't distinctive in terms of personality and is there to fill the role of DOATEC researcher, but her fighting style is actually quite novel to DOA. Diego is less generic and is reasonable for DOA and adds a brawler fighting style to the roster that wasn't quite there. DOA has never had that much of unique characters outside the core bunch. Jann Lee is just another Bruce Lee derivative. Kokoro is just a dancer. Bass is a stereotypical wrestler, etc. My main complaint with Diego is that he's brown, but that's a personal gripe.  

Let me reiterate that I agree with your other points and DOA 6 was a half-hearted on Team Ninja's part. It never got the time and effort it deserved, yet it still managed to be a decent DOA game in terms of the thing that matters most, gameplay. You are however a tourist and a developmentally stunted manchild, so you are unwilling or unable to see how hyperbolic calling it "complete trash" was. You and the guy below you are morons and I don't expect any meaningful response from you, so just get in whatever last word you feel emotionally compelled to share and consider me having moved on from the topic.
>>302851
>tourist
Go back to whatever shithole you came from
Stroking yourself over what you believe to be a "nuanced" opinion you hold while a beloved franchise mutilates itself to pander to faggots is cancer of the second-highest order. The only people worse than you are the fags you enable, do yourself a favor and follow DoA6's example of dying unloved.
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>>302851
Actually, I'm going to go ahead and address the DOA tourist issue in the broad sense, because the series seems to be inundated with them. They speak as if they're longtime fans when it is blatantly obvious that is not the case. 

I have an Xbox Series S as my primary gaming platform. I have had every single Xbox console and every single DOA game that ever came out on them. I currently have DOA 1-6 installed and regularly played on my Series S, yet PC tourists who may have only got on board at 5 or 4 on the 360 at best, come and run their mouths as if they have any lengthy frame of reference when they don't. The most substantial issue with 6 was the omission of tag mode and that's really it. The people that cry about the alleged declining sexualization of DOA are retarded and are merely appropriating the series as a means to social protest, which I understand, but is also misguided. The EVO shit was one thing, to which tourists ran with, claiming DOA was losing its identity when this is patently false. DOA 6 is probably in the top half of sexualized DOA games, especially because of how good the jiggle physics are and the increase in costumes. All the sexy costumes are still there; they're just not the default, not to mention the continuing proliferation of Marie Rose, which KT did not cuck on. They latched onto the series because of the EVO and gaming journalism puritanism and created a largely exaggerated non-issue that wasn't there. DOA Extreme 3 wasn't released in the West and that was a decision made a few years before the EVO drama even happened. 

>DOA 6 is stiff!
This is the characteristic proof of tourism I'm talking about. These people didn't play the old games. DOA 6 is probably the most fluid in the franchise, right up there with 4. 

PC tourists should shut the fuck up and the same people that kvetch the hardest probably don't even have a single DOA icon sitting on their desktop. It's all just performative bullshit. You weren't there for DOA 1 or 2 or 3 or Extreme, so shut the fuck up. Most of you didn't even play Ninja Gaiden on original Xbox, so again, shut the up fuck, tourists. You weren't there, so stop acting like you were. Lower your tone when speaking to an original Xbox faggot.
>>302861
>xbox series x as my primary gaming platform
Wew
Also all your shit is performative, DoA predates xbox as a whole you insufferable faggot
Replies: >>302868
>>302866
>Wew
Tourists retards reveal themselves again. They talk shit about Xbox, yet it's the premier DOA console and the only platform in the West in which you have all the fighting games available under one roof. 

>DoA predates xbox as a whole you insufferable faggot
It does, but you can also play the Ultimate version on Xbox, which you never did, just like you never played it in arcade, Sega or the original Playstation. So, shut the fuck up, tourist. It's not your series. Stop pretending it is. None of you know what the fuck you're talking about.
>>302868
>yet its the premier DoA console
This isn't the 2000s anymore, the only time when that would've been true, yet you're still desperate to give money to Kikerosoft by any means necessary.
>tourists
You keep falsely using that label, but you act worse than any tourist I've ever seen. You're a "local" who moved late to the place, defends the destruction of his supposed hometown, and acts like nobody older than him can exist. At this point you're no different than Marvel or Star Wars fans who still defend the current iterations of those products. 
What's more, you're on a crusade against "tourists" when DoA6 is painfully unpopular compared to the rest of the franchise despite also being the newest and the one made to pander to a "modern, global audience".
You're the fanboy equivalent of Don Quixote, but unlike him you have failed to recognize your own behavior is harmful to what you claim to care about.
Replies: >>302875
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>>302874
>This isn't the 2000s anymore, the only time when that would've been true
Good grief, you people are fucking dumb. I want you tell me what other console or platform that I can play DOA 1-6 on in one convenient location. Go ahead, tell me. All of those games are backwards compatible with the current generation of Xbox consoles and are offered digitally. PC doesn't have that. PlayStation doesn't have that. Nintendo doesn't have that. Xbox is still the premier DOA console and that's an objective statement, not a subjective one. And by the way, KT and TN still make money when people buy the old games from the platform. 

>You keep falsely using that label
No, it's been proven. You and the other baboon don't know what the fuck you're talking about. You have no frame of reference, so everything you say is false. DOA6 is stiff! No, it's fucking not, but you don't know that because you've barely played the series. DOA is losing sexuality! No, it fucking isn't, for the same reason. I've played every single game through the years, you haven't. You don't even have the capability to do so because you don't have an Xbox, retard, yet you act like you have authority when you don't. You apes are tourists to Ninja Gaiden and DOA and you appropriated the series because you want to be associated with something a little off the beaten path. "RIP Itagaki" - You barely knew the man; I grew up with him, was digitally raised by him. You appropriate him merely as a proxy against political correctness in gaming. My relationship with him is from a youth being shaped by his creations. That doesn't apply to you. 

>At this point you're no different than Marvel or Star Wars fans who still defend the current iterations of those products. 
Which is a false equivalence because the comparison is fundamentally wrong. DOA6 was just a DOA game that got taken out of the oven too soon. It wasn't a radical divergence, nor a "complete piece of shit" that TOURISTS like you claim with no frame of reference. It was a competent DOA game that underdelivered on expectations, yet still had its own strengths and was enjoyable. 

So, again, just stop talking about the subject. You're a tourist speaking to someone with double digits years of experience with KT and Team Ninja games. I criticize them where they rightfully deserve it and I'm not going to withhold credit when it's due because some tourists want to get virtue signaling points for supposedly rebelling against the system. DOA6 Last Round is exactly what the game needed and sets the stage for DOA7.
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>>302875
>still repeating the same tired bullshit
You've spent the entire thread tying yourself in knots and jerking yourself off for the effort.
The second you justify censorship is the second you disclaim any credibility or interest you have for being a longtime fan. Reminds me of faggots in the 2010s who whined that if you don't buy ((( localized ))) games that they would stop being made or translated completely.
Replies: >>302878 >>303127
>>302876
This is going to be funny: tell me what censorship is in DOA6 and how it differs from the rest of the series.
Replies: >>302880
>>302878
>this is going to be funny
Only the most worthless niggers and self-assured golems like you find censorship funny.
>tell me 
What a surprise the uninformed faggot who acts like he knows everything needs to be told by "tourists" (who apparently came in just to complain about how the new entry isn't like the old entries) how the series he totally cares about is censored.
https://archive.is/3VJmR
https://archive.is/w4Gh7
https://archive.is/6vNcq
You're no better than a mutt eating scraps under the table, do yourself a favor and kill yourself.
Replies: >>302882
>>302880
None of your links work. Take screenshots.
Replies: >>302883 >>302905
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>>302882
First two, hope it works
Replies: >>302904
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>>302883
Just laughed (at you), thanks. Once again, this is what I'm talking about and why frame of reference is important, which you factually do not have.

>First image, toning down jiggle physics
Now, that's what they told the Western media. That's the line they fed to them. Do you own DOA 5 Last Round? It's on Steam. Boot it up. Look at the jiggle physics. Then, compare it to DOA6. DOA6 actually has more jiggle and it's very easy to see it on characters like La Mariposa and Nyotengu. Even when you're selecting a character, the breasts jiggle and move with subtle movement. to the point of being relatively unrealistic. See, unlike you, when I read this post of yours, I was able to boot up every single DOA game on my Xbox and compare the physics on each of them. DOA6 actually has the most sexualized jiggle physics out of all of them because the physics are so good with technical advancement. KT told the Western media one thing to placate them and then did the opposite and it worked, because like you, the same people that complained about it have no point of reference because they are tourists. Again, since DOA5 Last Round is the only game other than 6 you have access to, boot it up and see for yourself. They did not it tone it down. It's the opposite and DOA6 is arguably the most sexualized game in the series as a result, when you also take into account the wealth of sexy costumes. 

>second article
Just Kotaku slop. Again, it says a lot without saying anything. The sexuality was not toned down. It was increased. The jiggle physics are better and there is an increase in sexy costumes. I literally see this quite often because people on Xbox take loads of screenshots of the characters in sexy poses or acts with themselves or each other. They said they were adding another male character (Diego); they did that. It didn't tone down the sexuality, neither did having the characters able to show battle damage. 

Your post and the rest of them are another perfect example of the tourist babble that forms uninformed opinions based on gaming journalism without actually having the experience to judge the veracity of. You see this shit and take it at face value because you are a tourist who doesn't have enough firsthand experience with the games to know otherwise. 

You are a clown and a tourist, so shut the fuck up and go find another series to pretend you have a relationship with.
>>302904
>don't believe what is being repeatedly told to your face by the company itself
Sure, everything was just a lie except for whatever special snowflake brand of bullshit you believe. 
Also I remember the footage from back then, 6 had basically zero jiggle and the outfits covered them up a ton compared to their previous iterations. 
>>302882
Archive.is has been shitting itself lately it seems.
Replies: >>302908
>>302905
>Also I remember the footage from back then
Sure you do, bud. Try playing the games. 

>and the outfits covered them up a ton compared to their previous iterations. 
And I already addressed this earlier. The new default costumes are more conservative, yet, all the old ones are selectable and you also have a bunch of new sexy costumes to choose from. 

You all keep going with this, admitting that all your perceptions are not even from playing the games, fucking clowns.
>>302908
>sure you do
I did, and in fact, I was right.
The original version of the game was completely fucked, they only added some jiggle physics back in due to the fan backlash and low pre-orders in patches after the fact, and even then they still didn't bring back OMG mode from 5.
>alternative outfits added after the fact
Ah yes, jewing people for what they came to expect as normal from the game in the past, great stuff.
On that note, there were still censorship of those DLC outfits, unless you have a magical explanation blaming tourists for what happened to the Arnice Demon outfit or Rachel's outfits for example.
https://archive.is/CsS08
https://archive.is/i57NA
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>>302861
>All that retarded drivel
<I played on XboX therefore i am right
>Actually thinking that gives him any credibility when spouting nonsense.
>Lower your tone when speaking to an original Xbox faggot.
You just got the faggot part right, faggot.
>>302868
>>302875
>>302904
>>302908
>Tourist! Tourist! Tourist!
You keep repeating that word while talking out of your ass.
You are the biggest retard to ever post here.
Replies: >>302917 >>302924
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>>302910
>The original version of the game was completely fucked, they only added some jiggle physics back in due to the fan backlash and low pre-orders in patches after the fact, and even then they still didn't bring back OMG mode from 5.
Lol, you're a liar. I owned and played the game from day one, didn't happen. 

Here's a YT video specifically celebrating jiggle physics before the game ever came out:
https://www.youtube.com/watch?v=dUQYkradpdw

This one even shows the butt jiggling:
https://www.youtube.com/watch?v=VhjxTmT37oc

Not even surprised the admitted tourists are just outright lying, now. 

>alternative outfits added after the fact
A tourist lying once again. Their normal outfits, which they've carried through the whole series, were available from day one. They were never added "after the fact". Not only that, but there were numerous sexy outfits available from the get go. 

And again, here's an article (with footage) from a year before the game was released:
https://www.siliconera.com/dead-or-alive-6-demonstrates-its-latest-jiggle-physics-in-its-tgs-2018-build/

>producer Yohei Shimbori previously mentioned, jiggles in Dead or Alive 6 will vary depending on costumes. Characters with tougher clothing won’t jiggle as much, which seems to be the case with Ayane in the above footage. Meanwhile, Honoka  sports much softer clothing so it is more evident in the demonstration. 

>links that don't work again
Once again, where's your frame of reference? Rachel first appeared as a playable character in DOA5. She also appears in DOA6 and all her costumes in DOA6 are just as sexy. 

>>302911
Definition of coping and seething, from a tourist.
>Breast physics are more realistic
Yes, retard, are you OK? The physics got better. You don't know that, though, because you are dumb tourist who hasn't even played more than one or two games superficially and can't even compare that small sample effectively. 

TTD in this thread (Total Tourist Death). You're both pathetic as fuck for hedging your egos on a series you've proven to have little to no experience with. Literally it's all, "but this article says" and nothing else because you apes don't even have any significant amount of playtime. I've played the games, you both haven't. It's as simple as that. 

Please see pic related, children. That's my Xbox dashboard and every DOA fighting game, 1-6, that I fired up just to look at physics and costumes. You don't have that, yet you act as if you do.
I played every DOA game, and in my opinion the best one is DOA5. Maybe is just me because my GPU sucks and I run DOA6 on low, but the fighting feels a bit worse than in DOA5. For older DOAs I think the 3ds version is the best, but is like a remake, idk if it counts.
>>302911
>first pic
Grok, explain.
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>>302917
>you apes don't even have any significant amount of playtime. I've played the games, you both haven't.
<I played the games therefore i can't lie or argue in bad faith
>look at my xbox dashboard
lmao
I played all the games, you retard, and i can see for myself how DOA6 was a shit entry, the articles were proof that Tecmo only tried backpedalling after the damage was done.
I played DOA6 a few days and then dropped and went back to DOA5.
Now keep on screeching:
<Tourist! Tourist! Tourist!
<----------
Like the massive faggot you are, you are becoming the thread's lolcow.
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>>302917
>I've played the games
So fucking what?
Just because you played a shit game and claim it's great and there's nothing wrong with it, doesn't make it true.
>>302917
>>302908
>>302904
>>302875
>>302868
>>302861
>>302851
Get a load of this raging homosexual being butthurt at being proven wrong again and again.
You accuse everyone of being "tourists" yet you are the only one here truly deserving that label.
>muh xbox dashboard...
Stop sucking cock and go back to Reddit, you dumb nigger.
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Nothin but the good stuff from Geese
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Toaster Geese doing me good. I read that doing the pretzel gives some sort of benefit, maybe in frames but I'm not sure. That was before he "officially" came out, so that could have been changed. Same, supposedly, with Deadly Rave and inputting it like how you used to have to instead of COTW's universal 236236 P/K.
Xbox Anon has seemingly debunked the claims on jiggle and shown evidence, other anons are replying with ad hominem, they are seething instead of responding with substance.
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>>302927
>I played all the games
No, you didn't. 

>DOA6 is jerky!
That's proof that you didn't. DOA6 was the most fluid in the series, up there with 4. DOA5 was more impactful and hard hitting, but DOA6 was not at all "jerky" and don't act like you weren't the one that said that. 

>I played DOA6 a few days and then dropped and went back to DOA5.
So then you're admitting you barely have any time with the game - maybe just cleared story mode with a couple characters, if even that. 

>>302927
>>302929
>the articles were proof that Tecmo only tried backpedalling after the damage was done.
You love articles so much, then let's post another one:
https://www.siliconera.com/dead-or-alive-6-producer-on-whether-the-new-engine-will-have-proper-jiggle-physics/

4Gamer: By the way, will there be proper “jiggles” in Dead or Alive 6? We heard that the Soft Engine is being discontinued.

Yohei Shimbori, Producer: I had a feeling there’d be some misunderstandings, but I never once said that there won’t be any jiggles. This time around we’re going with a new engine, and we’re simply discontinuing the Soft Engine for a new one. But for now, please just look at the screen, it’s jiggling, right?   [Editor’s Note: 4Gamer watched footage for the “jiggles” at this point in the interview, but you can watch the video below for a look at the return of jiggle physics in Dead or Alive 6, which was apparently missing in the build at E3 2018.]    It certainly is jiggly… Yohei Shimbori: Moreover, the jiggles vary depending on the costumes. Characters that wear tougher clothing don’t show much jiggles. From here on we’ll release more loose clothing, and they’ll certainly have a different kind of jiggle, so do please look forward to seeing those. The way it changes based on different clothing is a very realistic degree of showing jiggles. Yohei Shimbori: In any case, thinking you can just have the entire body jiggle all over is no good. I’m pushing the engineering department’s physics team to just focus on jiggling as we create the world’s number one physics engine. It currently doesn’t have a name, so please just call it the New Engine. That’s what we’ve instructed the overseas media as well.  I see. New Engine, huh. Yohei Shimbori: A natural exterior and a springy interior is the way of jiggle we’re aiming for, and I’m confident no one will likely be able to catch up with this technology we’re creating!

The jiggles got more real and even the asses started to jiggle. If people weren't seeing enough jiggling initially, that was the result of the costume they were in. Once again proving that this was a fake outrage manufactured by tourists when the series actually got even more titillating with the new engine. 

DOA6 isn't "great", but it's not a "complete piece of shit", either, like you, a tourist, says.
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And btw, if you supposedly have the experience you say you do with the series, I'll create a burner account on Steam and download the free version of DOA5 and I'll fight you in a best of 7 if you want. We can record the matches and post the fights here and see if your alleged experience that you claim holds up, tourist.
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>>302904
I have a pirated version of DoA5 with everything unlocked and I actually play it.
I don't recall there being any feature in any previous game that put a stupid black skin texture on boobs, which was done exclusively to placate the games media feminist mindset.
<hah, see! that's exactly why they did it! based koei tecmo placated the games media with a censorship feature and made a sexy game!
Doublethink typical of an xbox nigger. Who should the game be made for? Why is cucking out to the media a good thing?
Replies: >>303028 >>303030
>>302997
You're legitimately retarded. Get a normal version. That isn't there.
>>302997
I've had the game for years and have never seen anything like that. I searched and it says it's an event mode that you can toggle on and off.
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>>302990
<tourist
Are you fucking brain damaged, by any chance?
You keep spouting that shit thinking it has any effect except for showing everybody here your single digit IQ.
>DOA6 was the most fluid in the series
Bullshit, DOA6 ran like shit, and they had to cut Tag battles because that shitty engine they replaced the soft engine with struggled already on 1 on 1 fights.
Are you the same retard of the CRT thread?Because your butthurt autistic screeching is extremely similar to his.**
I would laugh my ass off if you are
Anyway stop shitting the thread with your retardation, you absolute faggot.
Replies: >>303034 >>303037
>>303030
It's a pretty disingenuous post because he's acting like it's on by default.
It's like when some vidya has toggles that disable gore. It's not on by defualt, but it's there if you want it disabled.
DOA5 and 4 even let you disable breast physics entirely in the options too, if you wanted to.
Also on the topic of DOA6, daily reminder it was the first DOA with ass physics.
Replies: >>303037
>>303032
>Are you the same retard of the CRT thread?
I think it's the shill from the "shit characters" thread that was doing everything possible to deven NG4
Replies: >>303037
>>302611
>it's a bot, it posts every day around this time, always the same handful of images and videos. mods only do something when it's pointed out because it's convenient activity during dead hours.
Is this retard a bot too?
>>302990
>>302917
>>302908
>>302904
>>302875
>>302868
>>302861
>>302851
>>302827
Because there's no way someone can be this stupid.
>>303032
You've repeatedly proven you're a tourist. The game runs fine on Xbox and it's not my fault it's not optimized well for the PC. Like I said, you talk up DOA5 so much and it is a good game, so fight me on Steam and we'll see if you have all the experience you say you do. I've posted proof after proof debunking your tourist bullshit. Let's cut to the chase and do best of 7 so I can show everyone how much of a casual you are. 

>CRT
No, not me. 

>>303033
Correct, but they are characteristic for their dishonesty, hence my irritation.

>>303034
That's me, yes. NG4 is a lesser NG title, but I do like it.
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I see a certain janny is determined to disprove my mild praise about this board being relatively opposed to censorship compared to other image boards.
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Don't mind me i'm another anon who was frequenting this thread.
well that was embarrassing
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>>303100
>>303101
>>303104
>what's this???? people are arguing video games on the fighting games thread on the VIDEO GAMES BOARD?
<GNOOOOOOOOO YOU CAN'T DO THAT THIS MUST BE STOPPED GNOOOOOOOOOO
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>>303101
>even the random Geese gameplay got beleeted
No one was safe from the tranny janny rampage, it seems.
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>>303058
>tomb raider is not a fighting game
>this post stays up after others deleted
Not in this thread nor like fighting games. I merely saw the image here >>302876 using overboard and wanted to 'play' it. 
>>303106
>>303104
>>303101
>>303100
>>303125
The banter quota was reached recently.
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>>303127
the "that was embarrassing" was about something else
>>303101
Man, it feels like every time I agree with someone my posts get nuked. I guess I see why we're all such contrarian retards.
Does this have anything to do with that recent Mexican cartel drama?
I knew there were 40 year old Fatal Fury veterans in this thread, but I didn't think their influence went all the way up to Steven Seagull himself.
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>>303101
What a faggot, he's reaching Mark Mann's levels of butthurt faggotry.
Now we know who the retard typing "tourist" really is.
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>>303192
First you accuse me of working for Koei Tecmo, now you accuse me of being a mod. Why would I delete all the posts that were agreeing with me? Please try and think about how absurd the statement you just made is, tourist. I have no problem resuming this argument because your ego is pure cancer to this board and it should be discouraged.
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>>303196
>gets called out for typing retarded shit
>doubles down
Is this some kind of "innovative tactics" or just retardation?
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>>303198
OK, let's keep going. You said DOA6 was stiff, but it's not. It's one of the most fluid in the franchise, demonstrating you're a tourist who doesn't know what he's talking about. 

You claim to have "played every game", yet you duck a 1 on 1 with me on Steam like a coward, even though it would be a chance to demonstrate you actually have the experience you claim to have. 

You've repeatedly ignored all the proofs I post discrediting your tourist narrative, such as this and this:
>>302990
>>302917

Don't just put your fingers in your ears. Address what I'm saying. 

Why do you claim DOA6 is "jerky" when the opposite is true? 

Why, if you supposedly have so much experience with the series, refuse to fight me one on one? 

What is your response to my proofs showing that the jiggle physics were never neutered and that the outrage was manufactured by tourists like you misunderstanding the situation?
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>>303192
Seems more likely to me that the janny is the chickenshit who got dressed down for doing everything but an honest attempt to defend their position.
>>303200
Is this a bot?
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>>303204
Same characteristic deflection befitting a coward.
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>>303206
I think you're getting trolled, anon. Sometimes it's best to acknowledge you're dealing with a liar/autist and move on.
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>2 virtua sticks for the Saturn
>2 HKT-7300 arcade sticks for Dreamcast
>nothing whatsoever to play on anything that requires a USB port
Am I terminally retarded or can I still salvage this? Asking for a friend, not me of course.
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>>302372 (OP) 
Anyone here play OMF2097? I have fond childhood memories of this game.
>>303208
>Sometimes it's best to acknowledge you're dealing with a liar/autist and move on.
Sure, except the retard you are replying to is the liar autist here.
>>303372
Game's freeware btw. Download anywhere. But you'll need DOSBox to run it.
>>303372
Great game, a lot of fun for its time, especially since PC had a drought of good fighting games then. Though like all fighting games it helps if you have someone else to fight.
>>303372
I recently came across it. Looks surprisingly well, surprised I haven't seen a similar "endless survival" esque story mode in fighting games more. We need more mecha fighting games in general. This reminds me of "Rise of the Robots", if it wasn't shit.
>>303372
A superb game with only a few faults.
Interestingly, the options that make the game 10 times more fun are disabled by default: hyper mode, rehit mode and hardest difficulty, the two latter being hidden options. It's like as if the authors weren't sure about their vision of the gameplay but it's good that the options are there. Even the puny playdough figure chronos becomes fun to play when you can at least juggle your opponents properly.
The tournament mode was great too: buying upgrades, secret challengers, fatalities and secret upgrades which often enhance special moves dramatically
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they put in a street fighting stage
thats kinda cool
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>>303549
Not much to admire there, pretty lacking in content and artistry. Par for the course I guess.

>>302402
Fuck if I know. The genre had it's height in the 90's and early 00's. And then got more and more bloated with stuff that would only appeal to FGC niggers. The genre feels stagnant and fatigued with not many options to choose from.
Replies: >>303565
>>303560
>90's and early 00's
Believe it or not, those games are still playable.
Replies: >>303574 >>303594
>>303565
They technically are but games from that era tend to have limited single-player content and communities such that if you try to git gud you'll end up getting walled off by trannies and/or sweatlords who have at least a 10 year head start on you, and a sufficiently small player pool that those are your only opponents. That's assuming there's even a place you can play since all these fags want their griefing in the same place as their child grooming and use discuck for everything.
Replies: >>303594
>>303565
Never implied anything to the contrary? There's nothing unbelievable or novel about classsic fighting games being "playable", at least not to zoombots or casual mouthbreathers.

>>303574
>limited single-player content
>not enough bloat
How much content is a fighting game supposed to have?
>trannies
>playing anything that's not CY and requires skill
>those are you only opponents
Sure anon.
>>303594
*except to zoombots and casual mouthbreathers
>>303594
>How much content is a fighting game supposed to have?
basic bitch arcade mode with more than just one generic ending
a training mode that's better than "player 2 AI disabled"
some kind of challenge mode to nudge you into exploring your character's moveset
a gimmick mode like Dramatic Battle, Tekken Ball, etc that's just for fucking around
ideally a lesson mode that tries to teach you basic combos and techs

Even higher budget indies can cover these bases.
>>303612
Most of that was already standard by the late 90s early 00's though, and don't really add much imo, save for lesson mode (Which is pretty much required for modern fighting games with their bloated mechanics and movesets). Also gimmick modes are largely useless you only play it once to check it out and that's it. I prefer easter eggs and secret battles like in MK II or alternate bossess than Tekken Force.
>>303371
Check Paradise Arcade Shop, I think they sell adapters.
>>303594
You've never actually played at a local for poverty games, have you?
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>>303594
>How much content is a fighting game supposed to have?
>>303612
>basic bitch arcade mode with more than just one generic ending
>a training mode that's better than "player 2 AI disabled"
>some kind of challenge mode to nudge you into exploring your character's moveset
>a gimmick mode like Dramatic Battle, Tekken Ball, etc that's just for fucking around
>ideally a lesson mode that tries to teach you basic combos and techs

Fighting games is a pretty barebones genre, so of course you must make up for that with some fun modes and unlockables.
To me the should feature:
>Arcade mode ala Tekken 5, with intro, rival battles and ending for every character
>A story mode ala Mortal Kombat 9
>A cool mode ala Street Fighter Alpha 3's world tour, Soul Calibur's Tales of Souls or Mortal Kombat's challenge tower
>Plenty of unlockables, including characters costumes and stages.
Replies: >>303784 >>303845
>>303728
Secret stages were already in games like Killer Instinct and Street Fighter Alpha 2, cheat codes, hidden menus and multiple modes in MK 3, focused training in Killer Instinct Gold. Unlockable costumes are cool but not if I have to grind and eternity for them (Tekken 5). At the end of the day I don't think a good fighting game really needs that much beyond pvp and practice mode. I'd go and play SFII Turbo over Injustice 2 any day, for example.
>Arcade mode ala Tekken 5, with intro, rival battles and ending for every character
I think that was story mode, arcade mode was a completely different thing.
Replies: >>303789 >>303845
>>303784
>Unlockable costumes are cool
Scratch that, main content (characters, costumes, stages) should be available from the start.
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>>303789
No, unlockables are, were the spice of life in fighting games. Have most main legacy characters available from the get-go but keep a bunch of more niche fighters up to the player to unlock. Spice in the more niche legacy characters, some edgelords, a bunch of weirdos and then some kuso characters and clones/alternate fighters if development allows.
Sky's the limit. You've already complied with higherups with a base roster that's meant to appease a broad playerbase. Might as well go the extra mile and let the developers have their own share of fun, make the game truly special.
>>303794
A few boss/edgy/weird characters is fine, but series like Tekken and Soul Calibur literally lock like half the main roster, and having to grind to play as Jin Kazama (Tekken 4) is just stupid. Still, I'd prefer if these niche characters were hidden and selectable through special conditions (konami code or whatever) instead of having to grind for hours to unlock them.
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>>303798
>15 minutes worth of arcade mode to play as the character that replaced the face of the franchise and is now back in the limelight is too much
The issue here is Tekken 4 having a fraction of the roster Tekken 3 or even 2 had, hence not really meriting locking the characters away.

Fighting games based in unlockables can work as proven by most large 90s home releases. Not even the Tekken games/Soul Calibur, but other solid games like Fighters Megamix or Tobal. Shit, on top of its proper 30 something fighter roster Tobal 2 in particular has a sick ass dungeon crawler fighting game hybrid mode, and then a monster capture mechanic so you can play and fight with every monster, NPC and boss in the game both in singleplayer and multiplayer modes.
(You) may cry and shit and piss and fart about having to play the game in order to try out this entirely optional content in a genre in which a few computer opponents then a character CG before the staff roll if you're lucky is the norm. For lonely fags who never had someone else to play fighting games with however, devs putting in the effort and interest to provide fleshed out game modes coupled with the incentive to collect all this extra content was something else, having to idle on the menu screen for a few hours in order to unlock the black chocobo notwithstanding.
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>>303803
>15 minutes
Bullshit and even that's still too much, even if you don't like him. What's even the point in locking him in the first place? It's even more pointless if all it took to unlock him was a single arcade playtrough (with an unspecified character).

>blahblahblah 
stfu and stop sperging. Main characters aren't "optional content". I don't need locked characters and a million gimmick modes in order to enjoy a fighting game, is all I am saying. Good for you if you need all that garbage devs put into it to pad the game and inflate game time, because what's the incentive to play fighting games if they don't have galaga mode otherwise?
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>>303805
>tales of souls, conquest mode and tobal's signature quest mode should all die because I'm a crass imageboard autist and لعبة فيديو أكبر
Awful post, either intentional or unintentional. Fighting games used to have fun alternate modes coupled with secrets and unlockables and now they don't, that's my point.
If you want your fighters with no extra content that isn't already monetized, zero effort in singleplayer mode, no secrets, no unlockables and no alternate gamemodes gimmicky modes :^( :^(((( you can have the absolute state of current year corporate safe fightans for yourself. It's all yours.
Replies: >>303811 >>303845
>>303809
I didn't say anything of the sort and basically, you're on drugs and being insufferably autistic now. Yeah, MOTW had zero effort because it didn't have a fun tower defense  "alternate gamemode" in it. Fucking devs focusing on the core gamemode.
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>>303811
Okay, faggot. You and me on the ring of life. Let us put an end to this.
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>>303594
>How much content is a fighting game supposed to have?
In addition to what >>303612 posted. I think a solid story mode is a must have but it should probably come with some bells and whistles and not just be a visual novel. Conditional battles are a must and if the studio has enough money, add in unique enemies and encounters. 

Just to name some good ones from over the years:
>Soul Calibur 2: weapon master mode 
>Granblue Fantasy Versus: RPG Mode
>Super Smash Bros Brawl: Sub-space Emissary 
>Mortal Kombat Deception: Konquest Mode
>Castlevania Judgement: Castle Mode
>Them's Fightin Herds: Story mode

Mixing fighting games with other genres works really well. Easy option is to make a sort of beat-em-up but Soul Calibur implemented RTS gameplay to some success, Mortal Kombat and GBVS added RPG mechanics, etc. If I ever make a fighting game, I'd probably try for something like Shaman King Power of Spirit where there's grid based movement that leads into combat with options to choose who you engage with and the ability to launch some abilities out of combat to soften up opponents or change the conditions of battle. 

Wrath Unleashed is also a fun fighting game/Strategy game mashup. Much like Kombat Chess it's a solid blend of strategy and skill. 

>>303798
>and selectable through special conditions (konami code or whatever) instead of having to grind for hours to unlock them.
I forget which fighting game it was. But you could temporarily unlock everything with a code which was useful for running the game at tournaments so all characters were available. I think that's the best compromise for having a wealth of unlockable content, but making the time spent acquiring worth it. No need to unlock them each time and maybe there's still some stuff that remains gated behind actual progression this code doesn't cover. But that stuff should be purely cosmetic or optional.
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>>303491
There are two hidden difficulty modes in OMF, and they're pretty fun, aye.

There's a bunch of other shit that also upgrades robots, mostly available in Tournament mode by performing destruction finishers on secret challengers: Enhancement 1, Enhancement 2, Fire, and Ice. Robots get much crazier with those. The Enhancements allow you to juggle moves in ways you normally can't and fire them out of positions you wouldn't expect and the Fire+Ice can give you an extra move, but I think only the Shadow and Katana get extra moves from those.
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>>303815
It was kind of a rethorical question. I wasn't trying to argue against devs including some extras beyond the core modes (if they had the time and budget), more that a solid fighting game (namely from the 90's/early 00's) can stand on its own with just "limited content" as some user put it, since quality over quantity and all that. Ironic that the contrary is now being argued (past games having more content than newer releases).
>Super Smash Bros Brawl: Sub-space Emissary 
I thought people were dissapointed with it at release? And yeah, no problem with fluff content like cosmetics being grind-locked. Not core content. Although Tekken 5 went too far with it with having to unlock even alt palettes for each character.
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>>303821
> I wasn't trying to argue against devs 
I didn't think you were. I'd mentioned earlier in the thread how the Capcom Fighting game collection didn't have tutorial modes unlike the PS3 VSav release. That's a problem for this very reason when talking about content for fighting games. Character tutorials/trials are a must have feature in any modern release, even if it's for an older game because there's plenty of esoteric bullshit in those as well as just needing to give new and returning players a vehicle to learn basic mechanics and systems before tasking them with going to external sources. 
 
>I thought people were dissapointed with it at release? 
I can't speak for . But People seemed mostly positive towards it with some problems being the platforming was stiff because of controls. The World of Light mode in Smash Switch is a mechanical improvement but lacks the really cool cutscenes that people remember most from Subspace Emissary mode in the first place. And it's not like WoL didn't start off strong with everyone except Kirby being subsumed by the light. Nintendo just didn't go anywhere with it afterwards.
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Man, going through these again reminds me how hyped I and others were to see these new characters in Smash Bros.
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>>303594
>>303612
>>303728
>>303784
>>303794
>>303798
>>303803
>>303805
>>303809
>>303815
>>303819
Isn't the Tales series and Project X Zone pretty much EXACTLY what fighting games should have evolved in having for single-player content? Essentially a pseudo-(S)RPG except the fights takes place in real time as opposed to being a dice-roll. And it also gives you a reason to learn all the different movesets.

>>303821
>>303825
SSE is the ONLY reason to even play Brawl. Gameplay wise, it's inferior to Melee, and has less characters than Smash 3D. Smash4U and Smash U are trash because it's NOTHING but multiplayer content, and multiplayer content masquerading as "single-player" content.
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>>303825
>The World of Light mode in Smash Switch is a mechanical improvement
No, no it wasn't. World of Light was a bunch of event matches cobbled together at the very last minute in order to hype up the game's release window. SSE was theoretically an improvement over the concept pitch that was Melee's Adventure mode. Problem here was Massivehero Fuckyouguys stripping down the Smash Bros formula when people dared to have fun in his item chucking party game, which showed the most in SSE. What we got was Kirby Super Star with no stage select, no copy abilities and somehow slower. 
The memo Sakurai and Nintendo never got is Smash Brothers is a platformer game at core and then a versus game in which you can slap other people silly. They got nothing out of tinkering with the engine's physics and reducing the game's speed. Not only that, but after gimping ground-to-air momentum, deleting all mechanics which allow for smoother/more intricate platform movement (wavelanding/wavedashing/ledge canceling/Z-canceling), nerfing combo breaker movement (DI/edge teching/tech to roll), removing the ability to follow up moves easily in freeform combos like in Maylay etcaetera, what you're left with is a very shallow platformer game with some undercooked PvP fighting mechanics. Compare, for instance, what your player character can do in Megaman X, Rocket Knight Adventures, Super Metroid or even Battletoads NES and how fast can each of them can go when played optimally. Picture then a fully integrated player versus mode in each of these games and compare them with current year Smash Bros. FFS even nu 2D Mario as a platformer is somehow more intricate than anything past Maylay.

The point here is that Smash Brothers is not a fighter but a platforming game. If your platforming in your versus platformer game is bland and flat you're shooting yourself in the foot here, which is the fundamental problem SSE had. That, and stage variety.
>>303858
>Super Smash Bros is more of a platformer than a fighting game
This is your mind when the autism levels are terminal.
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>>303861
Smash Bros 64 is a platformer fighting game made by a company almost entirely known for platformer games that uses most if not all of the platforming mechanics from its, at the time, latest big project, Kirby Super Star, a platformer game in a longwinded platformer game franchise which would many years later see the day to a spin-off versus game mode which behaves mechanically the exact same as Smash Brothers.
Correct me if I'm wrong.
Replies: >>303896
It's funny that newfags still believe that Smash was ever a fighting game when even Sakurai himself stated that he saw it less of a fighting game and more of a battle royal action game.
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>>303876
sakurai knew that there weren't enough niggers and trannies to qualify as a fighting game
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>>303877
Sakurai never intended Smash to be a fighting game. From day one it was meant to be a party game, something casual, accessible, something you could hand to anyone. It was the tourneyfags who pushed the competitive angle, and lo and behold, that's how we ended up with the whole Smash tournament scene. The niggers and alphabet soup latched on way later. And yet, even after all that, Sakurai still doesn't see Smash as anything other than a party game. The man has said it himself, repeatedly. Nothing has changed his mind.
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>>303858
>World of Light was a bunch of event matches
Yeah, because Smash is not a great platformer and never has been. I don't think you remember Smash 64, Melees challenge modes or even playing SSE but the actual platforming is mid at best. Even the videos you posted of the bonus modes are a novelty few people really talk about when regarding the series. Target mode is probably the most notorious but only among the TAS and speedrunning communities. People are le

The better moments of SSE have always been the boss fights which play into the actual strengths of the systems (fighting in a more limited area) and the cutscenes. The actual running around is passable but there's a reason people don't really pick Hyrule Temple, Saffron City, or the Great Cave Offensive (to name a few) in the versus mode unless they want to troll. One of the better ideas was to implement omega and battlefield variants of stages so people can at least have variety in the aesthetics of a stage while still getting what works best for smash (and arguably all platform fighters) which is usually flat ground and maybe a couple horizontal platforms to maneuver around. And I say this as someone who only plays casually and really likes stage gimmicks and playing with items on. But for every Halbred, Spear Pillar, or Warioware where I think the stage is good while still offering unique gimmicks. There's like 2 more stages that are absolute trash like Green Hill Zone or Fourside just clogging up the stage selection and wasting everyone's time. 

>cobbled together at the very last minute
Yeah, it's lazy but being event matches is still good for Smash compared to getting mediocre platforming between the actual highlights. If they had actually put in a story and proper cutscenes throughout the mode it would be something people gush about. Guaranteed. As it is, it's just spirit mode but you have to work for your roster a 2nd time. Without cutscenes it's nothing special and the exact same would be true for SSE.
 
>Picture then a fully integrated player versus mode in each of these games
>The point here is that Smash Brothers is not a fighter but a platforming game.
I'm glad I looked at my shelf and remembered which game allowed you to temporarily unlock all features. I'll direct your attention to Shovel Knight Showdown to highlight my problem with your logic. You aren't realizing the core issue with trying to convert a platformer into a versus fighting game isn't game speed, wavedashing, etc. Platformers need good environments and a diversity abilities, items, and enemies to interact with.  fighting games are generally 1v1 or team affairs with no or extremely limited environmental interactions in the best of cases. All those tools for a platformer game don't necessarily translate to  The compromise for PFs is to have limited platforming elements, stage hazards, and items. But people love to turn off the last one, don't really care for the middle even in casual settings, and tolerate the first as it makes for good strategic elements. So when you look at Shovel Knight Showdown. The stages have maybe 1 gimmick from whichever location it's based on. But it doesn't have the enemies, puzzle solving, etc that makes the game such a solid platformer. The depth is gone as a platformer because it's no longer PvE. Trying to do more gives you the most jank stages in SSB. 

So yeah. You can pretend that Making Super Metroid into a fighting game would magically work as the character is presented. But it wouldn't without acknowledging that power bombs and wave beams would be broken as they ignore terrain. Her suits wouldn't matter because nobody else would need a varia or gravity suit; or not pick them because a stage is underwater or in a volcano. Grapple beam might have some environmental interactions but you can't build whole sections around it. Etc. It's like Plague Knight where his toolset is perfect for his game, and for being a boss battle in a PvE game. But when you port him into a vs title his kit is dogshit. 

tl;dr. SSE is not a good platformer and Smash has never been a good platformer. The whole genre is built on adding minimal platform elements while preserving competitive aspects of fighting games. Trying to push more into the Platformer elements actually turns people off unless it's PvE and Smash could stand to improve in that aspect for it's single player content.
>>303880
>Sakurai never intended Smash to be a fighting game
Yes, he did. Do you want me to pull up the "Iawata Asks" segements from the Wii era where Sakurai explicitly says that Smash was ALWAYS designed as a fighting game from the very beginning. And how it only became centered around Nintendo characters because he didn't want to be asked to write a story behind why all these characters were fighting each other in this originally fantasy-theme fighter.

All the claims about Smash being a "party game" came out during marketing leading up to Smash3D/Smash4U because he didn't want to be raked through the coals again, after what happened with Brawl, for making a fighting game that was AGAIN inferior to Melee. A GameCube launch title that was shipped out the door in under a year and firmly entrenched Smash Bros. as being a mega-franchise for Nintendo.

But that's not going to stop you FGCfags from parading that lie around like you're currently doing.
Smash Bros. is a fighting game, end of discussion
Replies: >>303885
>>303883
>Yes, he did. Do you want me to pull up the "Iawata Asks" segements from the Wii era where Sakurai explicitly says that Smash was ALWAYS designed as a fighting game from the very beginning. 
Calling Dragon King a fighting game and using that to say Smash was always designed for competitive play is conflating two different things. A game can be mechanically a fighter and still not be designed for competitive play. Sakurai's entire reasoning for adding Nintendo characters was to make it approachable to people who had never touched a fighting game. That philosophy was there before the N64 release, not cooked up for Smash 4 marketing. And the Brawl tripping mechanic completely blows your damage control theory out of the water. That was 2008. Smash 4 didn't exist yet. Sakurai shipped a mechanic to tens of millions of copies whose only purpose was to introduce unavoidable random failure states specifically to punish high level play. You don't do that to a game you genuinely see as a traditional fighter. That's not a PR decision, that's a design philosophy encoded directly into the product. The idea that party game talk was invented as Brawl damage control also falls flat because Sakurai was saying similar things publicly during the Melee era, long before anyone had a PR crisis to manage. The most you can actually argue is that Sakurai's language has been inconsistent over the years and that the Smash 4 cycle leaned into the casual angle harder than usual. That part is fair. But inconsistent messaging doesn't erase two decades of design decisions that consistently and deliberately deprioritized competitive viability every single time Sakurai had full creative control.
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>>303885
>Smash was always designed for competitive play
Moving goal poasts
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>>303885
>>303886
In fact, answer me this, why are you bringing up competitive play as an argument when almost everyone who's played video games ever universally agree that "competitive play" sucks any amount of joy out of the game that it potentially has?
Replies: >>303888 >>303928
>>303886
>muh logical fallacies 
Read the rest of post faggot. Sakurai never said Smash was a fighting game.

>>303887
"Almost everyone who's played video games universally agrees" is not an argument, it's a made up statistic you pulled out of thin air to avoid making a real point. But let's actually steelman your position for a second and assume competitive play does ruin games for some people. So what? That has absolutely nothing to do with whether Sakurai intended Smash to be a fighting game or a party game. You just completely abandoned the original argument because you were losing it and pivoted to a totally unrelated claim about competitive play in general. That's a textbook non sequitur. And even on its own terms your argument is self defeating. If competitive play universally sucked joy out of games, the competitive Smash community would not have spent twenty years fighting Nintendo's legal department, organising their own tournaments with their own money, building their own netcode, and dragging a 2001 GameCube launch title into 2024 while still filling venues. People don't do that for something joyless. They do it because competitive play gave them more joy than casual play ever could. The irony is you're making the party game crowd's argument worse, not better. Because now instead of "Sakurai designed it as a party game," your position is "competitive play is bad actually." One of those is a debatable design philosophy discussion. The other is you being a retard.
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>>303880
>than a party game
This isn't a genre or a meaningful descriptor. Fighting games are by definition party games since complexity isn't a part of the criteria, the ability to play it with a large group of people is. Tournaments are just big parties. What the gameplay does "Party" even denote? 

It's a fighting game no matter what the creator says one way or the other. Fighting game explains the general gameplay of Smash with Platform denoting the specific sub-genre of mechanics that have been built up around this idea. No different than the divide between 2d and 3D figthing games. Or anime airdasher being it's own sub-genre. 

If you want to try and define what a party game is I'll be waiting. But no definition you give will actually hammer down what Smash is without pulling in so many other types of games it becomes a useless definition.
>>303880
>couldn't even read my post properly
all the interracial porn must be turning you blind
Replies: >>303892
>>303888
>Sakurai never said Smash was a fighting game
Yes, he did. He only changed his tune later to shirk his responsibilities and player expectations.
>If competitive play universally sucked joy out of games, the competitive Smash community would not have spent twenty years fighting Nintendo's legal department, organising their own tournaments with their own money, building their own netcode, and dragging a 2001 GameCube launch title into 2024 while still filling venues.
Because the game original game is fun and well designed to the point that people can organize decent tournaments around it. Compare that to Smash4U and even Smash U, which (Ironically) WERE designed to more easily accomidate competitive play, and Nintendo had to stop hosting tournaments because no one would come nor watch.
>your position is "competitive play is bad actually"
Yes, designing your games for the "competitive audience" in mind always ruins games. There is zero exceptions to this.

>>303889
His argument will ultimately be that it's "Not a real fighting game" unless it's SF2. Which was, rather ironically, used as the "party game" back in it's heyday.
Replies: >>303894
>>303889
Your argument proves too much and you did it to yourself. By your logic any game with more than one player is a party game, which means the term describes everything and therefore nothing. You just defined the word into uselessness while accusing everyone else of doing exactly that. Good job. And "party game" as a design descriptor is not some vague meaningless term, it's understood by literally everyone in the industry. It describes a specific design philosophy. Accessibility, intentional randomness, compressed skill gaps so your little cousin who's never touched a controller can still have fun. Mario Party, Jackbox, Wii Sports. These games share design DNA and it has fuck all to do with how many people are in the room and everything to do with how the mechanics were deliberately built. The "tournaments are big parties" thing is cute wordplay but it's just that, wordplay. A chess tournament is also a big gathering of people. Nobody calls chess a party game. The word party in party game refers to design intent not headcount and you know that. You correctly called platform fighter a valid sub-genre, which concedes the whole point without realising it. Sub-genres exist because broad labels like fighting game are already insufficient to describe design philosophy. Platform fighter describes the mechanical difference from Street Fighter. Party game describes the design intent difference from both. These aren't competing descriptors, they're operating on completely different axes. Smash can be a platform fighter mechanically and a party game by design intent simultaneously. These are not mutually exclusive and the fact that you're treating them like they are suggests you've been arguing in bad faith this whole time.

>>303890
>brings up interracial porn out of nowhere 
Do you always think of niggers and their dicks when you don't have an argument?
>>303892
>By your logic any game with more than one player is a party game
That's often been the case in my experience. Everything from CoD to DDR to BlazBlue.
>which means the term describes everything and therefore nothing
Yes and?
Replies: >>303895
>>303891
"He changed his tune later" is not an argument, it's a conspiracy theory with no evidence. You're not citing anything, you're just asserting that every statement Sakurai ever made that contradicts your position was a lie for personal convenience. That's unfalsifiable nonsense. By that logic you can dismiss any quote from anyone ever by just saying they changed their tune. Now the Smash 4 and Ultimate point is actually interesting but it completely destroys your own argument. You're saying the games that were deliberately designed with competitive play in mind produced worse competitive games than the one that wasn't. Read that back slowly. You just accidentally proved that designing for competitive audiences ruins games. Which is exactly what the party game crowd has been saying the entire time. Sakurai tried to chase the competitive crowd with Smash 4 and Ultimate and produced an inferior competitive product to the game he made when he wasn't thinking about them at all. That's not an argument against party game design philosophy. And then you say designing for competitive audiences always ruins games with zero exceptions while simultaneously arguing Smash was always meant to be a fighting game. Pick one. You cannot argue Sakurai always intended a competitive fighter and also argue that designing for competitive play always ruins games. Those two positions are sitting in the same room and they hate each other.
Replies: >>303899
>>303893
>That's often been the case in my experience. Everything from CoD to DDR to BlazBlue.
So your entire position is that genre descriptors are meaningless and you're using that to win an argument about genre descriptors. Do you see the problem. You just told me CoD, DDR and BlazBlue are all party games in your experience. BlazBlue. One of the most mechanically dense anime fighters ever made with a labbing scene that would make your head spin. A party game. By your own admission. And you don't see how that completely obliterates your earlier argument that Smash is definitively a fighting game and not a party game. Because if genre labels are so loose and experiential that BlazBlue counts as a party game in the right setting, then Sakurai calling Smash a party game is just as valid a descriptor as calling it a fighting game.
>yes and?
The most revealing thing you've typed this entire thread. You're openly admitting the term is useless and shrugging at it, but you spent the last several posts insisting Smash is definitively a fighting game, a label you're now telling us is equally useless. So what exactly have you been arguing about. You've demolished your own position so thoroughly that there's nothing left for anyone else to do. You came in swinging and ended up arguing against yourself.
Replies: >>303899
>>303863
>correct me if I'm wrong
Remind me, what's the most popular map on Super Smash Bros?
>>303892
>which means the term describes everything and therefore nothing.
Yes, You understand why Party game is a worthless descriptor. 

>it's understood by literally everyone in the industry
Give me this magical definition

>Accessibility, intentional randomness, compressed skill gaps
You are confusing Mario Party for being how party games are defined. And if something like Super Monkey Ball can be classified as a party game, I think you have more problems than you understand. But when you look at the so-called party games in SMB you get stuff that would be basic features in Mario Kart. Is mario kart a racing game or is it a party game just because it has RNG. These are actually competing definitions in this case and ones nobody intelligently mixes together for Mario Kart either. 

>Nobody calls chess a party game
Clubhouse Games 51 is literally defined as a party game and it's just a collection of board games including chess. 

>The word party in party game refers to design intent not headcount and you know that.
The design can encompass everything from wii sports and Among us, to SMB. Meanwhile it's only idiots on the internet calling smash a party game but it's never actually given that tag on formal (or even informal websites). 

> Smash can be a platform fighter mechanically and a party game by design intent simultaneously
Any fighting game is mechanically a fighting game and a party game by design intent if they have a casual audience in mind. Because smash can be button mashed or played competitively. Is the league game a party game because 4 people can play it simultaneously by design and it has simplified controls? 

>These are not mutually exclusive
One term is not meaningful at the end of the day. Power Stone had randomly appearing items and simplified inputs and gameplay. Nobody is dumb enough to call it a party game. And multiplayer arcade games by design are generally meant to be easy to approach but suck up quarters. Would you call any given arcade game a party game?
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>>303894
Why these constant paragraph long responses that ultimate say little-to-nothing of substance? I've been encountering this shit on several other sites in comment sections.
>You're not citing anything
https://web.archive.org/web/20080409211613/http://us.wii.com/iwata_asks/ssbb/vol7_page1.jsp
<Well, I wanted to offer an alternative to the two-dimensional fighting games that were crowding out the market. I also wanted to see if it was possible to make an interesting 4-player game that offered a new experience every time you play. Simply put, I was aiming to design a 4-player battle royal. 
<...
<Of course. I asked to use Nintendo characters since it was so hard to accurately convey to the players the atmosphere of the gaming world where they play a fighting game on home console. You have to have some main characters in a fighting game, and when you line up character 1, character 2, character 3 and so on, the main characters end up blurring together. With a game for the arcade, it’s okay for character development to take a backseat since players are content with the fighting. With a fighting game for the home console, however, you have to set up the general image or the atmosphere of the gaming world right from the start or else the game suffers. That’s why I asked to use Nintendo characters. 
>Now the Smash 4 and Ultimate point is actually interesting but it completely destroys your own argument.
That Sakurai completelty abandoned the reason that people came to the series?
>You're saying the games that were deliberately designed with competitive play in mind
Why are you making "fighting game" synonymous with "competitive play"? It is "impossible" for a fighting to game, or any multiplayer game for that matter, to just exist as a fighting game in your book?

>>303895
>You just told me CoD, DDR and BlazBlue are all party games in your experience.
Yes
>BlazBlue. One of the most mechanically dense anime fighters ever made with a labbing scene that would make your head spin. A party game.
Yes, I've seen it used as a party game.
>And you don't see how that completely obliterates your earlier argument that Smash is definitively a fighting game and not a party game. Because if genre labels are so loose and experiential that BlazBlue counts as a party game in the right setting, then Sakurai calling Smash a party game is just as valid a descriptor as calling it a fighting game.
You do realize that you're now trying to argue that everything is a party game, right? And that somehow makes your argument correct? That's not how the Reverse Uno card works.
>You're openly admitting the term is useless
It's a term thrown out there by high-minded fags that want to see themselves as intelligent. Kind of like what you're doing right now, focussing on what "defines" something as a party game when the reality is that no one care.

What matters is what makes games fun. And games designed for competitive jack-asses are not fun.
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>>303897
>The design can encompass everything from wii sports and Among us, to SMB. Meanwhile it's only idiots on the internet calling smash a party game but it's never actually given that tag on formal (or even informal websites). 
>Any fighting game is mechanically a fighting game and a party game by design intent if they have a casual audience in mind. Because smash can be button mashed or played competitively. Is the league game a party game because 4 people can play it simultaneously by design and it has simplified controls? 
Should I also bring up that the multi-player for Halo was copied from Smash Bros. in terms of it's design? Does that somehow make it a "lesser" game than, say, Quake 3 or Unreal Tournament in the FPS genre?
Replies: >>303902 >>303903
>>303900
>Should I also bring up that the multi-player for Halo was copied from Smash Bros. in terms of it's design?
First I've ever heard that. Can you elaborate?
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>>303900
Yes.
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>>303902
>Can you elaborate?
If you want the full story, you can watch the interview here: https://redirect.invidious.io/watch?v=OheqVrMGPv0
But the short of it is that Bungie scrapped the original plans for Halo's multiplayer, which was originally going to be more like Battlefield 1942, because they were under a lot of pressure at the time and behind schedule as it was in getting the game's campaign done. But because everyone still wanted Halo to have something that existed as a multiplayer mode, they placed two suckers with the job at the 11th hour of restoring it. And because they we on a shoe-string budget in terms of resources, their primary focus was on re-using as many of the single-player assets and content as they could to make a few strong simple game modes that people could have fun with. And Smash Bros. served as one of those models of how to do it.
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>>303892
>And "party game" as a design descriptor is not some vague meaningless term, it's understood by literally everyone in the industry.
rofl, like hell it is.  The only people who use that idiotic language seriously are marketers and fanboys trying to start flame wars on forums.
Replies: >>303913
>>303892
my argument was that the title of fighting game is no longer something with value or prestige, not my fault that you wanted to rant to the voices in your head
sakurai "never intended smash to be a fighting game" after that time he got three stocked by one of melee's dev staff and cried himself to sleep
really smash as a franchise was a general waste of talent and i'm not going to miss it now that it's functionally dead
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>>303904
>But the short of it is that Bungie scrapped the original plans for Halo's multiplayer, which was originally going to be more like Battlefield 1942, because they were under a lot of pressure at the time and behind schedule as it was in getting the game's campaign done.
>But the short of it is that Bungie scrapped the original plans for Halo's multiplayer, which was originally going to be more like Battlefield 1942, because they were under a lot of pressure at the time and behind schedule as it was in getting the game's campaign done.
That's actually incredibly ironic and hilarious.  Battlefield 1942 is a game I point to that actually pushed the FPS genre forward while Xbox fags were lapping up the dumbed down casual horseshit known as Halo.
Replies: >>303911
>>303908
Shame that BF never got better after the first one.
>>303906
>rofl, like hell it is.  
Shigeru Miyamoto, Satoru Iwata, and Masahiro Sakurai have all used it in official capacities. These are not marketers or forum fanboys, these are the people who literally built the games. It has been used for decades.

>>303907
Your argument was 
>you liek brack dick cause I'm gay lol
Out of nowhere. Which I advise you to unsubscribe to whatever nigger dick fetish website you frequently browse and get help.
>fighting game is no longer something with value or prestige, not my fault that you wanted to rant to the voices in your head
sakurai "never intended smash to be a fighting game" 
If you're going to speak English speak it right. Sakurai said it over and over again that he never saw it as a fighting game. Good to know that the sub-human IQ ESL is against my side.
Replies: >>303922
>>303907
>that the title of fighting game is no longer something with value or prestige
Genre tags don't need prestige. That's the shit people use when crying about whether their favored genre is alive or dead. Like the zombie or Sci-fi genres in cinema where they had a hey-day and now they are in the decline. Even Capeshit had a prestige period and now it's rotting. The only value is whether you can use the term to describe something in meaningful ways. 

>>303904
Thanks. The relevant timestamp seems to be is at the 31 minute mark.
>"I wanted to make a party game with shooter mechanics. I wanted to make a game that Nintendo could ship. But it would use shooter mechanics and not goofball Mario mechanics or Zelda mechanics." 

Party game mechanics as he defines it just meant simple, has powerups, and people can jump in on. Split screen is also something he considered necessary for Halo as a party game as he noted later titles without it aren't meeting his requirement. 

>>303912
>proving that genre labels are imprecise
Party game is imprecise because it's never had a set meaning is my only point. You haven't disproven that but have tried to shift the idea that other genre terms are not useful without solid arguments.
> that Sakurai's own stated intent 
I have not once mentioned Sakurai and I'm not the one arguing those points. I will not respond to this as I don't care. We have ID's for a reason so please use them responsibly. 

>The Mario Kart thing is cute but it actually proves the point
You feel free to call smash a party game despite Nintendo's marketing. Other people I've met even IRL have made the same claims.  But not once in my life has anyone ever called Mario kart a party game. If you think it's because Nintendo has some iron grip on the cultural consciousness you are a fool and a tool. 

>Context matters.
Yes, the context is that game collections can be called party games even if the individual games are ones that have high skill ceilings and learning curves.  Because party doesn't mean simple in that context, it means "this title has a bunch of stuff". Which is not what Mario Party did which is 100% your main frame of reference for how you perceive party games. You also conveniently ignored  Super Monkey Ball and its minigame collection is a bunch of racing maps built on the SMB game physics which are NOT forgiving even to newbies if you have ever played those games. Can still be fun and chaotic but you will fly off the map every couple seconds if you aren't thinking. 

Once again. This isn't an argument against genre tags as a whole or video game genre descriptors. It's about how Party has never had a consistent or agreed upon definition in the history of gaming. 

>Nobody calls it a party game because Capcom never positioned it that way and its developer never called it one.
Descriptors exist outside of whatever the creator says. If a 6' 2" dude who is built like a linebacker tells you he's a female do you just agree that he's correct? You are now shifting genre to developers as if they are the final say and not actual consensus and consistency which does exist. Which party games do not have. 

>Storefronts called Demon's Souls an action RPG for years
Demon's souls IS an action RPG anon. Holy shit you can't be this dumb.
Replies: >>303916 >>303922
>303897
>Mario Party
The Mario Kart thing is cute but it actually proves the point. Nobody calls Mario Kart a party game in isolation because Nintendo markets and positions it as a racing game. Nobody calls Smash a party game on storefronts because Nintendo markets it as an action game. And yet here's Sakurai, the guy who made it, repeatedly and explicitly calling it a party game across decades of interviews. Your entire counter argument is that store tags matter more than the developer's own stated design philosophy. That's an insane position and you know it.

>Clubhouse Games
The Clubhouse Games point is the weakest thing in this entire post. Chess in that collection is packaged and sold as a party game. Context matters. You just accidentally proved that framing and intent determine how something gets classified, not just raw mechanics. Which is exactly the argument being made about Smash.

>Power Stone
Nobody calls it a party game because Capcom never positioned it that way and its developer never called it one. Sakurai has called Smash a party game repeatedly, explicitly, in his own words. That's the entire difference and you've been dancing around it this whole time.

Storefronts called Demon's Souls an action RPG for years. Genre tags on websites are a commercial decision not an academic classification. You're using the laziest possible metric to dismiss a developer's direct statements about his own work.

>>303899
>Why these constant paragraph long responses that ultimate say little-to-nothing of substance?
>Wah Wah I can't read more than 12 sentences.
Heh, weak.

>I've been encountering this shit on several other sites in comment sections.
Maybe stop reading your own posts first.

>Citation
I demanded you offer a citation on your previous argument about, but whatever I accept that you're full of shit. Sakurai says he wanted to offer an alternative to two dimensional fighting games. An alternative. Not another fighting game. If I open a burger restaurant as an alternative to steakhouses, I have not opened a steakhouse. The word alternative is doing enormous work in that sentence and you just skipped right past it.

>That Sakurai completelty abandoned the reason that people came to the series?
That's not what was said and you know it. The argument was that Smash 4 and Ultimate being weaker competitive products than Melee is interesting evidence. You've turned that into a completely different claim about abandoning the fanbase. That's not a counter argument, that's you rewriting the point so you can argue against something easier. Address what was actually said.

>Why are you making "fighting game" synonymous with "competitive play"? It is "impossible" for a fighting to game, or any multiplayer game for that matter, to just exist as a fighting game in your book?
If fighting game doesn't mean competitive by default, then Sakurai explicitly designing against competitive viability in Brawl and beyond wasn't him trying to stop Smash from being a fighting game. It was him making a deliberate choice about what kind of experience he wanted people to have. And every single time he had full creative control he made that same choice. Slower gameplay, random tripping, items, chaotic stages, compressed skill gaps. That consistent pattern across multiple games isn't a developer making a fighting game who happens to prefer casuals. That's a developer with a specific vision he kept returning to regardless of what the competitive crowd wanted. Call it a fighting game if the label makes you happy. The vision behind it was never theirs.

>Why are you making fighting game synonymous with competitive play?
This one's worth addressing properly because it's a legitimate catch. Fighting game and competitive play are not the same thing and treating them as interchangeable was sloppy. Fair. But here's where your own point turns on you. If fighting game doesn't mean competitive by default, then Sakurai explicitly designing against competitive viability in Brawl and beyond wasn't him trying to stop Smash from being a fighting game. It was him making a deliberate choice about what kind of experience he wanted people to have. And every single time he had full creative control he made that same choice. Slower gameplay, random tripping, items, chaotic stages, compressed skill gaps. That consistent pattern across multiple games isn't a developer making a fighting game who happens to prefer casuals. That's a developer with a specific vision he kept returning to regardless of what the competitive crowd wanted. Call it a fighting game if the label makes you happy. The vision behind it was never theirs.

>You do realize that you're now trying to argue that everything is a party game right?
No. You argued genre labels are so loose that BlazBlue qualifies as a party game experientially. That's your position. All that does is prove you can't use genre as a definitive weapon when it suits you and then cry that the term is meaningless when it gets turned around on you.

>It's a term thrown out there by high-minded fags
So your counter argument to a position you're losing is that the people making it sound too smart. That's not a rebuttal, that's just you being annoyed. If the argument is wrong then explain why it's wrong. "You sound pretentious" has never once defeated a logical point in the history of human discourse and it's not starting today.

>What matters is what makes games fun. And games designed for competitive jackasses are not fun.
Here's the part where you completely implode your own position again. You've now abandoned the genre argument entirely, admitted labels don't matter, and retreated to pure design philosophy. Which is exactly the ground the party game argument was always standing on. Sakurai's entire stated philosophy across decades of interviews was that fun and accessibility matter more than competitive depth. You just restated his position while thinking you were attacking it. You came in to argue Smash is a fighting game and ended up agreeing with everything Sakurai ever said about it. Incredible. You bitched about me moving the goalpost and yet you frequently do it.
Replies: >>303921
>>303914
>Party game is imprecise because it's never had a set meaning is my only point
Then say that clearly instead of spending multiple posts implying Smash can't be a party game because the label is worthless. 

>Not once in my life has anyone ever called Mario Kart a party game
And not once in official capacity has Sakurai called Smash a fighting game while he has repeatedly called it a party game. Your personal experience of how people informally discuss Mario Kart doesn't override documented official statements.

>Party means this title has a bunch of stuff
So now party game means a game collection. That's a third definition you've introduced in this thread alone. You're literally proving the imprecision argument for everyone else while complaining about it. Are you're calling me dumb?

>Descriptors exist outside whatever the creator says
The linebacker analogy is genuinely the weakest thing posted here. A developer describing his own design intent is categorically different from someone making a claim about their biological reality. One is subjective self identification, the other is documented creative philosophy backed by shipped design decisions across six games. These are not comparable situations and you know it.

>Demon's Souls IS an action RPG
Yes. Exactly. And Sakurai says Smash is a party game which what it is. Thanks for proving the point.
Replies: >>303918
The term "party game" is imprecise as fuck, sure, but the real problem is that Smashtards aren't willing to accept that Sakurai deliberately designed the series as something completely different from traditional fighting games: a chaotic 4-player platformer-brawler with fighting mechanics aimed at kids and families having fun, not some high-skill autism simulator for sweaty manchildren. These faggots insist it *must* be a fighting game because Sakurai used the term once or twice, even though he's repeatedly said he didn't want it to feel like a standard fighter—he wanted an unpredictable alternative where parents and kids could laugh at their favorite characters beating the shit out of each other. Only the tourneyfags ever tried treating it as anything more serious than that. Plenty of games have "fightan" elements without actually being fighting games, retards.
>>303916
>Then say that clearly
My first post regarding party games was >>303889
My first sentence is exactly the same point I've had this whole thread. That you didn't realize this is not my problem

>Sakurai
I don't care. If he grew an apple and called it a vegetable I'd also say he's wrong. I don't care about quotes or his/your insistence. Smash is a fighting game because it meets the definitions. Party isn't a real genre at all but some vague descriptor that can change meaning depending on who is using it without any rigor tying it down. 

>So now party game means a game collection
>You're literally proving the imprecision argument 
Are you trying to gaslight me or something? If I say party games don't have a concrete definition, claim stuff like fighting games as a whole are party games because lots of people can play them because party implies a group of people. And then provide another concept commonly associated with party games which drags in a bunch of games that aren't on their own considered party games like Chess. How does this inconvenience me at all? I'm just further proving that the term has no value or real meaning. 

>The linebacker analogy is genuinely the weakest thing posted here
And yet Clubhouse 51 is still considered a party game because game collections are party games according to another common definition. You already brought up Wii Sports as a party game so this isn't a surprising idea and shows that simplicity isn't a criteria for party since Shogi, Chess, and Riichi Mahjong are in a party game collection. 

>Yes. Exactly.
Demon's Souls is an action RPG because it meets the definitions and not just because FROM said so. I think you were trying to imply that Soulsbourne was a meaningful term but it's even more contentious than something like "roguelike" and I don't use it either because it's proven to be too vague. But if you think the devs correctly identifying their game as the genre it is and then talk about Sakurai, you're just dumb.
Replies: >>303924
Part game = A game you would boot up and play at a normie party where people can spend minimal time learning before being able to play and have fun. 
The more important part is normie/casual pick up appeal. 

Tekken is not party, street fighter is not party, Smash is party, kart is party.
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>>303915
>And yet here's Sakurai, the guy who made it, repeatedly and explicitly calling it a party game
After people trash Brawl having worse gameplay than Melee
>>Wah Wah I can't read more than 12 sentences.
Someone cannot handle the fact that it's being pointed out that he is an alien element on a site with an extremely noticeable posting pattern that is in no way reflects how normal people talk.

You're the Xbot shill, aren't you?
>Sakurai says he wanted to offer an alternative to two dimensional fighting games
So it's still a fighting game, just an alternate take on the format at most. Why does it bother you so much that people refer to Smash as a fighting game, as it was developed as a fighting game?
>If I open a burger restaurant as an alternative to steakhouses
Are you doing so with the intention of selling steak burgers and other steak sandwiches?
>That's not what was said
Yes, it was
>The argument was that Smash 4 and Ultimate being weaker competitive products than Melee
Actually, it's the reverse, Smash4U and Smash U were explicitely designed with being competitive in mind. But no one plays them and instead go back to playing Melee, and hosting tournaments around it, because it is a well designed game.
>If fighting game doesn't mean competitive by default, then Sakurai explicitly designing against competitive viability in Brawl and beyond wasn't him trying to stop Smash from being a fighting game.
'It's not about the "competitive" nature of the game', and the fact that you keep using that word tells me everything I need to know. That you are such a narrowminded individual that you cannot think of how multiplayer games operate outside of a competitive environment.
>It was him making a deliberate choice about what kind of experience he wanted people to have.
By changing what the core of the game was.
>And every single time he had full creative control he made that same choice.
Yes, and people hate him for it. It would be the equivalent of Gran Turismo suddenly playing like Burnout, and my smug-ass and telling the people to "stop whining and feeling entitled" because it's still a "racing game" at the end of the day, right? In fact, that actually happened. First time in 2009 with F1 2009 being an arcade sim instead of an authentic F1 racer and people hated it. And again in 2012 when Bugbear made a Ridge Racer game that played more like their FlatOut series than Bamco's Ridge Racer, and people hated it. Are you going to come along and say that the people who complained about that should have have STFU-...wait a second
>If fighting game doesn't mean competitive by default, then Sakurai explicitly designing against competitive viability in Brawl and beyond wasn't him trying to stop Smash from being a fighting game. It was him making a deliberate choice about what kind of experience he wanted people to have. And every single time he had full creative control he made that same choice. Slower gamep
<Ctrl+F
<Input entire paragraph
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AM I TALKING TO A FUCKING AI?!?
Either than or some non-English speaking prick running posts through a translator and it fucked up.
Replies: >>303924
>>303913
lol it's always the "muh argument" guys
>>303914
i wasn't the one who decided that calling something a party game was some great insult, also i just really find it funny that the generational butthurt the FGC got from meleefags still affects them so much that they're straight up taking a break from mourning their corporate slop genre to cry about it once again
To be honest I've never been able to really comprehend the butthurt the "FGC" felt over Melee.  Are they that fucking insecure about their genre being for mature adults that they can't countenance a fighting game with a kid-friendly audience?

Is it envy perhaps?  Jealousy over the fact that Melee fans were able to resolutely and conclusively say "no thank you" when a dev tried to shit down their throat with a manifestly inferior franchise installment?  I know the "FGC" typically has a big problem with this level of self control.  They're so obsessed with fame, tournament prizes, official validation, etc. that they're willing to gobble up any manner of tripe a sellout developer is willing to force down their throats because of the tournament industry.

This is why I'm not too hot on the genre myself: all the good games I actually enjoy just get abandoned by tournament chasers and then I'm left playing alone games that tend to have little compelling singleplayer material and which typically don't have smart enough computer behavior to reward high-skill play.
Replies: >>303925
>>303918
>first post
Your first post does not say what you just claimed it said. You said your point has been the same the whole thread. That party game has never had a consistent definition. You argued that fighting games are by definition party games because group size is the criteria. That is not "party game is a meaningless descriptor." You've a specific positive definition of what a party game is.

>Smash is a fighting game because it meets the definitions.
Calling Smash a fighting game requires lowering the bar so far that almost anything qualifies. By that logic, Call of Duty could also be labeled a fighting game. Let’s test the claim against what actually defines traditional fighting games. Let's actually test that against what traditional fighting games fundamentally are. Traditional fighters are built around a shared plane of movement, health bars, special move inputs, frame data mastery, and winning by depleting your opponent's health to zero. Street Fighter, Tekken, BlazBlue, Guilty Gear. These games share that DNA completely. 
Smash has none of it. 
>No health bars. 
>No shared movement plane. 
>No special move inputs. 
>Victory by knocking opponents off a stage with momentum based knockback that scales with a percentage system that exists in no other fighter. 
>The screen moves with the players. 
>The camera zooms out. 
>Items fall from the sky. 
>Stage hazards actively interfere with matches.
These are fundamental mechanical departures from every single defining characteristic of the genre you're claiming Smash belongs to. But somehow Smash is close to this definition. You wouldn't call a motorcycle a car because both have wheels and an engine. Sakurai didn't call it something different because he was embarrassed or wrong. He called it something different because he built something different which is the point you and the other retard are missing besides chromosomes.

> If I say party games don't have a concrete definition, claim stuff like fighting games as a whole are party games because lots of people can play them because party implies a group of people. 
It inconveniences you because you've been using it as a weapon in one specific direction this entire thread. You've been arguing party game is meaningless specifically to invalidate its application to Smash. But meaningless cuts both ways. If party game is too imprecise to meaningfully describe Smash then it's also too imprecise to meaningfully exclude Smash. First that fighting game is a meaningful descriptor with real criteria that Smash definitively meets. Second that party game is a meaningless descriptor with no real criteria. You're applying rigorous standards to one label and no standards to the other purely based on which conclusion you want to reach. If you want to argue genre labels are all imprecise and fluid then fine, that's a consistent position. But then fighting game becomes just as slippery as party game and your entire foundational claim that Smash definitively is one collapses alongside it. Either definitions matter or they don't.

>Clubhouse again
>misses the point again
Clubhouse Games 51 is called a party game because of how it's packaged, marketed and intended to be used socially. Not because collections are inherently party games. Those individual games, Chess, Shogi, Mahjong, are not party games on their own. They become associated with the label through social context and marketing intent. Which means you've spent this entire post demonstrating that intent and framing determine genre classification rather than raw mechanics alone. Wii Sports is the same story. It's not a party game because it contains multiple games. It's a party game because every single title was deliberately built around immediate accessibility and social play. The collection aspect is completely incidental. So every example you've thrown out here follows the same pattern. Classification follows intent and context, not just mechanics. Which is precisely the argument being made about Smash. 

>Demon souls
No shit Demon Souls acts as an action RPG, dumbass. The issue here is that you've still have yet to prove that SMASH CAN BE CALLED A FIGHTING GAME. 

>>303921
>After people trash Brawl having worse gameplay than Melee.
>https://shmuplations.com/smashbros/
<Well, I wanted to offer an alternative to the two-dimensional fighting games that were crowding out the market. I also wanted to see if it was possible to make an interesting 4-player game that offered a new experience every time you play. Simply put, I was aiming to design a 4-player battle royal.

>Someone cannot handle the fact that it's being pointed out that he is an alien element on a site with an extremely noticeable posting pattern that is in no way reflects how normal people talk.
Says the faggot who cannot accept the creator and designer's clear and obvious intentions to make something you believed never was?

>Xbox shill 
If you start crying boogeyman like little bitch, then you're a gigantic faggot. No, I'm not, because I never owned an Xbone.

>So it's still a fighting game, just an alternate take on the format at most. Why does it bother you so much that people refer to Smash as a fighting game, as it was developed as a fighting game
He didn't make an "alternate take on a fighting game." He explicitly said he wanted an alternative to fighting games, not an alternative fighting game. Those are two completely different things and the distinction matters. It's no longer funny on how retarded you are.

>Are you doing so with the intention of selling steak burgers and other steak sandwiches?
Retarded analogy.

>Yes it was
Boy you sure convinced me.

>Actually, it's the reverse
Sakurai tried to chase the competitive crowd with Smash 4 and Ultimate. He added mechanics, rebalanced characters, tweaked systems specifically with tournament play in consideration. And the competitive community looked at both of those games and went back to a 2001 GameCube title with no official support, no rollback netcode, and a developer actively hostile to its scene. That's what happens when you design for fans instead of designing a good game and letting the fans find it. Melee's competitive depth wasn't engineered. It emerged accidentally from a tight physics engine that Sakurai built while trying to make a fun party game. The wavedash, the L-cancel, the entire technical meta, none of it was intentional.
>It's not about the "competitive" nature of the game
Nobody said multiplayer games only operate in competitive environments. That's a strawman you built and then got mad at.

>By changing what the core of the game was.
No. By attempting to refine what the core of the game always was. Brawl didn't change the core of Smash. It doubled down on it. Slower gameplay, reduced technical ceiling, random tripping, more emphasis on items and stage hazards. Every single one of those decisions points in the same direction Sakurai was already pointing in 1999 when he called Smash the antithesis of hardcore gaming. He wasn't pivoting away from something. He was pushing further toward something he'd been building from day one.  You keep making up shit up.

>Yes, and people hate him for it.
Wow, I-I don't give a shit what smashtards think....

>AM I TALKING TO A FUCKING AI?!?
TROON RAGE
>a-argument that disgarees with me?! A-AI!
>Using AI to get my info getting stolen and sold to Israel 
No thanks. You're still a faggot.
Replies: >>303935 >>303941
>>303923  
>To be honest I've never been able to really comprehend the butthurt the "FGC" felt over Melee 
Of course you wouldn’t. You’re too deep in the Smash bubble.
>Are they that fucking insecure about their genre being for mature adults that they can't countenance a fighting game with a kid-friendly audience?
No. It has nothing to do with insecurity or “kid-friendly” aesthetics. Large parts of the traditional FGC are simply exhausted by a vocal segment of Smash players who refuse to accept that Smash is its own distinct game. Instead they insist it is a legitimate fighting game, flood every major tournament (EVO, CEO, etc.), demand special rules and format changes, and then lash out the moment anyone states the obvious: Smash is not a fighting game. The FGC has plenty of its own cancerous and autistic elements, but the worst so far have been Smash fans when it comes to ruining spaces. This resentment is only amplified by the repeated, high-profile waves of grooming, sexual misconduct, and underage-related scandals that have hit the Smash community far more publicly and frequently than most other fighting-game scenes. Along with demands of inclusivity and other bullshit from their normalfag fanbase. It’s accumulated frustration from years of the same pattern. Literally no one cares that you like your baby game for manchildren, just don't go autismo mode when someone calls it for what it is a platform-brawler.
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>>303925
>You’re too deep in the Smash bubble.
Actually I don't even play Smash.  The precise analog/tilt input stuff requires too much finesse for me.  Must have hit some kind of a nerve to provoke this kind of projection.
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>>303887
>"competitive play" sucks any amount of joy out of the game that it potentially has?
I agree, because at that point the game stops being about having fun and the player base gets swarmed by try-hard faggots who think they have something to prove and take it as a job.

>>303798
>having to grind to play as Jin Kazama (Tekken 4) is just stupid.
>just playing arcade mode as Kazuya (which takes 10 minutes)
>grinding
Anon...
And by the way, when Tekken 4 came out (in the arcade), people thought Kazuya had taken Jin's place back, so when Jin showed up, with an entirely new move set, it came as a surprise.
So no, in that case it wasn't stupid.

>>303789
>Scratch that, main content (characters, costumes, stages) should be available from the start.
Nah, unlocking character is part of the fun.
When i first played Tekken 3 on the PlayStation i had no idea the game had more characters than the base roster, and day by day, as i unlocked them, i was genuinely surprised as i had no idea who was going to be unlocked next.
Also i think it extended the game's longevity, as you think you are done with everything the game has to offer only unlock new content as you play it.
>>303794
>No, unlockables are, were the spice of life in fighting games. Have most main legacy characters available from the get-go but keep a bunch of more niche fighters up to the player to unlock. Spice in the more niche legacy characters, some edgelords, a bunch of weirdos and then some kuso characters and clones/alternate fighters if development allows.
>Sky's the limit. You've already complied with higherups with a base roster that's meant to appease a broad playerbase. Might as well go the extra mile and let the developers have their own share of fun, make the game truly special.
I agree except for clone characters who are useless
Having newcomers debut that way, as unlockables, makes them feel more special.
And stages are almost as important as characters, when a game pulls shit like a roster of 50 characters and 8 stages it still feels repetitive.
Replies: >>303945
>>303924
>Accuse the guy of being an AI or ESL
<IMMMEDIALY IP hops
Thanks forconfirming my suspisions.
Replies: >>303936
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>>303935
It's 2026 and you still don't know what a dynamic IP is?
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>>303924
>Your first post does not say what you just claimed it said
>>303889
>This isn't a genre or a meaningful descriptor
And then gave an one example of how party isn't meaningful and so vague it applies to basically whatever. Then asked what the gameplay associated with "party" is because that's how video game genres work for the most part unless you are talking about aesthetic things like horror. 

>Calling Smash a fighting game requires lowering the bar so far that almost anything qualifies.
This is an intentionally misleading statement because it assumes a game stops being a fighting game for what you will reveal are arbitrary reasons. And implies that this also diminishes or erodes the sanctity of the genre for accepting things can be different than an unspoken popular example. The evolution and definition of any genre is taxonomical anon. Fighting games came from Martial arts films and Beat-em-up games and the definition I pulled from wikipedia (of all places) is good at explaining the broad concept the genre has. I myself usually just define fighting games as "combat based games set in a limited environment with an emphasis on 1v1 matchups and close combat scenarios". But my own definition is usually then followed up by saying "like Tekken, Street Fighter, or smash" and people get what I'm starting to describe. But you also need to consider that these games evolve from and build upon each other within the genre and may "cross breed" with others to pull in new concepts or designs.  Smash brothers pulled in aspects from platforming games which is why it's sub-genre has the name it does. 

FPS games and Fighting games can both adopt similar principles for match structure but still be distinct from each other. This is part of why puzzle games have had an overlap with the FGC. The idea of wanting to have a skill-based match in a 1v1 setting is what Fighting games got built on. Instead of CoD you probably should have at least said that arena shooters like Quake were fighting games because there is also a community that runs them in typically 1v1 formats purely to test player skill. But the thing is, Quake is an FPS and descended from that camp. It didn't come from the same "family" so to speak as far as genre evolution goes. It came from titles like Wolfenstein before it. They all still belong to the broader definition of an action game but that's about it. I have seen some attempts at making first person fighting games, but I just don't think there's a lot of appeal in that idea. 

>Traditional fighters
Yes, I accept that SF2 is a huge influence on the genre to this day but it's not like people weren't playing around with what could be done to push the boundaries of even that formula immediately afterwards. The problem is that what is considered "traditional" is also super big in terms of mechanics, perspectives, mobility, etc. The better train of thought here is to understand that:
<Smash bros and it's derivatives popularized alternative mechanics in fighting game design 
Because that's what your Holy Sakurai's intention was from the beginning and why he and Iwata worked on the prototype for Smash: Dragon King: The Fighting Game. Other things like powerups and items existed in beat-em-ups and other fighting games before smash like The Outfoxies which is probably the true proto-platform fighter in the genre.  But things like making the game 4 players. changing how health worked, and not going down the route of excessive combos were supposed to make the game more accessible. Your bullet points aren't required for a game to be a fighting game anymore than locking motion to the X and Y-axis were before innovative 2D engines, and true 3D engines were created. Accessibility doesn't automatically mean something is a party game and if it is, then we get to the same root problem of Party game being too broad.


>You've been arguing party game is meaningless specifically to invalidate its application to Smash
>then it's also too imprecise to meaningfully exclude Smash
"Because if everything is a party game, nothing is" was the second point in my first post. Congratulations. It took half a day but you are finally getting it. I don't think it's a good term to try and use when discussing genres at all.

>misses the point again
You are hilariously missing my point which is that games collections being called party games is another overly broad application of the term. But Ironically it's the most true because that's where the "genre" started with stuff like Olympia Decathalon and later Mario Party. You can argue that mini-games are different from packaged games and I'd agree. But not every game in Clubhouse 51 is a bulky title as most are usually the shorter kinds of games. And the same can be true for later party games like Jack Box. So would you say that Clubhouse 51 is incorrectly marketed? 

>It's a party game because every single title was deliberately built around immediate accessibility and social play
You should probably play with Clubhouse 51 because all the games have accessibility options like prompts to let you know how pieces can move or what actions or options exist for the player. I use it to play mahjong and even the ability to know how many tiles you are from tenpai (something no other mahjong client I've utilized actually does) are hugely useful in helping players get into the game. And you are encouraged to play with others it's right there on the packaging. So I'll ask again, is Clubhouse 51 correctly or incorrectly marketed as a party game? If not, why? 

>Classification follows intent and context
Yes and the intent of Smash Bros was to make a fighting game that was more accessible to audiences. No matter what Sakurai says before/during/or afterwards this is very clear just by looking at Smash bros side-by side to any other 2D fightin game and even 3D fighting games. The context is it's a fighting game with many alternative mechanics, and implementing principles from platformers. But party game has changed so many hands and can be applied arbitrarily to so many things that intent and context don't matter at the end of the day. 

>No shit Demon Souls acts as an action RPG
It doesn't act like one anon. I don't know why you brought up Demon's Souls in the first place when you didn't finish the idea of why calling it an action RPG mattered. It's just a fact so was I right and you were trying to allude that some alternative descriptor or genre was better suited for the game?

>The issue here is that you've still have yet to prove that SMASH CAN BE CALLED A FIGHTING GAME
It's a fighting game because it's mechanics derive from, exist within, and expanded fighting games as an existing and evolving genre. Party games does not exist as a meaningful genre where you can trace it's roots back down the family tree. What tree exists doesn't include things like Smash by design, only by the statements of one guy and a bunch of salty FGC players that latched onto it to try and distance themselves from a "kids game".  And you will never be able to present me with a coherent evolution of party games to justify including smash without including virtually every game with multiplayer components in existence. And at the point it can include so many diverse titles, it stops being a genre. 

One thing I really want you to understand is that Genre is a box but you can still sort things into boxes based on common elements, design, intent, and context. Fighting games can accommodate things like Gundam maxiboost but they can't accommodate something like Battlefield. Other genres can pull in elements of fighting games like FF6 and other RPGs using motion inputs for special abilities. But fighting games also don't require motion inputs themselves to still be considered one.
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>all this semantics about whether Smash Bros is a fighting game
Who cares. It's some versus game which uses platformer and fighting game mechanics alike while falling under neither's umbrella.
My point 50 posts ago was, for a game so heavily reliant on character movement to land attacks, reducing movement variety, techs and what-not can only hurt the game.
All of this dicksucking Sakurai is moot as well. The game wasn't made by a single man, as proven by how shit the franchise became when HAL Lab was out of the picture.
>Formula 1 2009 on the Wii
What the shit.
Replies: >>303943
>>303942
>for a game so heavily reliant on character movement to land attacks, reducing movement variety, techs and what-not can only hurt the game.
That's a given. But there's nothing else to say about it beyond that. I still think SSE is not a great platformer and WoL had the right idea just immediately transitioning to the fights and using event matches. Just needed more work  put into the story to make it stand out.
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>>303928
Technically not grinding, however if someone doesn't main or play Kazuya (like me), they'd assume you'd have to beat arcade mode x amount of times to unlock a character like in previous games, and if someone does main Kazuya, then unlocking Jin is made completely trivial if all it takes is a single playthrough with him. And by the time it released on ps2, yeah, no surprise at all, so rather pointless.

>Also i think it extended the game's longevity, as you think you are done with everything the game has to offer only unlock new content as you &&&&&&& it.
Tekken and SC don't even try to hide it though, with all (locked) character slots being on the select screen, and by now it's expected there's going to be locked content (stages, costumes etc) in these games, which ruins the surprise it may've had otherwise. When I unlocked a new stage or whatever in SC3 I just went eh.
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>>303943
I agree, Smash Bros platforming is best suited for 1v1 closequarters like in the 1st vid in >>303858, which makes sense. SSE and Melee's Adventure were mediocre specifically because of the massive stages that didn't know where to end.
Still, some 1P mode could work if they played by its strengths. Keyword, could. Some zoomed-in arcade platformer based in rooms with variety hazards. Or something like Kirby when it traps you in small rooms to fight some bosses.
Stupid shit like the Pokemon Stadium stage or Poke Floats is still fun as long as you can tell your tourneyfag friend to calm his tits. Please ignore tourneyfags talking, behaving and all around being massive fags.
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You know what, play this video instead. Should've remove the entire audio track altogether.
>>303945
>Technically not grinding
Or rather, it's still grinding when he could simply have been made available from the start. Just keep him out of marketing if you want it to be a surprise fpr arcade players.
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I smell pic related's foul hand in this thread
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>>303946
>Some zoomed-in arcade platformer based in rooms with variety hazards. Or something like Kirby when it traps you in small rooms to fight some bosses.
I agree, that is at the root of why I said that World of Light was an improvement. But I still get it's lazy and just skimming through old footage it really does bloat itself with battlefield variants of stages. Unique stages for single player that wouldn't normally work for versus would be perfectly fine here. 

>Stupid shit like the Pokemon Stadium stage or Poke Floats 
Still a good suite of stages.
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>>303953
>have an opinion
<anon agrees
>have another, far more polarizing opinion
<anon agrees as well
I suppose you can still bond with people over the Internet.
I, too, love the little cloud in Yoshi's Story (Melee).
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>>303952
I really should get off of my lazy ass and get that stylometric toolset going again.
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>>303961
>far more polarizing opinion
It's not that polarizing when you realize that the tourneyfags and tryhards mindset still the minority of people that play smash. I've been playing smash bros most of my life and people don't hate stage gimmicks or items. Sure, around my college years when everyone wanted to prove who is best you saw a lot of 
>No Items
>Final Destination
>Fox Only 
setups. We even had a custom stage that was just 5-6 horizontal blocks in a void just for even more intimate 1v1s.

But outside of that stages were free picking and items stayed on because that's part of the fun of smash. It's the same now with Ultimate. It also became the case in the brawl years that a number of people I knew in the dorm had stages they favored. I myself loved playing on Spear Pillar because the control flipping never bothered me so there was a slight advantage to playing on it. 

Corneria, Shadow Moses Island, and Bridge of Eldin were popular picks and yeah, you can never go wrong with the old standby of Pokemon Stadium. 75M wasn't bad either.
>>303948
>it's still grinding when he could simply have been made available from the start.
That's like saying: "why do I have to grind to see how the game ends!? I want to know it now!"
Grinding is when DOA6 did that stupid shit when you had to play arcade over and over again with a single character to unlock just PART of a costume, that you couldn't even use until you got all the parts, unlike DOA5 that unlocked costumes just playing the arcade mode once.
It doesn't take a lot of time and it is supposed to be fun, so it is not "grinding".
Grinding is like when in RPGs you need to face the same enemies dozens of times in order to increase your level of a single point.
That takes a long time and it is not fun, therefore is 'grinding'.
Regarding fighting games, yes, maybe the internet spoiled the surprise effect, but it is still fun and unlocking shit is another reason to play the game.
When everything is unlocked from the start you get bored of it faster.
>>303926
Karl lost, and you will never be white.
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BEAN POLE
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>>304367
Oh boy time for totally organic posters to wail that SNK is run by mastercard now and Japan is so joever because this character can't make you armpit onigiri during a fight.
That being said props to SNK for sticking with the game after the garbage launch instead of trickling out the DLC they had already finished and vanishing into the night like almost any western dev would have done.
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>>304369
isn't that the game that released with some AI trailer made by jeets lol
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>>304397
You must be thinking of a capkike game.
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>>304406
Unfortunately he isn't. They released some shit gayI trailer a month or so ago presumably to try to stop whatever bleeding they thought was coming about due to a leak.
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>>304419
You can't post something like this without said abomination of an "advertisement" to back it up.
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>>304429
https://inv.nadeko.net/embed/tqe1RBmJ9S8?
Pretty sure that's the one.
It looks really bad
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>>304443
yt-dlp -f 248+251 tqe1RBmJ9S8
>>304466
Damn, that looks like shit.
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>>304466
Yeah look I...
I don't have any real reasons to not have reinstalled yt-dlp other than being a lazy motherfucker. 
Having to reinstall your OS because you're stupid does that to you.
>>304466
Yea I think that's the one
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>I want to play SF6
<7.9 GB update
>whatever, 60.8 GB free space
<Error, not enough disk space.
wtf? Looking into it, the game apparently needs to redownload ALL the fucking game files to patch the small update, so one needs well over 100 GB free space to cater to this jeetcode nonsense? Is this a joke?
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>>304509
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>>304509
This is what the Alex update looks like for me.

Unreal Engine games force you to download the full game again in order to patch it, which is what happened throughout SFV's life cycle. The most recent patch for SF6 is significantly smaller. I can only conclude you skipped a version and something in the RE Engine borked regarding updating multiple times at once.
>>304509
When low on free space I'd just uninstall then reinstall as the reinstall would come with the update
>>304466
Krauser looks like shit.
What's with those eyes too close to each other?
And now he looks like he's just as old as Tung Fu Rue.
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>>304581
What is it like bumbling into a thread, clicking on a video file that is clearly a reply to a conversation, and then asking a question instead of reading the conversation and answering it yourself?
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>>304653
Dumbest reply ever.
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She's fun to use for a drunkard. Now I just gotta unlock her patterns.
Image compliments of Toaster INC.
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If you think about it, most fighting games these days are just rpg's with turn-based combat.
Aside from the pacing of the turns, Fatal Fury isn't much different to Secret of Mana.
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>>304974
Maybe fightan without any combo-breaking or disruption mechanics. FighterZ on launch sure felt like a turn-based game sometimes while you waited helplessly for the blockstrings to end.
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HNK
>>305007
Half-Life foot sounds.
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>>305007
I sure hope they're saving the YOU WA SHOCK for his character trailer.
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>>305007
That anime sequence reek of either the work of low paid jeets or heavy AI assisted
This is also very "HE SAID THE THING" and "HERE'S THE SOUND" bullshit.
I can smell the low effort from here and it stinks.
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>>305008
Wow, yeh.
>>305026
>jeet
You are a 56% mutt.
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>>305007
Finally, now I can battle Kenshiro against CR7 and returning characters Kevin Rian and his adopted black son in this thematically cohesive game. Thank you Snek.
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>>305007
>50 seconds in
>"omae wa mo... shindeiru"
lol
>>305021
Will you ever change that to woah.webm?
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>>305055
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>>305049
The funny thing is it really is thematically cohesive because 90% of SNK's male characters were designed after that period of manga/anime and you're just grasping at straws once again looking for an excuse to shit on them.
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>>305056
>not having a filename of woah.webm to trollolol
>>305057
It is not thematically cohesive because Kenshiro against Rock Howard and DJ Cholo is a nonsensical matchup no one can be assed to bother about.
The real existential threat SaudNK employees should be considering is that the best game to currently play Mai in is Street Fighter.
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>>305061
Fatal Fury is better than Street Fighter.
>thematically cohe
kill your self
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>>305057
>>305065
Damn, you broke out the bold text? Showed him.
>Fatal Fury is better than Street Fighter.
Substantiate your claim in a thematically cohesive way.
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>>305067
no trannies in fatal fury
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>>305067
It's more fun. Mechanics are more enjoyable. No throw loops. Color edit makes costumes inherently better, unlocking patterns is nice. No transvestites. Better game.
>bold text
Don't faggot around with womanly soap opera storytime bullshit.
Replies: >>305088
These threads remind me of ye olde console wars mixed with the absolute state of the Sonic fandom between 2006 and 2010 but with more Mexicans.
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>>305074
Hey, don't insult the Sonic fandom like that.
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>>305070
Counterpoint: it was proven ages ago that no one in the Frijoles Game Community buys games in order to play a moveset, or at least the non-tourneyfags that's still the biggest money. Faggots play the game in order to play a character they like, and if the character looks like runny dick interest runs dry soon. 
Mai in her fat tats and her big jamones in 3DPD Fucker 6 is eyecandy because her face is still fairly attractive unlike the rest of the cast and Crapcom went the extra mile to make sure she jiggles in the right places.
Meanwhile the saudis are still doing Ono's wax dolls that appeal to no one to an audience of crickets.
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>>305088
>Ono's wax dolls that appeal to no one to an audience of crickets.
Ono was the faggot with "disproportionate hands and feet" fetish.
That "art style" (if you want to call it that) was fucking garbage.
Replies: >>305094 >>305100
>>305093
Remove the massive hands and feet from the Ono people and what you get are still fairly mediocre 3D models. NuSNK's 3D sort of resembles that.
>>305088
>someone saved my Mai jiggle webm
Nice.

>>305093
SF's steps into 3D have been shaky, but there were a fair number of characters in SF4 and SFV who looked really good in their respective art styles, especially as the games evolved and Capcom's artists had more time to figure out what worked and what didn't. The delta between SF4 vanilla characters like Fei Long and Ryu compared to even slightly later chars is night and day - Ibuki, Hakan, Poison, Juri all look amazing in the SF4 art style and they animate well in the engine.

SFV had a more rocky journey, but the same principle is true. Chun was in the game at launch and she's never looked better in 3D, balloon tits or otherwise. Juri was added as a scrapped launch character season 1 character and her body is nice but her face is uncanny. Rose is beautiful from every angle despite a few awkward animations. Akira looks like a plastic baby doll with an air bubble trapped inside.

SNK has never made a good-looking 3D game, ever. Every single one of their 3D games is riddled with amateur mistakes and lazy effects that any other developer would be ashamed of, and that's despite the infinite Saudi oil money. It's not an exaggeration to say that fucking Neo Geo Battle Colosseum arguably looks better than City of the Wolves because the aesthetic is much more thematically consistent.
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>>305074
>Console wars with socially unaware Sonic fans
...Uhm, has anything changed?
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Alex is the only SF character to get an emergency patch for lore? What a heel...
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>>305312
lolibaba IN-GRID
https://www.youtube.com/watch?v=DTrKXwhHLuo
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>>305100
>SNK has never made a good-looking 3D game, ever. Every single one of their 3D games is riddled with amateur mistakes and lazy effects that any other developer would be ashamed of, and that's despite the infinite Saudi oil money.
Well, I think KOFXV looked pretty good, not amazing, but pretty good.
KOFXIV looked awful and amateurish, I agree.
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By the way, who do you think did Mai better?
SNK, Tecmo or Crapcom?
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>>305369
Obviously SNK.
>>305368
Why? What looks good about KOF XV? The particle effects for fire and explosions are default UE garbage. All the models look like they have their skin stretched too thin and they don't animate well. Screenshots can fool the viewer into thinking it looks like a slightly above grade PS3 game, but there are 7th generation console games that do gritty art styles better and those that do stylized art styles better, like Halo Reach or fucking Super Mario Galaxy.
Replies: >>305403
>>305100
>The delta between SF4 vanilla characters like Fei Long and Ryu compared to even slightly later chars is night and day - Ibuki, Hakan, Poison, Juri all look amazing in the SF4 art style and they animate well in the engine.
Sure, later characters looked better than the early ones, but still, SF4 still looked like garbage, generally speaking.
Hell, games like Tekken 4/5 and DOA on PS2/XBOX look far better than that crap, and they were released on the previous generation.
>>305100
>SFV had a more rocky journey, but the same principle is true. Chun was in the game at launch and she's never looked better in 3D, balloon tits or otherwise.
I wasn't a fan of SFV either, but I do agree on Chun-li, the best she ever looked on a 3D game, what they did to her in SF6 is disgraceful.
>>305393
>Why? What looks good about KOF XV? The particle effects for fire and explosions are default UE garbage. All the models look like they have their skin stretched too thin and they don't animate well.
I mean, I think it looks pretty good for it's simple cartoony art style.
Street Fighter 6 looks "better" because is doing a cartoony - realistic hybrid and taking advantage of detailed textures and lightning that are used in realistic looking games.
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FF GotW's newest guest-star
https://www.youtube.com/watch?v=MpW5sfHqCQY

>>305368
>>305369
Tekken 7 should have Mai instead of Geese. As it stands, Capcom did the best 3D Mai but SNK did the best 2d Mai.
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>>303372
Replies: >>305588
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>>305482
Dem old school sprites....
>>305101
>...Uhm, has anything changed?
I don't think that during the Mega Drive / Super Nintendo era Sonic fans were as autistic as they are today.
I think that the Sonic autism started with the Adventure games.
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Skullgirls, finished the story mode, cheesed the shit out Filia's fight because fuck that fight, the game is fun but unbalanced, maybe that is the point I read that Skullgirls is balanced  around 3v3 and not 1v1, it explains why some characters have circumstantial moves while others can wreck a full team.
Shame what happened to the company and to the devs.

Playing fighting games makes me want to make my own fighting game, but closer to Little Fighter 2.
Replies: >>305735 >>305757
>>305734
>Shame what happened to the company and to the devs.
QRD?
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>>305735
>QRD?
Jews, women and simps.

A few years after the release of the game, they started censoring the art, removed panty shots and the red arm bands, and changed some cutscenes to be less erotic and violent. 
They fired the guy behind the art style for no reason, Alex Ahad.
Mike Z. the founder and main programmer is an autistic man who dropped the spaghetti so hard while talking to a BDSM prostitute on social media she cancelled him.
Ching Chong, the animation director and her simps tried to steal the company from Mike Z, "gives us the company and the game engine or we will quit", naturally he refused because they weren't willing to pay the amount he was asking, so they left the company.
Autumn Games, the publisher and owner of the Skullgirls IP cut ties with Lab Zero, and hired a third party company to continue the development of the mobile port, said company hired the Ching Chong and her simps as contractors.
Ching Chong and Mike Z sued each other over the rights of the company, they settled out of court, Mike Z still owns the company and his engine.
Autumn Games stopped paying the mobile devs, the devs bailed and Skullgirls is dead, Ching Chong probably lost money thinking she was going to own Skullgirls.
Replies: >>305751 >>305757
>>305745
>Skullgirls is dead
I never got the hype for this game, but, considering how things were degenerating with the devs censoring the games for good boy points, the 6gorillion characters that were never going to be developed, and the devs doubling down on said censorship, I'd say that dead is better at this point.>>305049
>Finally, now I can battle Kenshiro against CR7 and returning characters Kevin Rian and his adopted black son in this thematically cohesive game. 
Not defending that mess of a game, but at least Kenshiro Is a fighter, while the soccer queer and the retarded Dj are just two faggots.
Replies: >>306167
>>305745
>>305734
man I love Filia's fat ass. Wot a shame.
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>>305751
>I never got the hype for this game
We were promised a Vs-like fighter that respected FGC core values, had a neat aesthetic with good visuals, limited combo hell, had functional netcode with a good PC port, paid attention to training and tutorials that every other game was neglecting at the time, scooped up a lot of QoL features like custom assists and SvC's ratio system that hadn't been in the same game before and had the balls to hire rule34 artists for animation cleanup.

What we got was a titty vehicle with 8 characters that played like Marvel except your ToD combos needed a restand in the middle and took twice as long. Its only appeal was fap fuel and waifuism so when KikeZ spat on that demographic it died, and only the trannies that get sexually aroused by the idea of being a big fish in a small pond stuck around.
t. buyfagged
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>>302372 (OP) 
I have a question that I've been wondering about for years that I'd like to have answered: Is Poison a transvestite, and if so, how the hell is that roided up Italian grappler in six an actual woman?
Replies: >>306334 >>306337
>>306331
Crapcom has flip-flopped on it over the years, but I believe the original answer (when Poison was just an enemy type in Final Fight) was yes, at least in Japan. >how the hell is that roided up Italian grappler in six an actual woman
You may not like it, but this is what peak performance looks like it's jew pandering + the idea of rule 63 gief that's just as much of a hulk as him is genuinely funny
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>>306331
>>306334
>Poison
I personally believe that story that "Poison is a transvestite" was a last minute attempt by Capcom to avoid censorship because "hitting fictional women in a video game is bad".
Otherwise they wouldn't make her look so womanly and feminine, with those those child bearing hips and thighs.
Also they wouldn't have an actual woman voice her.
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>>306334
The way I heard it, the whole thing about her being a secret penisman came from the localization team for the US version of the game. But if they've danced over it for years, I assume that at this point (provided that they haven't started to paint her up with twumblr flags to get that Dei money, like with what happened to poor Bridget) the flip-flopping itself is like an in-joke and she's actually a she. I hope. 
On your second point though; well I suppose that should have been obvious. In theory your spoiler bit could work, but she'd have to look a bit more like her concept art or at the very least have tits to match her muscles. (But that just brings up the issues with SFVI's art and models in general) Her getting together with old 'Gief would probably be the most interesting thing they could do with his character at this point considering how he can't be nationalistic now.
>>306337
This seems to correlate with that. Personally I just hate it when they do the whole "Draw a man/woman, call it a woman/man" Especially when it is, as you pointed out, blatantly impossible for one to look so much like they should. Some people have said that her concept art included the word "Newhalf" next to her design while FF1 was being developed, but I've also seen people say that any relation to that might have come from the attitudes of the time about hitting women and a possible short-lived censorship law. It's all very confusing.

Is this just me trying to cope with how we'll probably never get an ending where she comes clean and Cody corrects her into bearing his OP children? Maybe. But that might be a topic for another day.
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>>306334
>Spoiler
I can accept unrealistically muscular women as long as their shoulder boulders match (or better yet exceed) their boulder shoulders
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>>306355
So, pics unrelated, right?
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>>306360
It's really, really hard to find non-pornographic art of these two, okay? And a lot of artists have been harangued about "staying on model" which hasn't helped.
>>306339
>Dub
That aside, it's nice to see some legitimately cute girl designs and some bouncing boobs. It feels like it's been ages since I saw that in a fightan game promotion. 
Are there any Fatal Fury fans in this thread? Does this trailer make any sense at all or is the giant german man parting the ocean with an underwater organ par for the course?
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>>306347
modern capcom is full of DEI hires; Poison to me is a woman - since the initial conception as an enemy was.
This is a situation where the creature we see is far too feminine to simply be a dude.
Capcom is a shit tier company though & I don't trust anything they do anyways.
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>>306355
I don't know what to tell you, but that is a MAN with tits, anon.
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>>306334
>>306355
Dragon's Crown's Amazon is how you do muscle woman right.
Marisa is just a man's body and a shit design.
>>306360
>Pic 2
How can you call that shit a woman!?
>>306347
>But if they've danced over it for years, I assume that at this point (provided that they haven't started to paint her up with twumblr flags to get that Dei money, like with what happened to poor Bridget) the flip-flopping itself is like an in-joke and she's actually a she. I hope. 
>Personally I just hate it when they do the whole "Draw a man/woman, call it a woman/man" Especially when it is, as you pointed out, blatantly impossible for one to look so much like they should. Some people have said that her concept art included the word "Newhalf" next to her design while FF1 was being developed, but I've also seen people say that any relation to that might have come from the attitudes of the time about hitting women and a possible short-lived censorship law. It's all very confusing.
>Is this just me trying to cope with how we'll probably never get an ending where she comes clean and Cody corrects her into bearing his OP children? Maybe. But that might be a topic for another day.
They said that some concept art included the "newhalf" word, but that could just have been added later in development (maybe when the US branch warned them about possible issues about beating women up in a game in the US) to avoid the censorship.
I also agree with your Cody suggestion, i would want for Crapcom to finally acknowledge Poison as a woman and maybe make that kind of storyline with Cody, maybe with Cody hinting at the tranny rumor and Poison getting pissed at Cody for believing such bullshit.
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>>306391
I totally get you. You have this whole mutli-character plot line set up with Cody being framed for Poison's criminal assaults alongside his increased thirst for violence/fatalistic attitude about how he's always going to get roped back into fighting, and Poison herself trying to go straight, multiple games with the both of them as playable characters, and then Cody resolves nearly all of his issues off screen and becomes a mayor after a pep talk from Haggar and absolutely no interaction with Poison. What is the point of a vidya character changing for the better if we don't get to play through that change?! I even like the idea of Cody getting his life turned around, but suddenly showing up in SFV when in the last chronological game he barely gave a shit about anything is way too quick of a shift. Poison is good at being a manager, her becoming Cody's sexy secretary would be a fun way to use that element to advance both of their characters in a fun way.
You also make a good point that that text could have been put in after the issues with punching female mobs came up. I don't think I've ever seen anyone else bring up that as a possibility.
>>306382
Makes sense to me. I was tenuously interested in SFV through it's lifecycle, but I basically gave up on SF6 as soon as that Kimberly thing showed up in that trailer. I mean, Really? Spray-painting instantly best at everything black girl is the one to inherit the Bushin-ryu? What happened to Maki?
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>Poison is a GURL becuz i SED SO
We had this conversation almost exactly two years ago. https://archive.fo/6AZ47 starting at post #241099

Long story short, Poison has always been a transvestite/transgender/crossdresser/transsexual/whatever, but never a real woman or a real man. The drawings from original Final Fight character design sketches which predate the first arcade release are irrefutable evidence. https://inv.nadeko.net/watch?v=3Lj-9npanOI is the video which documents Poison's history in a concise manner.

<n-n-nne-en-ene-nen-enNUOOOOOOOOOO, THAT'S REEEEEEVISIOSNISM!!!!!!11111
Personally, I ignore gay shit and imagine her as a woman, but I doubt any subhumans stooping to AI slop reaction images will be capable of that level of hypothetical thinking.

>>306416
Is there a term for Engrish, but Mexican? I can vividly imagine the author's swarthy fingers hunting and pecking on his keyboard typing this.
>>306433
Dude, just say you are a futa faggot and be done with it.
>>306385
That is, for sure. But that doesn't mean that the ones I posted look as bad. Conceptually, I like the idea of a strong wrestler lady that wants Zangief to bear hug her while he piledrives her onto his dick. The execution however, warrants just that.
>>306391
Yes, if they made Marisa a redhead version of the Amazon, that would have been grand. 
>>306433
There's no need to be a dick about it, anon.
Also I suggest Inglaze. Though given the age on that piece's source, it's very likely the artist used an aged machine TL and didn't care to check it.
>It is a mystery that has haunted Metro City for two decades. The true identity of Poison has been a topic of debate for gaming historians, fightstick jockeys, and homophobic teenagers alike.
Yeah, sounds like a very unbiased source.
Also I looked through that thread and it was in no way settled. The evidence presented was called out as revisionary and there was nothing given to dispute that.
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>>306433
>The drawings from original Final Fight character design sketches which predate the first arcade release are irrefutable evidence
idk, looks like a woman to me, down to the literal tits pointing out of her shirt. probably why you made the active decision not to actually fucking post your "irrefutable evidence".

<In the Street Fighter X Tekken artbook, Yasuda states that he created Poison because he wanted to introduce "a sexy female gang member" to Final Fight
<Fearful of an overseas lawsuit against Final Fight for having female enemies in a beat-'em-up game, Final Fight designer Akira Nishitani thought that the company could avoid a potential lawsuit by switching the female enemies (Roxy and Poison) from cisgender to transgender.[6] Although originally conceived as cisgender females, this switch can even be seen in concept art for Roxy and Poison, where they are referred to as, "ニューハーフ," meaning, "newhalf"; this is now a derogatory term equivalent to "shemale".[7] It can also be seen post-release in the Japanese instruction manual for the SNES port.[8] Despite this switch by his own suggestion, Nishitani still personally views Poison as a cisgender female.[9] It is worth noting that fellow Final Fight designer Akira Yasuda, the creator of Roxy and Poison, personally views Poison as a cisgender female in Japan and as a transgender female in North America, presumably due to this switch during development.[5] Ultimately, when the US version of the game was ported onto the SNES in 1991, Poison and Roxy were replaced with two male thugs named Billy and Sid, presumably due to Western sensitivity towards violence against women at the time. 
sounds like it's a woman too. you're just a dick loving lala homo faggot, aren'tcha.
>>306440
I don't think that if the devs meant her to be a tranny would have drawn her like that, especially in the second picture you posted.
That is clearly a woman and not a cross dressing mentally ill dude.
>>306440
><In the Street Fighter X Tekken artbook, Yasuda states that he created Poison because he wanted to introduce "a sexy female gang member" to Final Fight
><Fearful of an overseas lawsuit against Final Fight for having female enemies in a beat-'em-up game, Final Fight designer Akira Nishitani thought that the company could avoid a potential lawsuit by switching the female enemies (Roxy and Poison) from cisgender to transgender.[6] Although originally conceived as cisgender females, this switch can even be seen in concept art for Roxy and Poison, where they are referred to as, "ニューハーフ," meaning, "newhalf"; this is now a derogatory term equivalent to "shemale".[7] It can also be seen post-release in the Japanese instruction manual for the SNES port.[8] Despite this switch by his own suggestion, Nishitani still personally views Poison as a cisgender female.[9] It is worth noting that fellow Final Fight designer Akira Yasuda, the creator of Roxy and Poison, personally views Poison as a cisgender female in Japan and as a transgender female in North America, presumably due to this switch during development.[5] Ultimately, when the US version of the game was ported onto the SNES in 1991, Poison and Roxy were replaced with two male thugs named Billy and Sid, presumably due to Western sensitivity towards violence against women at the time. 
I guess that is more evidence than the tranny lover ever provided.
>>306440
>Transvestite lover shows up
>Claims that the Poison case has 'been settled'
>Gets refuted by a simple collection of developer quotes and insights, along with some traditional /v/ insults
>Snaps and starts posting gay nigger porn
I guess you must have hit a nerve. Just another day in the Fighting Games thread!

Anyways, did anyone else like Abel? I thought he was fun and I was pretty surprised when I found out that people thought he was boring.
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>>306463
Also his supers had this certain rawness to them, especially his first ultra. His eyes turning black was, for me, just the right amount of edge.
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This update is pretty fuckin rad. New story mode with branching paths for different dialogue choices, new level with a ring-out mechanic, total UI overhaul, new costume for Kain with the insinuation that more are to come
>>306365
I'm a fan, but never cared for vidya stories in any game. I guess parting the ocean isnt too far off from blasting energy waves out of your hands. I still haven't figured out how to get my underwater organ to play notes, but maybe Krauser's family got it figured out some time ago.
>bouncy boobs
I was sure happy seeing them puppies on Mary floppin around
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>>306471
That's cool. I'll be honest and say that the only fighting game I ever spent much time on was SF, but I did once play a Fatal Fury arcade cabinet that was tucked away in some old gas station stop. The screen was all red and white, like a reverse Virtual Boy, and I don't think I even managed to make it past the first stage, but I was intrigued by the man in the baseball cap and it's sort of stuck around in my head ever since.
>Story in Fightan Vidya
I get it. There must be a certain difficulty in fixing it so that every character gets their time to shine and "win" while also trying to work in any character development into an overarching narrative when most of those victories and character moments are rendered non-canon.
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>306473 (me)
Of course, that doesn't excuse the shitty storytelling of most of these games in the first place. I kind of get Bison's Yellow Shadow gimmick where he has like a million back-up bodies cashed around the world, but that really shouldn't matter once you have Ryu use the power of off-screen enlightenment to obliterate his soul. Then there's the difficulty of killing off characters. If they're hated, no one will care, if they're popular, people will complain that they can't play them anymore. At this point, I have to wonder why more of the big names don't just ditch the melo-drama and make it more light-hearted if the devs are so afraid of making any lasting consequences for their character's actions.

Can you think of a fighting game series that actually has a good story? I'd be curious to know.
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>>306463
>Anyways, did anyone else like Abel? I thought he was fun and I was pretty surprised when I found out that people thought he was boring.
I think he had potential, but needed some tweaks in his design.
I feel conflicted on his design, like, on a side, he feels like a classic Street Fighter character looking simple without being overly designed like some of the garbage character of the later entries, but on the other side, yeah it kinda looks boring.
I don't know, maybe a different haircut and giving him a beard or slightly changing his costume could have done wonders.
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>>306520
Well, shirtless Ryu with a beard (and uncomfortably realistic skin textures) made all the girls dehydrate themselves on sight (supposedly) so maybe you've got something there. I've created a bit of concept art using this and another Capcom OoFL (object of female lust) as a baseline. I may run it by /cukequeen/ at some point and see if it illicit a similar reaction. I dunno, I liked his look and I think that you're right in that he looks like a proper character that might have been made in II or Alpha or something. Maybe lean into that sort of French sailor-like alternate outfit he got and make his style more explicitly Savate ?
That aside, I saw someone put up an idea that he could have been a the father of Remy from SFIII, and that he had at one point formed a friendship with Charlie who taught his son his style before Abel was kidnapped by S.I.N to be used as the baseline for the Seth series of Bison Backup Bodies. It doesn't really work with whatever the fuck the plot of V turned out to be, but it would have been much more interesting than what we ended up getting.

By the way; if the writers want to kill off a character but the marketers want the guy to stay, why not just keep said characters around to play but treat their future arcade mode stories as a "what if they lived" sort of thing?
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>>306600
I am not that sure about a beard, but maybe giving Abel longer hair on the tied into a ponytail while keep the hair on the sides of his head shorter could have made him look cooler.
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>>306475
>Of course, that doesn't excuse the shitty storytelling of most of these games in the first place. I kind of get Bison's Yellow Shadow gimmick where he has like a million back-up bodies cashed around the world, but that really shouldn't matter once you have Ryu use the power of off-screen enlightenment to obliterate his soul.
Street Fighter's lore got retarded with the Alpha series.
>Cammy being M.Bison's clone (rather than maybe being just a girl who was kidnapped when young and then brainwashed)
>Birdie retconned into a nigger (with the BS excuse that in SF1 he was "sick")
>Akuma being the one defating Bison instead or Ryu (even though that happened in one of SFII's revisions)
>The whole "Evil Ryu" edgy bullshit.
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>>306655
Alpha/Zero series leaned too hard into the anime character design & anime edginess.
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>>306654
Something like this? I think that makes sense. Really the more and more I think about it, having him be the father of Remy adds a ton to flesh out both characters.
>>306655
Know what the weirdest part is? I think I read that Birdie doesn't even have that line in the Jap version of Alpha. But you've hit on something there, the plot, from what I know, started to become a lot more convoluted. The Cammy recon was bad enough (why would a clone of this ethnically ambiguous black-haired guy be a small blonde English woman?) but the Evil Ryu shit is so dragged out. I like the concept; a man striving to be the strongest has to wrestle with the violence inherent to his path to enlightenment, but it started to be treated like an ass-pull excuse to allow him to punch above his paygrade or get shounen protagonist power-ups without any character development. Not to mention how "Evil Ryu" was apparently worthy of his own separate character slot in 2 whole games!

Also goddamn why is it so hard to post here with Tor now?!
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>>306910
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I've been trying out the 2000s tekken games and they're alright.
>>306520
I've started playing SFIV again recently, and despite my poor circumstances playing with a keyboard Abel is still pretty fun to play with. His moves are sensible, practical, and even I, some years near a decade away from playing this game, have started to put together the first little seedlings of a combo idea. That Marseilles Roll is very fun, and that half circle command grab still packs a satisfying oomph to it.
>>306893
To be somewhat fair, I do like Adon and Gin's redesigns somewhat since they make them stand out a bit more, but they did go overboard just a tad with the former's hair.
But seriously, what the fuck where they smoking when they came up with that Birdie?? Did they get some ghetto-boo on the staff that also couldn't be assed to make an original character? Was this an early example of dei practices slipping a designer a check? Did the artist just want to draw a weird black guy?
I'd say he looks like a One Piece character, but that would be unfair to even some of the abominations that Oda's created.
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>>306893
>>306958
>>306655
Was it worse or better than what the Cartoon did?
https://www.youtube.com/watch?v=Gpr-YU6Xf8g
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>>306960
Worse.
As stupid as that cartoon was, Capcom did dumber shit with the Alpha series and following titles.
At least Blanks looks like he should in that cartoon, instead of the monkey green nigger he looks in current games
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Also, speaking of retarded shit, what about Seth coming back in a female body but with his male voice?
WTF was that shit?
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>>306972
You know, yeah. I don't know if Zombie!Nash is better or worse than Blanka!Charlie, but the fact that it's somewhere on the same level speaks volumes.
Also as a side note; Bison's line in the cartoon at the end with Chun-Li was gold.
>Yes, yes, I killed your father. What is it with you women anyway? I killed my father too, and you don't hear me whining about it!"
>>306974
That was, oh yeah that was something that the writers chose to do, wasn't it? Goddamn, how many backup-clone/synthetic bodies does a guy need? And why did the female one get a sexy dress and hairstyle? And why would it have male vocal chords??
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>>306977
>Yes, yes, I killed your father. What is it with you women anyway? I killed my father too, and you don't hear me whining about it!"
Man, that shit was hilarious.

Frankenstein Nash was retarded, but Nash's design was dumb from the get go with that ridiculous Banana hair and goofy costume.
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new melty announced
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>>306977
>Goddamn, how many backup-clone/synthetic bodies does a guy need?
Obviously all of them except the original Seth were meant to be sex toys, the backup body thing was just an excuse. I have to assume female Seth was a deliberate choice to fuck with people.
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>>307009
If they gave him a female voice I wouldn't have minded, but that shit was just gross.

>>306893
>Alpha/Zero series leaned too hard into the anime character design & anime edginess.
I agree.
It's when they started with the shit anime clichés and designs.
The whole "Evil Ryu" shit was just stupid, the whole thing about "fighting your dark side" works in Tekken but not in Street Fighter.
>>306910
>why would a clone of this ethnically ambiguous black-haired guy be a small blonde English woman?
Exactly.
Not to mention, doesn't M.Bison tell Cammy at the end of SSF2 that they used to be lovers (whether true or just Bison lying to her)?
How does that make any sense?
I enjoyed Street Fighter alpha 3, but the character design and story was retarded, and I wish they treated it as non-canon like Street Fighter X Tekken.
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>>307008
When are they going to use my idea and make a Neco Arc Pikmin style game, where you're brawling through a city and your little Neco Arcs can scrap cars and buildings and turn them into unique mechs based on what they scrap, which you can ride in. Also it's co-op.
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>>307012
>SFII Cammy ending
I think that's dubism at work again. I believe that the Japanese script has Vegison state that Cammy used to be his underling, and she gets depressed at the thought of being an evil soldier that might have killed a bunch of people rather than going into depression because a guy says they used to bang without any evidence.
>>307008
Is this the most Chuuni fighting game series or does the Touhou-esque nature of the characters prevent it from reaching quite that far? I admit that I've never played it, but I like getting opinions from people that actually have instead of theirtubers that might have done nothing more than read a tvtropes page.
>>306993
>Nash: "Hey Guile, I want to kill Bison"
>The plot: No Narshly! You're a good soldier, you must not get revenge on the guy that killed you is trying to take over the world! Only someone completely disconnected from this guy's world-conquering ambitions and decades long scheme can not care enough to kill him!"
>Guile: gif related
>>307009
>Unused prototype super-powered sexbot trying to find a husband
This would have been a better character than pretty much every newbie introduced in the last 2 games.
Replies: >>307031 >>307055
>>306993
I actually kind of like his jacket/combat pants outfit, but you're right in that that scythe-hair is just way too silly. Even Guile's humongous flattop looks more possible than that thing.
Hopefully never.
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>>307027
Did I miss something?
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>>307012
I'm saying it was supposed to be gross because Seth is trolling you.
Or maybe there was another motive.
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>>307015
Melty Blood and all of Tsukihime is dumb good fun. They're miles above Ragna the Blood Edge and other similar weeb offerings.
>Is this the most Chuuni fighting game series
The opening chapter of the VN it's based on starts with the protagonist slicing the main heroine with a pocket knife into 14 chunks of meat then popping a boner, smegma and all.
Replies: >>307032 >>307047
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>>307031
But how do you look at something like that and go "I'm gonna make a game based on that"???
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>>307032
The VN was a doujin, the fighting game was also a doujin. Plus, the girls are cute, OW THE EDGE and then good old late 90s aniota soul.
You tell those people not to have fun in their Comikets.
Replies: >>307089
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Here are some character percentages by country for SF6, if this is accurate and if anyone cares.
>>307031
I see. Well, it sounds like some teenager's original novel, and that's not exactly an insult, though I have to ask for the context behind that scene. How's the gameplay and who is best girl?
>>307029
At this point I wouldn't even be surprised. Honestly I have to wonder why they haven't already done this, what with all of his supposed female back up bodies. Maybe they were testing the waters with Seth? Could you imagine if they did this? Bison is back and is now a sexy dominatrix. They'll be a thousand idiots bending over backwards to defend "her" within the first five minutes of the reveal and Maximillumstooge will be making 10 reaction videos with his O-face in the thumbnail.
>>307015
>I think that's dubism at work again. I believe that the Japanese script has Vegison state that Cammy used to be his underling, and she gets depressed at the thought of being an evil soldier that might have killed a bunch of people rather than going into depression because a guy says they used to bang without any evidence.
That may be.
But still, Cammy being M. Bison's clone is fucking retarded.
I have no idea what kind of retard was allowed by Crapcom to fuck the lore up like that.
Replies: >>307087
>>306911
Wew
Replies: >>307087
>>307029
>>307055
Clearly this is either early subversive practices or some dev's fetish, so I'm kind of surprised that they haven't done this yet. The current fetish seems to be making guys dress like sweaty hobos.
>>307063
T'was a simple edit, yet I am glad to have made you lol.
Replies: >>307088
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>>307087
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>>307037
>spoiler
<"Behold! My fortune-telling predicts that the next time I show up in the story, I will once again do absolutely nothing and also possibly lose!"
Why do my command grabs in SFIV keep whiffing even when my character's hand passes through the opponent's head?
Also what is the purpose of playing in Omega mode?
Replies: >>307188
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>>302372 (OP) 
>decide to play Jackie Chan: Kung Fu Master
>Jackie Chan's 3 different bosses
>you don't unlock him

How and why would they make Jackie Chan not playable, not even as an unlockable, in his own fighting video game?
Replies: >>307096 >>307122
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>>307095
Because Jackie would be the most broken member of the cast and would require that you, the player, restart every round if you make a mis-input.
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>>307095
There's an updated version of the game that adds all three Jackies as playable characters at the cost of removing fatalities.
Try that one out instead.
Replies: >>307126
>>307122
Fatalities can ruin the spirit of fighting games in my opinion. Except for Mortal Kombat since that entire game is about being brutal.
Replies: >>307132
>>306893
Speaking of ridiculous designs; I'm just going to be upfront and say that Rufus from SFIV is a way more fun and interesting character concept compared to Kung-fu Balrog. Rufus is a fat, loudmouthed idiot, but he had this goofy charm to his character that I couldn't help but like, or at least feel that he was unique enough to keep around. I keep seeing this "King Cobra" thing being brought up and shilled as "The character we should have had" and he's just some bald black guy. Then, in the videos down below that, there'll be like 3 vids talking about how Abel failed because he was too bland.
Also I just realized that they more or less combined the two into SFV Birdie, and that's somehow worse than either one of the original two by themselves.
>>307126
Seeing the view numbers on fatality compilation videos makes me think that a fair number of unfortunately unattended youths are going to wind up with a guro fetish. But you're right, I think that having a gory dismemberment of your opponent serve as the highlight of a game makes people more likely to focus on that rather than the gameplay.
>>307091
Throws in 2D games have significantly shorter range than normal attacks, even if it doesn't match the animations. You also can't grab people out of blockstun (and usually hitstun). Omega mode is a rebalanced version of SF4 that was added in Ultra SF4 a a fun experiment; it has a universal input buffer so doing links is much easier and most characters are completely reworked.
Replies: >>307214
>>307188
I see. I've gotten better as of today, since I finally managed to beat SFIV's Arcade mode on Easy with Abel, though I had to use a fair number of continues on Guile. But it's interesting getting back into the whole thing. The timing on inputs is probably what's throwing me off the most, besides the pressure from the other guy making me forget which button does what, but it's starting to set in how I need to buffer the key presses, a little.
The most amazing feeling I've had so far was when I managed to interrupt Seth's EX kick via command grab. (Though I'm not sure if I actually meant to)
Another neat thing is realizing when the CPU is going easy on me for a flubbed attack.
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>>307214
Update: I finally managed to win an online match. However, I don't really feel like it was deserved since I abandoned my 29$ keyboard to use my 20 year old logitech gamepad and sort of just turned off my brain.
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>>307320
>online match
In fucking SF4? Nigga, what are you doing?
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>>307336
I'm trying to get better at the game? What, is there some secret cult in that online sphere or something?
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>>307341
The game's 18 years old and has abysmal netcode, which wasn't good even by delay-based standards. I'm astounded you could even get games, let alone playable ones. If you want to test the waters you should experiment with SF2, SF Alpha, or SF3 on Fightcade since it's at least free.
Replies: >>307411 >>307868
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>>307374
I mean, I've been getting my ass kicked six ways to sunday, but I thought that that was just the standard for new players in fighting games. Connections generally been fairly spot on, from what I can tell.
>>307411
Fast-flying combo monsters are annoying as hell. At least with a grappler or a ranged guy I can blame myself for not playing right. What am I supposed to do against a guy that's been studying frame-data for 10 years?
>>307412
>What am I supposed to do against a guy that's been studying frame-data for 10 years?
Nothing, that's the exact definition of gitting gud in fighting games.
That and creating a cartel circlejerk for your ego.
>>307411
>>307412
>connections generally been fairly spot on
2-6f of fluctuating input delay is not "fairly spot on," friend. SF4 is a cool game but its netcode has always been a joke. The reason I encourage people to try Fightcade is because the games on it are small enough that they use memory snapshots to enforce fairly stable rollback netcode so you always have the same delay even if the visuals sometimes jitter. There is also the Flycast emulator which also has rollback and supports the Dreamcast fighting games rather than arcade ROMs like Fightcade.

>Fast-flying combo monsters
You're going to have to post some recordings of your gameplay if you want me to believe you were doing anything other than mistiming your mash into Ryu doing Medium Punch 15 times.

>muh FRRRAAAAAMMMMESESSS
Frame data is not the reason you're losing to people who are more experienced in the genre, and the sooner you stop screeching and learn to accept this the sooner you'll break free of the scrub mindset.

>>307433
>I am a huge bitch because I cannot be bothered to improve at a game I like
Yes, but have you considered:
1) Blocking
2) Not mashing
3) Holding back to block
4) Choosing an option other than attacking
5) Not mashing your face against your Dell membrane keyboard
6) Blocking
Replies: >>307470 >>307868
>>307451
>fightcade
Could I ask for a small spoon of information? I'll still go look it up, and I assume it's an emulator, but one of the main reasons that I'm playing SFIV online is precisely because everyone is kicking my ass. I can learn a bit from the CPU, but at a certain point it will just get into predictable patterns and fall for the same gimmicks that a person might not. Can I play it online if  I use it?
>Post gameplay
I don't know how to record my matches. Yes, I am braindamaged. I have looked through the settings but I am yet to find the switch to turn on the record function. I also don't have an editing program.
>FrAAAAAAAAAAMES
I just used that as an idea of how it felt to get stomped on by Evil Ryu, Juri, Rose, Akuma, and various others.
>>307433
The fact that I was able to bring these guys down to low health, even if I never really outright won, makes me feel like I am gitting a little gud.
>>307415
>4rd strike
That's toeing the line between charming and stupid pretty well for a fan title. But it does look fun.
Replies: >>307491 >>307868
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>>307470
>I have looked through the settings but I am yet to find the switch to turn on the record function.
>Yes, I am braindamaged
Jesus fucking Christ, you weren't kidding. You need to use a third party program like OBS (Open Broadcast Studio) and record the game yourself, either live or via viewing replays. If you don't know what the fuck OBS is then look up some tutorials. Your GPU may have a program built into it to record gameplay footage as well; Nvidia Shadowplay is pretty simple and reliable (although it does bloat the filesize to about 5-10x what it needs to be), whereas AMD Afterburner is generally a piece of shit.

>I assume it's an emulator
Fightcade is an emulator for arcade games that adds functional rollback netcode, matchmaking, and text chat. It has been the backbone of the FGC for well over a decade because it lowered the bar of entry for discontinued/unsupported arcade games down to $0. It runs on practically anything and there are a million guides.

SF4 and games of the 6th and 7th console generation are in an odd state because they are too large to use memory snapshots and can't be emulated, but they weren't designed with rollback netcode because the Japanese are retarded and don't know what the internet is. It wasn't until around 2020-2023 that fighting games collectively implemented rollback netcode, and there are still plenty releasing with godawful netcode because of the aforementioned not knowing what the internet is.

>4rd strike
That's a (human?) spambot who's been shitting up cuckchan for many years and occasionally this place. Filter and reply.
Replies: >>307499 >>307709
>>307214
>Easy
Good. You dont wanna git gud at beating a computer that's necessarily reading your inputs, real people will play. Easy is the mode to play. Unless of course your goal is to be king nigger CPU killer, then have a blast.
Replies: >>307499 >>307868
differently*
real people will play differently*.
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>>307491
Okay, thanks for the spoonful! I'll tell the probably very obvious truth and say that I've never been very big on figuring out how the magic button box known as my computer works, but if I can get yt-dlp to work, then I can probably manage this.
That story about the rollback code is funny though. Is that an oddity of Capcom or just most of Japan in general?
Oh and I did finally find my automatically saved matches. But now I am very much loath to upload them even if I could simply for the fact that you can get a much clearer view of how terrible you are when you're not in the heat of the moment. 
>spam
Pity. The mod actually looks kind of fun (though I'm a bit confused as to why someone would want to make Sean better. Isn't he a joke character?)
>>307492
I guess that makes sense. I beat it on Medium and it was kicking my ass until I learned to stop sperging out and watch for openings, so it's not like I didn't learn anything from that. Of course, it's not completely internalized
Replies: >>307577 >>307868
>>307499
>That story about the rollback code is funny though. Is that an oddity of Capcom or just most of Japan in general?
Fighting games have historically never had functional netcode except for Western ones like Mortal Kombat and Killer Instinct, which have shit gameplay. The only exceptions to this dichotomy have been fanmade hacks like CCCaster for Melty Blood, which are unacknowledged by the Japanese devs.

>Sean
He's meant to be a handicap character so people who are good at Ryu/Ken/Akuma or the game in general can play against their friends without completely stomping them. People don't always know this, and there are some urban myths circulating due to him being a very good character in Second Impact, so occasionally you'll see people wonder why Capcom nerfed Sean. But they never wonder about why he was buffed.
>>307577
>Sean
I've read somewhere about the dev team hating the little nigger and deciding they wanted to cast him as the joke character come Third Strike. As in, they had tangible contempt for the character. No idea whether this is true or not but since it's hilarious I want to believe it is.
Replies: >>307588 >>307675
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>>307577
>>307583
I'd believe it. There's something about that guy that makes the idea of him being a serious contender against other cast members just tick me off. He seems like such a little shit I'd almost believe that he was trained wrong on purpose, if it wasn't more obvious that he just doesn't have any talent.

I really want his sister to make green-skinned, red-haired electric babies with Blanka though.
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Harade decided to join a real company making real games.
Saudi Waffle House level imminent.
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>>307605
>Harada now works for SNK
Never seen that one coming.
Honestly, SNK should start developing games that AREN'T fighting games, for once.
How about reviving stuff like Shock Troopers or Soccer Brawl?
Replies: >>307612
>>307611
Yeah. I want Terry Davis in a beat em up instead of a fighting game. Or a new Metal Slug which isn't a gacha game.
They've already made a billion fighting games in a row, I'm not interested in any of them.
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>>307612
Does SNK have the rights to Terry Davis' image though?
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>>307605
FF Cuckshed of the Wolves featuring collab stage Waffle House and guest stars Shaniqua at 3AM, Fakurmum, Jake Paul and Pico from the Boku no Pico Academia series, let's fucking go.
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>>307630
>he's still mad
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>>307614
Maybe a Dragon Ball game can feature him like Ted in the future.
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>>307641
>ur le mad
"Mad" about what?
Not the anon you are replying to, but as a Fatal Fury fan i am extremely disappointed in that shitshow called City of the Wolves.
Voicing your contempt for shit choices the developers or the company made is perfectly fine, i don't know if you expected people to just consume product and then get excited for next product like mindless drones.
It's like calling Mario Strikers' fans "mad" for saying that Battle League is shit after waiting what 15 years for a new one, only to get that trash instead-
Replies: >>307649
>>307648
I'm not that anon, but I've been interested in getting the low-down on what the best FF game is. Obviously I could just start at the begining and work my way through and form my own opinion, but I only have a small section of time in a week to actually play vidya and I'd like to dedicate that to the best ones I can get my hands on.
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>>307649
Best Fatal Fury games are Real Bout, Real Bout Special And Real Bout 2 The Newcomers.
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>>307583
<Sean
>I've read somewhere about the dev team hating the little nigger and deciding they wanted to cast him as the joke character come Third Strike. As in, they had tangible contempt for the character. No idea whether this is true or not but since it's hilarious I want to believe it is.
It could be true, i mean, it's like somebody in the dev team said: <"Hey, let's make yet another Ryu/Ken clone, but make it a nigger this time around. What? Bland, you say? How about we give him a gimmick, like... playing basketball? That will give himpersonality!"
He's such a shit character like 99% of SF3's roster but then again, why even making such a shit characters if even the devs hated it?
>>307588
That's the only good thing about Sean, his sister.
Imagine how lame he is.
No fucking idea why would you want to see her getting fucked by Blanka, though
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>>307675
>Spoiler
Who would you say managed to land in the 1%? I like Alex in terms of design, but his fighting style look sort of boring (which is odd because I like lighter grapplers) Remy almost looks like a character from another series was kidnapped and transplanted into the roster with Guile's moves (and would look better with a ponytail), Yun and Yang are a blight on the face of anyone trying to play a character that isn't top tier, and Q looks cool but barely counts as a character. I'm guessing you like Makoto and Ibuki?
>Spoiler 2
Because they are both from Brazil, both use electricity, and both of them have a fighting style that's a mix of rushdown and defense. Plus, Jimmy is a good boy and deserves a nice girl after all the shit he's been though.
Also it's just funny.
Replies: >>307698 >>307699
>>307674
Mark of the Wolves is the only one anybody actually remembers, and has the best sprite art. The roster is kind of small and the balance is abysmal but it's a fun game to mash buttons in.

>>307691
>Yun and Yang are a blight on the face of anyone trying to play a character that isn't top tier
>Yang
Yang is lowish high tier to highish mid tier. Ken is the actual gatekeeper of 3S because 4 of his normals and SA3 are better than some characters entire movesets.
>Q looks cool but barely counts as a character
Why the hell not?
Replies: >>307704 >>307708
>>307691
>Because they are both from Brazil, both use electricity, and both of them have a fighting style that's a mix of rushdown and defense
I agree that it would be very funny for the green monkey man to get the latina bonita, but I must ask how anything Laura does is defensive. She's a pure rushdown grappler/setplay character.
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>>307699
I must admit that I haven't played SFV, but I usually consider all grapplers to be at least semi defensive since they require, as you said, a bit more set up and time to get things going. But I'm glad to hear that you agree with me about the silly ship
Boy do I hate that "monkey-boy" became entirely too literal with his new model though. Fucking hell.
>>307698
>Q
Because we don't know anything about him. Not an offence to the guy, since mysterious fellows like him are always going to be interesting to pick at and theorize about, but just speaking objectively he doesn't have much of a defined character. So I guess I should have worded that better.
>Yang
I suppose I just had a particularly bad experience with him recently. I'm generally not super aware of tier lists outside of the top few guys because I don't want to have my enjoyment of playing a character
>307704 (me)
*Have my enjoyment of playing a character ruined.
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>>307674
Thanks for the rec!
>>307698
Sometimes a pretty game that's fun is more enjoyable compared to something that you need surgical skill to play. Thanks for this rec too!
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>>307491
Would you recommend installing a VPN before setting up an account with this?
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Ayane's CV passed away.
>>307714
F
>>307709
From thumbnail it looked like she was standing apologetically infront of twin towers during that tragedy.
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>>307714
RIP
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>>307718
>etto... a-anno... SUMIMASEN!
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>>307714
Don't tell me, it was the vaccine?
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>>307724
Your webm is cursed, it casues my tab to crash when played on the browser.
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>>307731
Statement mentions "being treated for an illness" which 9 times out of 10 in Japan means cancer.
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>>307741
>cancer
Yep, it was the vaxx.
>>307709
What would be the point? You're gonna be matchmaking with people from all over the world who just want to run the set. You'd have to keep that VPN on and make both your and your opponent's experience into mush.
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>>307759
Oh. okay, thanks very much!
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>>307734
>casues my tab to crash
Crash?
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>>307794
lel
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Combo Breaker this weekend. Bound to be lots of good side games and streams.
>>307759
Okay, I've got it installed... What do I do now? I found this lofi dot netlify dot app/post/fc2-json-pack-auto-download-roms-from-fightcade-2
but I am hesitant to download anything I'm not 100% sure on
Replies: >>307814
>>307812
You're gonna have to get comfortable with Ring TFM and using search engines at some point for all this, dude.
https://www.fightcade.com/help

>lofi.netlify.app stuff
I downloaded it just now and it's a bunch of JSON files that tell the emulator where to get the most up to date ROM. If you look into the JSON files you'll see they all point to "fightcade.download" and if you go there it'll redirect you to: https://fightcade.guide which has more info.
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>>307814
Well, I finally got it working. Thanks for all the help. Maybe we'll meet in online battle some day.
Is there anyway to turn down the brightness of the game btw? I have to wear sunglasses during it lol
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>>307835
yes
listen listen anons, how about, instead of playing fighting games, you fight irl? You guys should do more real sparring.
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>>307856
I can't right now, too many car accidents.
>>307856
I have bone spurs in my elbows and schiatica so I can't kick box either.
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>>307214
> I've gotten better as of today, since I finally managed to beat SFIV's Arcade mode on Easy with Abel, though I had to use a fair number of continues on Guile.
>>307320
>>307336
>>307341
>>307374
>>307411
>>307412
>>307433
>>307451
>>307470
>>307492
>>Easy
>Good. You dont wanna git gud at beating a computer that's necessarily reading your inputs, real people will play. Easy is the mode to play.
>>307499
>>307577
So, i am not the only one who likes fighting games and gives no fucks about playing online.
I prefer playing at my own pace and face the entire roster of characters instead of playing always against a Akuma or Ken (or whatever the top characters are in the other games) that spam the same shit and tactics every single time
That shit is not fun, and i couldn't care less about "get gud" if i have to put up with that shit.
Tryhard and tourneyniggers who treat fighting games as a full time job ruined the fun of them.
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>>307868
>so, i am not the only one who likes playing violin and gives no fucks about using a bow
>i prefer playing at my own pace and try the whole range of tones instead of always doing I-V-I (or whatever chords the sonata allegro form uses)
>tryhards and musicians who treat music as a full time job ruined the fun of it
There's something about this genre that makes the lowest forms of human life come out of the woodwork to brag about ignoring VS mode play and the sharpening of skill in games designed exclusively for that kind of gameplay.
Replies: >>307873 >>307874
>>307868
millennials use competitive video games to act out their fantasies of beating up their high school bully
an entire section of zoomers losing their best years to a fucking fromsoft meme, along with the ESPORZ material payout carrot on a stick
then again it's not like their potential employers would have chosen them over pajeet anyway
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>>307871
>comparing apples to oranges

<-----(You)
>>307871
>muh skills
Aren't you "hyped" for the next EVO!?
Bet you can't wait to watch two stinky niggers playing a videogame and take it so seriously that they didn't work or washed themselves I years in order to "git gud" at it.
Also, check the latest maximilliax turd's video on the matter!
You felt called out as soon as you read "tryhards" and ", tourneyniggers", huh? 
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>>307874
>maximillian turd
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>>307874
<literally "muh skill"
<i cannot grasp the notion of doing something consistently and well
The game doesn't give you points for having an honor system.
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>>307884
>Writing “literally” in a completely nonsensical, rambling way, like an illiterate Redditor. 
You have to go back.
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>>306972
>Spoiler
Here's a much better interpretation of a "Civilized" Blanka. I've actually been wondering what it would have been like if Capcom had decided to take the artstyle in a more cell-shaded direction. I don't know what the general feeling on that kind of modeling style is here, but I feel that at the very least it's a semi-decent way of keeping the exaggerated charm of the sprite designs while still allowing for the flexibility of CGI (so that they can churn out dozens of costumes to fulfill their greed and profit margins) That way we might have been able to avoid designs like the aforementioned Blanka a Negro and Marisa el hombre. Or at the very very least not have to deal with everyone looking slick with sweat.
>>306440
What a great summation of evidence! Here's a less duwang-level translation of that little comic.

>>307875
>>307874
I still feel that "Maximillian Stooge" works best both as a insulting conversion of his channel name and as a reference to why he's so irritating. Man though, why do so many guys fall into this trap of making their icon way better looking then they actually are? It's especially nonsensical for people like him that are constantly showing their actual faces.
>>307916
Blanka in Street Fighter 2 was cool because he looked like a feral beast.
From SF 4 onwards, they made him look like a green skinned nigger.
>>307916
>Man though, why do so many guys fall into this trap of making their icon way better looking then they actually are? It's especially nonsensical for people like him that are constantly showing their actual faces.
Because narcissistic people tend to think they look way better than they actually do.
Replies: >>307934
>>307916
>cell-shaded
Better than cell shading, I kinda' liked the inkbrush style with thick bushy black outlines they were experimenting with using special shaders in IV. I agree the more detailed style they've gone with now, even if it retains a slight acrylics-like stylization, is definitely blander.
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>>307925
>Outlines
Oh yeah! That was actually pretty good. I have to wonder why they dropped that. It's a real shame too because I think that that solved one of the bigger problems I have with CGI fighters in that they can kind of blend in with the background. This is especially bad in V and 6 because the character colors blend in so exactly with the stages that it can be hard to keep track of where (you) are at times.
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>>307924
I mean, he wasn't that different in IV
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>>307916
>What a great summation of evidence!
<copy-paste of a fandom wiki with broken links in the citations
Fucking quintuple niggers, the lot of you. At least the twitter citation link works.

I don't have any stake in this issue, and in both the 2024 thread and this thread all I've done is present the earliest, well-sourced info I could. The newhalf term can even be seen in concept art for Poison where she is referred to as that, and based on the art alone we cannot possibly know whether the term was added afterwards. If Poison was originally female and then switched to transvestite for legal reasons during development then that's great and there's a little less gay in the world. All that the detractors said (aside from calling official information either revisionism or evidence depending on whether they agreed with it) was "nuh uh poison look like gurl", as though the fucking Japanese ever needed an excuse to draw a woman and call it male.

The most asinine part of the whole retarded gibbering was that I concluded by saying I didn't care what Poison was technically stated to be on paper, because she is obviously a woman and that's what I wanted. Then some fag replied saying:
<wow omg ur SO gay!
Do you people even read the squiggly lines and shapes on the screen? I might as well be talking to LLM bots at this rate.
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>>303058
>that shitty comic
So? Your point, nigger?
>>307970
I think at this point, the poison topic is just a huge litmust test of who is a flaming homosexual who needs more dick in his life or a sane human being. Who honestly looks at a sexy chick with huge revealing tits and ass and goes "Gee! I sure hope theres a huge dick somewhere in all of this".  Says more about you that you need to defend the poison trap position. Or an instigator that generates multiple replies like this.
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>>307987
*litmus
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>>307988
*ligmus
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>>307934
So, is Blanka actually Brazilian or is he just classified as such because that's where he got stuck?
>>307987
Agreed.
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>>306440
>Final Fight designer Akira Nishitani thought that the company could avoid a potential lawsuit by switching the female enemies (Roxy and Poison) from actual women to trannies
Why was the affinity for traps, faggots, and trannies so high in the otaku community, especially in the 90s-2000s?
>>308006
Blanka is Brazilian as the gharial and other critically endangered animal species from the Indian subcontinent are proud dravidian brahmins who worship cow poop. You can't slap a national identity onto a wild animal.
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>>308125
Yeah, I can understand that. It's sort of like my surprise when I played 3rd Strike for the first time and saw that Urien, the blonde, blue-eyed genetically modified super-human white guy that darkens up with his metal powers, had his nationality listed as Mexican.
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>>308137
>leather shoes evaporate but his underwear is intact
impressive
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>>308143
Does he need his metal powers in the cock too?
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>>308144
Makoto is in this game, you do the math.
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>>308143
It's probably made from his hair or some kind of super-fabric that the SF-Illuminati invented.
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Alleged Virtua Fighter 6 gameplay.
>>308167
>It just look like another modern "muh realistic graphics" with no style and 0 weight behind it where 2 dolls slap each others and there's no satisfying feedback.
God every modern 3d fighter look the same these days.
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>>308170
I don't get it either. Those animations in a 5th, 6th gen 3D fighter would've felt like they hurt. Here instead they have as much punch as a wet noodle.
>>308167
>Realtual Fighters
The close up switching to the old guy made me pause for a minute to realize that he wasn't another character.
What the fuck is wrong with FG devs? Either they're turning every character into alphabet soup, or they're wringing the souls out of their modeling staff by having them design every pore on a guy's face.
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>>308167
>hyperrealistic art juxtaposed against surreally snap-between-poses animation with the justification of mechanical legibility
This reminds me. Back when major fighting games started getting tournament grade PC ports with the likes of SFIV, it stripped away system-level lag of console and arcade platforms to expose the reputed donut steel folded 1000 times narrow input lag tolerance of nips as complete horseshit. Subsequently, modders implemented various kludges to bring input lag down to something tolerable even without bumping FPS, embarrassing JP devs enough they promised they would do better.

Has the state of input lag and general control responsiveness in the latest fighting games improved at all? The talk upthread of failure to incorporate anti-lag techniques PC FPSs mastered decades ago with QuakeWorld means probably not.
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>>308222
>personal computers have less input lag than custom devices specifically made to play the game in question
X to fucking doubt
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>>308226
Srsly mah d00d, even if you ignore modern arcade platforms that are either modern console mobos w/ extra RAM or literal Windows PCs misconfugured by nips who don't know how PCs are optimized, you have to go all the way back to the '90s for ~2 frames of latency on arcade to be typical:
https://inputlag.buffis.com/
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>>308228
>site made in 2023 that was complaining about the lack of verifiable information on the subject
>using a fucking iPhone camera for their measurements
Yeah, nah, I'll wait till something much more solid than this exists.
Replies: >>308234 >>308306
>>308232
I picked that page not just because the games measured were exactly the kind I was referring to, but specifically because its author makes the (quite sensible) decision to only count whole frames rather than getting caught up in sub-millisecond scanout autism that's irrelevant to a modern optimized QFT display. The iPhone is perfectly adequate, as a measurement tool, since it runs at 240Hz while all of the games are 60Hz.

Also, the numbers aren't controversial. Here's basically the same numbers from similar arcade platforms, obtained with a purpose-built rig (see the "methodology" link) to manipulate and sample line level signals:
https://inputlag.science/engine/results
Oh, and in case the nature of my complaint isn't clear, "optimized PC game on a correctly configured rig" means 1 frame of input lag MAX, thanks to runahead and beamracing emulation. That is the floor for comparison.
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>>308235
I've been looking at some SFV Alex gameplay, and besides the plasticine artstyle, he looks pretty fun. All jokes about >buying a game aside, do (you) think it's worth it to grab on a steam sale?
>>308167
I mean, tue gameplay doesn't even look that bad, but the characters look so fucking generic and boring.
>>308235
>1 frame of input lag MAX
Rolling On Floor Laughing.

Most fighting games that I've played on PC have either been very stripped-down games (like CCCaster, which is effectively a hack for Melty Blood AACC) with resultingly low input lag around 1-3f, or modern games made in UE4/5 that have too much input lag: around 4-5f. The lowest consistent input lag I've had on any non-emulated fighting game was 1f, on the PC port of Guilty Gear Xrd because it let you disable postprocessing effects. Though I usually left one of them on to prevent screen tearing and made do with ~2f. The PS4 version had 4f so it wasn't disconcerting going back and forth.

Both SFV and Tekken 7 had 8f of input lag at launch, which was unforgivably bad. SFV was eventually lowered to about 5.5f and Tekken 7 to about 6f. I think these games were also the ones which first had large numbers of pro players use high refresh rate monitors to artificially lower the perceived input lag - while that did have true results, it was also an extremely expensive workaround using third party hardware.

>>308232
You are a certifiable retard. Japanese arcade machines have historically had a ton of performance problems because the devs always tried pushing the machines to their absolutely limits, in fighting games and other genres. Metal Slug has a ton of slowdown and bad input lag on original hardware because the NeoGeo cabinets were intentionally made cheap and less powerful. Ringwide cabinets, used for Melty Blood's various versions (and I think a few other fighting games?), had 6f native input lag. Guilty Gear Xrd's arcade cabinets have 6f native input lag.

For as much as Japanese devs can fixate upon tuning the most obscure, arcane mechanics that will matter in one out of every ten thousand matches, they don't know how computers work.
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it is all coming around
>>308447
I never understood how people are bewildered by the Waffle House brawl phenomenon. Cheap food in the hood served at 3:00am. There are going to be some niggershines.
>>308448
Harada claims he's going back at 3:00am, he might well learn the truth that he's been told.
>>308452
I guess as long as he doesn't get shot, he'll have a funny story to tell back home about crazy gaijin.
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>>308447
>>308448
>>308452
>>308458
Obligatory background video:
https://www.youtube.com/watch?v=X1beEuBV7M0
>>308452
If he sees a fight he should shout
<ワルド  スア ! ! !
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>>308448
I dunno, is it just a southron thing? Like, I guess the equivalent out west is probably Denny's, and the only thing I run into there in the wee hours is a FUCKTON of whores.
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>>308447
WAFFLE HOUSE
WAFFLE HOUSE
WAFFLE HOUSE
WAFFLE HOUSE
WAFFLE HOUSE
WAFFLE HOUSE
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>>308464
I actually can't think of what the equivalent of Waffle House would be as far as fights go outside of the nigger south. Maybe cheap fast food places known for being open super late like Taco Bell but they just don't have the same infamy. Usually when drunken fights happen around here people at least have the dignity to eat at the bar before the kitchen closes.
>>308464
Wouldn't that make all 3 girls eskimos?
>>308167
>Alleged Virtua Fighter 6 gameplay.
I sure like the fact that the fights are grounded and that there's not retarded shit like the opponents' bodies bouncing on the ground like basketballs or being juggled in the air like the weight nothing.
I wish Tekken would tone that shit down already
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>>308497
What? Are you trying to say that you don't like being caught in an near-endless loop of being tossed around in the air so efficiently that you might as well put down your controller and get a snack?
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>>308465
Why do girls like waffles so much? Isn't it just pancake batter? Is it that pancake batter mells like cum? Is that why they call it baby batter? 
>https://itch.io/games/tag-fighting/tag-waffle
>zero results
Guess I gotta sage And only 17 free waffle games in general. What a let down. :/
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>>308499
>What? Are you trying to say that you don't like being caught in an near-endless loop of being tossed around in the air so efficiently that you might as well put down your controller and get a snack?
Only retarded "pro" players want that shit because they don't want their opponents to even a chance to fight back.
that's why they hate DoA
At that point the game turns into a memory test and not a reflex, reaction and adapt based fighting games should be.
Also the juggles always looked stupid, in Tekken the character juggled looks like a fish out of water or something.
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>>308524
Its called baby batter because its white goo that can make babies.
While you can use pancake batter, waffle batter is usually a bit different. 
Waffle iron completely cooks differently so it has a different texture and flavor.

Waffles are pancakes with syrup traps.

Waffle house is just a diner like friendlies, dennies, or international house of pancakes. Breakfast and long hours. Want waffles and a ham omelette at 3am? Where else are you going to go?

Do you even have what it takes to be a waffle house order ?
https://www.youtube.com/watch?v=Jky5ZXI0axc
>>308550
I think it would be cool if there was a fighting game where it flowed more like a "real" fight (as in how it should go according to a theory of competitors of semi-equal proficiency) would. Like you said, something where each exchange is a process of prediction, reaction time, and strategy. A full combo, instead of being reliant on little Timmy looking up the top tier "High damage and fast but low health so it's balanced" characters and learning how to take away control from the other player, would be the result of the better player being able to predict and counter his opponent's moves, always aware that his attacks could be countered as well if he makes the wrong choice to push his advantage too quickly
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>>308580
>A full combo, instead of being reliant on little Timmy looking up the top tier "High damage and fast but low health so it's balanced" characters and learning how to take away control from the other player, would be the result of the better player being able to predict and counter his opponent's moves, always aware that his attacks could be countered as well if he makes the wrong choice to push his advantage too quickly
All fighting games with remotely functional balance work this way. Stop mashing.
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They just keep coming out with hit after hit
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>>308589
So proud of them for releasing actual trailers instead of AI fueled shit.
>>308586
So what's an example of a well-balanced game?
>>308597
https://store.steampowered.com/app/389050/Pocket_Rumble/
https://store.steampowered.com/app/94400/Nidhogg/
https://store.steampowered.com/app/244730/Divekick/
>>308597
You're too stupid to understand this subject, but for the sake of amusing myself, I'll say GGXXAC+R (in an "everything is fucked up" way) and Samurai Shodown V Special (in an "everything is pretty clearly defined and somewhat viable" way). I've heard many people say that Soul Calibur 2 is also a well-balanced game but I'm not sure how true that is since I've never had someone to play it with in person.

None of them has a big flashing light telling you when it's safe to attack, and none will give you 4 seconds to think about each attack. There is preparation work you must do in order to reach a basic level of competency that the game will not do for you, both in the system and in each matchup. Literally every skill-based pursuit on the planet works this way, but I look forward to seeing you whine about combo spammers and frame cheaters because you don't know how fighting games work and you never cared to learn.

Here's a better question: what games do you actually play and do you believe there is no bullshit in them? Every fighting game has bullshit in it, either by standards of the genre or of the roster, and the games we like are often the ones which simply have the bullshit we like so much we don't recognize it as bullshit.
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>>308620
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>>308597
Some huemonkey proved you can be the best in the world and defeat all tierwhores with your waifu harem in KOF XV last year
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>>308621
I remember watching the SuperS side tournament at Combo Breaker that came down to the guy who discovered that exploit and a tierwhore tranny who spent the entire bracket abusing Jupiter's "totally balanced you just need to find the counter" 5f dash punch infinite. The human won.
>>308617
>Here's a better question: what games do you actually play and do you believe there is no bullshit in them? Every fighting game has bullshit in it, either by standards of the genre or of the roster, and the games we like are often the ones which simply have the bullshit we like so much we don't recognize it as bullshit.

I think KwonHo was the most balanced and interesting arcade-style game I ever played, being a veteran of the Soul Calibers, Tekken, Mortal Kombat, etc. Shame that not enough people knew about it or appreciated it; it was way ahead of its time with online play. I don't remember any cheese or truly unfair fighting styles. All of it was balanced.
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>>308620
Well, I semi-started this, so I should do my best to see if I actually have an idea of what's 'gud'.
>Not!MLP
Not sure. Obviously a 100+ hit combo is either going to speak to the skill of the player or of the nature of the game (though landing a hundred consecutive hits to not even get a KO seems a bit much to me). The fact that it took all of that meter and still didn't manage to kill might say that the character is balanced because she's a lightweight that needs a lot of pressure to get a win, and Bookhorse seems to take a lot more of her opponents health off then the black sheep. But I still don't like it because even if it is technically balanced it doesn't look like fun. The sheep can't win despite how many hits her players lands, and the horse player just can't do anything because his character just seems to be in stunlock until his opponent runs out of meter. 
<Timmy takes control
>Bernhard
Hard to say. But other than admiring that the guy clearly has a pretty good knowledge of what his character can do, I think this one has to go into a broken spot. There doesn't seem to be anything that the other player can do once his opponent starts juggling him. 
Neat looking game though. What's it called? The hips on that chick are appealing
<Timmy takes control
>HAPPY BIRTHDAY
I think this just a case of someone being in a higher skill tier compared to his opponent? This might just be me being biased towards larger characters since I find them more fun to play then the little pests that zip zap around the place, but I think that there's a chance that his opponent could have gotten out of this if he made the right calls or tech'd a landing (if that's possible in SGs)
<Timmy did not take control
>Pogo-tech (Keen would be proud)
This looks like a good application of the character's moves and timing to dodge the attacks that he predicted/saw coming. Adding onto that, his little spiral dash air attack was actually blocked by the Justice player, whereas in an unbalanced game I think that kind of move would be able to come out fast enough that your opponent wouldn't be able to defend against it after a good smack like that.
<Timmy does not take control
>Ping Pong
Judging by player 2's inputs, he seems like he's button mashing while trying to defend at the same time. Either he was too nervous to try and follow up on his one hit, or he just didn't know what to do, but despite him litterally getting stuck in traps and not able to move, I think that there might have been something he could have done to get out of this situation. (I have to say I don't know what his character is capable of but that sword must have at least a little reach, right?)
<Timmy only takes control because his opponent doesn't know what to do?
>Sailor Skipping
I actually played this recently, (or at least some edition of it) and Chibi Moon struck me as the kind of character that'd be a pain in the ass to fight against because of her mobility and small hit box (I dive-kicked and won)
Whatever the hell is going on here, judging by the reaction of the crowd, it could be a difficult technique to pull off and probably not something that the devs intended the character to be able to do As a semi-related side note, I sort of hate wavedashing
But I really don't know if there's anything the Venus player could have done here. He's hitting the little brat with everything from speedy hits to full screen swipes and nothings working because that little shit is hopping backwards forever.
<Timmy takes control/slight exemption for the possibility of it being really, really hard to pull off (maybe. The spirit of Timmy resides in not letting the opponent even have a chance at winning after all)
>Virtua Fighter (I guess)
This is actually really close to what I envisioned when I made that initial post about a hypothetical flow to combat in a game where there's always a chance for things to get turned around. I know, as >>308586 and >>308617 so bluntly put it, that this is technically the case for all remotely competent fighting games. But what I really meant to try and describe is a fight like this. This looks like a classic case of the big slow heavy hitter against the agile combo bouncer, but the flow of the fight is completely different to the ones I usually see. The push and pull of each player as they measure their position and try to bait out their opponent is mesmerizing to watch. And while it looks like the pokey guy has gotten Big  Chief Wrestling-Bear into a loop, it eventually ends and he's in a position where he can recover and made an amazingly smooth move to win the game. 
I have not played this, the last experience I had with Virtua Fighter was on a plug-n-play console collection I got years and years ago, and that kicked my ass because I had no idea what the hell I was supposed to do. But if what I'm saying is at all accurate and I'm not being presented with a false idea of how this went down, then I think I would enjoy playing this a lot.
<Timmy does not take control

>Fantasy strike
I don't have much context for this, but the game does look sort of interesting (for it's gameplay, the characters and stages look pretty dull at best and annoying at worst). I'm not entirely sure what to make of what he's saying. On the one hand it seems like it sort of makes sense, making  a game work best with the controller that the system is supposed to be using (or at least one of the most common designs out there) does make a certain amount of sense. On the other hand, any talk of dumbing down mechanics for "The Casual Player" sets off my danger alarms.

So how was that? It was fun for me. How many did I get right? How many times did I show myself to be a dumbass? I'm actually interested in finding out!

 
>>308623
HA! I saw that, what a glorious moment it was. It's great seeing someone master a character they like and win against people that only like who they play because they have good frames.
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>>308447
>Get bored of seeing niggers fight each other in a game.
>Go to waffle house to see niggers fight each other irl.
>>308633
>judging by the reaction of the crowd, it could be a difficult technique to pull off and 
Nah, Chibi is known for getting a slap in then backdashing for wins. Everyone in that game has max cheese powers, the crowd (and players) have simply accepted the game for what it is.Sailor Uranus is so broken she's usually banned. Only character with that honor.
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>>308743
The Big Zam Scam only works for as long as you can keep making 1f links. Otherwise you won't be completely invincible and get caught out.
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>>308748
>1f links
They're not links and they're not 1f. (Links are something you do in combos.) Backdashing is a special move so you can hold the second direction and make the timing significantly more lenient; even a 3f window is easy to hit with a rhythm like that.

>>308633
>not-MLP
>The sheep can't win despite how many hits her players lands, and the horse player just can't do anything because his character just seems to be in stunlock until his opponent runs out of meter. 
The player here, Oscar, is intentionally choosing to do the long and impractical 100+ hit combo because it's a funny consequence of the game's combo systems: as the combo continues, as shown by the green bar under the middle of the life bar, gravity increases while hitstun and damage decrease. If the bar is full, then any knockdown becomes a soft knockdown and the victim can roll away to screw with the attacker's positioning and timing. However, Pom's bark move ignores hitstun decay and forces her opponent into a standing state, which ensures the dog super has enough time to connect, which she can then combo out of. Rinse and repeat up to 3 times.

This might come as a surprise to you, but Pom can just not do that combo, yeah? Pom is a puppet zoner setplay character, and she specializes in setting up looping knockdowns that force her opponents to block mixups (high/low/left/right, potentially tick throws off each option) that lead back into effectively the same knockdowns. If she'd run that playbook for the same amount of time then Oleander would have had more chances to block correctly (and take advantage of one a very powerfuld defensive mechanic) but likely would have been much closer to dying. The combo system gives bonus damage to the first hit of each combo, so resets and mixups add up very quickly.

Oleander also built 2 full bars just for getting hit, which means that Pom spent 3 and netted -5. This is especially dangerous because Oleander is a meter snowball character who really wants to reach that 2-bar threshold so she can use her level 2 super to summon Fred the demon and run her own bullshit mixups.

Timmy does *not* take control. Timmy is better than you and he is choosing to go down five bars of meter just so he can style on you.

>Bernhard Combos (Chaos Breaker)
Chaos Breaker/Dark Awake has a team building system, so it's effectively a 3-character team game unless one player is handicapping himself by picking fewer characters. By the standards of those games, ToDs like this aren't uncommon at all. Bernhard is also a known top/high tier character because he can use the Aegis Reflector super to enable juggle combos like this. Chaos Breaker has a fair amount of high-damage bullshit in it, which is important because the majority of the neutral is defined by characters having clash/parry frames on nearly every attack, so if you didn't explode for getting hit then the game would be incredibly dry.

Also worth noting here that the filthy Nagar on P1 side only ate this combo because he ran into one of Bernhard's biggest, highest-damage jump-ins and got counter hit. Nagar is the best character in the game so she could have done other options that would have anti-aired, or could have just blocked (and if she'd been jumping at Bernhard then the same kind of combo could have happened).

Timmy does take control, but it's nothing out of the ordinary and it's the dumb Nagar's fault for getting hit.

>Happy Birthday
>I think that there's a chance that his opponent could have gotten out of this if he made the right calls or tech'd a landing (if that's possible in SGs)
Skullgirls only allows bursting out of combos if the player doing the combo is too repetitive and trips the game's infinite prevention system, so there wasn't anything the victim could do here. The game has a team building component like Chaos Breaker, but it's a tag game with a ratio system; the smaller your team size, the more damage and health characters have. In this case, 2-character teams are the standard, but tag games generally have high damage and explosive combos anyway.

Big Band is also known as a powerhouse of the game, and here he's dumping all 5 meters into a super that lets him freestyle on a trumpet during the startup.
https://mizuumi.wiki/w/Skullgirls/Big_Band/Songs

Timmy does not take control. If anything, Timmy is doing one of the shortest ToD combos in the game.
>>308633
>Pogo-tech
>This looks like a good application of the character's moves and timing to dodge the attacks that he predicted/saw coming.
The Faust in that clip is me, and I did the backswing on a whim because I had a nebulous notion it had invincibility. The Justice spent 50 meter on the Michael Blade super that whiffed due to either that invincibility or Faust's hurtbox contortion as he swings backwards (and Michael Blade being really slow).
>Adding onto that, his little spiral dash air attack was actually blocked by the Justice player
That's me mistiming the flower and dropping the combo. Pogo backswing has a shit ton of hitstun on counter hit, and Justice is a big body so everything connects on her.

Wrong on both counts. As for whether or not it counts as Timmy taking control, there isn't a long combo but the entire matchup is so ludicrously Faust-sided that (unless the Justice player is actually good and has actually practiced it, which none of them are nor have) I can mash my face on my controller and still have a good chance.

Most of the time you've said Timmy takes control is due to long combos, but what about matchups where the entire pace of neutral requires one character to live in fear at all times?

>Ping Pong
Judging by player 2's inputs, he seems like he's button mashing while trying to defend at the same time.
I'm the Ky in that clip, and I'm mashing to tech out of the combo. But it was all true. I do find it extremely funny that novices always perceive mashing buttons as literally trying to attack - like, why would I attack when I'm being flung fullscreen away from Testament into a net and tree? What normal could I possibly want to hit there?

Anyway.

>I think that there might have been something he could have done to get out of this situation.
My chances to get out of that combo came before it, when Testament was summoning the ankle biter EXE Beast beneath my feet. Although he can delay the release for a long time, there is a small window where you can usually jump out and I had a couple chances to do that. Instead I chose to block, ate the overhead, and died as he comboed me across the screen with total impunity because all of that combo structure is entirely burst safe.

Timmy takes control. Testament is the low-execution top tier of +R for this reason and many, many others.

>Sailor Skipping
>probably not something that the devs intended the character to be able to do 
The devs never intended anyone to play this game for more than 20 minutes because it was released as a bare-bones licensed tie-in game on the SNES in the 90s. There are a ton of bugs even compared to other games of the era.

As mentioned earlier, while there is technically a 1f window that Chibi Moon is covering, the inputs are more lenient than 1f so it's not terribly hard. Timmy takes control... and yet the crowd loves it. Hmm.
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>>308633
I'm putting this in its own reply because I want to highlight the point I'm making and God knows nobody in this thread actually plays fighting games or understands them.

>Virtua Fighter (You guessed right)
>But if what I'm saying is at all accurate and I'm not being presented with a false idea of how this went down
No, you've got it mostly right. Wolf establishes a lead, the lead is whittled down, and he then makes a comeback by using his opponent's attack to enter behind him and land an unbreakable command grab for 50% (not that grabs are that easy to break in VF in the first place). Timmy does not take control unless you count losing 50% off a single interaction to be losing control :^)

>then I think I would enjoy playing this a lot.
Many people have said similar things about VF, and now that the game is on PC for a reasonable price they have the chance to put their money where their mouth is. You know what happens? They get bored.

While VF taking an 18-year break for no fucking reason certainly hurt its mindshare, especially in the West where it was never very popular in the first place, there is a secondary reason why it didn't take off compared to the likes of Tekken or DOA: the fundamentals are just too strong, too prevalent. There isn't any bullshit like eating a blockstring infinite or getting cheesed by a character turning indefinitely invincible - but there isn't any bullshit that helps you, either. If you want damage or an opening, you must work for it, and you must respect everything your opponent's character can do, to a certain degree.

Like, in VF, mashing beats throws. This is because all strikes are invincible to throws, so if you are too predictable with your throws then you will always be beaten by the masher. There isn't necessarily some execution trick you can do in order to make your throw win based on timing or angle or spacing. The gods of VF have decided what the outcome is, and you must mentally condition your opponent in order for the throw to work.

Sounds fun, you might say. It might not be as fun the 500th time you try for a throw and get blown up by a massive launcher that would have lost to any reasonably fast strike. You are making a lot of small two-way reads ("ni-taku" reads) with clear, distinct, knowable outcomes. Your mileage may vary on this concept.

In, say, SF3 because I have a clip handy, there's a lot more opportunity for attacks to connect in weird ways and for the outcomes of things to be up in the air. In this clip here, Ken gets 3 major openings (the first hit of the round, the parry into super, and the final blow). Which of them do you think is the most difficult? There is a correct answer. Watch the clip and think about it.

The light kick > light kick > super at the start. It's far more executionally demanding than any other interaction in the round. The parry into super is by far the least impressive because the consequences of tapping down to attempt the parry and being wrong are basically nothing at that range.

Looks can be deceiving. You might not like getting hit by long combos, but in properly made games those combos are going to be hard and inconsistent and have narrow margins so the chances of dropping them are very meaningful. Is it better to lose 50% to Wolf Hawkfield because he made one correct read and got behind you?
Replies: >>308903
>>308899
>Hardest read
I'm going to say either the initial hit, because Chun's low kicks are scary, or the final punch, because that ex move looked really fast and would probably have a lot of advantage.
Replies: >>308907
>>308903
>hardest read
Well, I asked for the hardest hit in general, but that raises another interesting point.

The hardest hit is the LK, LK, super hit confirm at the start. The series of inputs to do that is very convoluted, requires a fast reaction to the first LK hitting, and has a small window. It's not a read at all, and one of the strengths of 3S's top tiers is their ability to turn effectively risk-free moves like crouching LK into combos that spend meter and give hard knockdowns for okizeme.

Of the three interactions, the parry is the only one that's actually a read. The final hit where Chun did wake-up EX Hazan Shu was a clusterfuck of missed inputs and spaghetti. The Chun was "correct" in doing a wakeup EX move to beat a meaty, but the Ken player was attempting to input EX Shoryuken as an invincible option because he expected Chun to twitch with something. However, he fucked up his inputs and got forward HP, down HP instead, which happened to line up perfectly against Hazan Shu.
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So what do we think Harada is gonna do at SNK?
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>>309073
Gee, I didn't know that we shared a conciousness. I dunno, make games I guess?
Replies: >>309086
>>309079
You cannot escape the hivemind.
>I dunno, make games I guess?
Ignoring the sad truth that that's far from a guarantee in this industry, what kind of games? Is SNK going to make their own Tekken and probably fail or will Harada just punch up KOF/COTW? Will he, and may Doritopope forgive me for uttering this, actually push something vaguely original? Part of me hopes it's the latter and Itagaki's death got to him, but my expectations are pretty much nil.
Replies: >>309147
>>309073
He once said his favorite game was SamSho. So he’s probably making a fighter for it but 3D this time. Expect it to be weapons based like SC.
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>>309086
A third person fighter ala Godhad with online functionality and a split-screen couch vs mode would be pretty interesting.
Replies: >>309154
>>309147
Come to think of it, they just licensed Kenshiro and that would be a great format for a HnK game...
The other kind of fightan I would like to see is a VR Dragon Ball Z game. Even if it has to be a dedicated room at a Dave and Busters or something you know people would go nuts for it.
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>>309073
Contuning the SamSho 64 series
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