Can someone tell me what's the appeal of fighting games outside the characters? Like, I've played them...

Can someone tell me what's the appeal of fighting games outside the characters? Like, I've played them, watched high level/tournament play and even bought some, but there's just something about them that never clicked and I can't see how they ever got popular.

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gitgud

They have simple mechanics so it's more about who has the fastest reaction time and doesn't require as much strategy/knowledge as more complex genres like strategy and MOBAs.

having friends to play with who are around the same skill level. it's always fun having those super close matches, and playing back to back sets for hours.

>They have simple mechanics
>doesn't require as much strategy/knowledge as more complex genres like... MOBAs

you're fucking absurd kid.

1/10

It's ONLY fun with friends. Beating the AI is just about learning the cheapest shit and spamming it but against a real player, they can potentially overcome the cheap shit. Plus you can learn together while fighting each other and stuff.

please do not use my waifu for your terrible opinions. thank you.

you're retarded. here's your (you)

explain why plenty of good fighting game players are horrible at mobas then?

Diana is cute!

Probably because MOBAs take as much time to git gud as fighting games. Especially Dota which is the original and hardest moba. You don't just learn 1 hero. You have to learn every hero and then how to use them against every other hero. You can't just level the same skills and buy the same items every time. Dota is very complex and only a mouth breather who hasn't tried it will try to deny it.

explain why plenty of good olympic swimmers are bad at golfing?

because people train themselves for different tasks, even if one is a joke compared to another

Can someone tell me five facts about Diana?

Beating up on other people without needing any real physical ability or exposing yourself to (much) danger is fun.

Most fun things in fightan...
>landing a mixup
>landing the same mixup, but with the other option(s)
>BLOCKING opponent mixups, "heh, saw that 1 comin', kid"
>landing a combo - longer/more dmg/more stylish are each their own brand of fun
>combo into super/cinematic
Fightan is extremely fun when both players are on a similar skill level.
It's not fun when you don't know much about how to play.
It's not fun when someone significantly better is beating down on you with things you don't even know how to defend against.

The best thing about fightan is the skill ceiling. The better you get, the more fun it is - more options are available to you at any given moment, and you can approach the game in vastly different ways with different characters or just a different playstyle.

If you're new or bad, I don't actually recommend FGC/tournament events. There are plenty of bad players that go to those, but past the first or second round, you'll be up against skilled or semi-skilled opponents and get crushed.
They're also very loud and 'diverse', so not too great for actually discussing improvement. Most players are focused on their own play rather than the opponent.

Diana is the cutest!

They require mad skills. It's all about proper execution and predicting your opponent. I'd say the mind games are the best part of fighting games, if you don't like that, you won't like them too much I guess. Cammy's wonderful curves are also a motivation for me to enjoy them.

Jesus Christ, I hope you're joking. This post shows absolutely zero knowledge about fighting games.

Another one I forgot..
>godlike reads//predicting the opponent's actions
This one feels crazy good and it's difficult to do.

Most mid-level players have a dominant option they go to (ala Rock from RPS), and you can use that against them with enough game knowledge.

>Jesus Christ, I hope you're joking

D
I
A
N
A
!

... what?

D I A N N A

It's more about playing the opponent than playing the mechanics (for a lot of fighting games or characters that aren't setplay dominant). There is a high level of knowledge that goes into measuring spacing and timing, but all of that is worth shit unless you understand your opponent's habits and patterns enough to challenge them. Fighting games seem like the only genre that allows you to know exactly what a person is doing and always have a way to counter it until your last pixels. MOBA is a downward spiral that can't be stopped if the opponent plays their flowchart perfectly, but with fighting games you always have an answer if an opponent is on autopilot.

>mind games

lol I fucking LOVE (hate) this worthless term

50/50 mixups and guessing shit is 'mindgames', that's how they designed shitty games like sf3, sf4, and sfv

positional play like in sf2 >>>>>>>>> "mind games" where you can reverse any shitty positioning with a guess, but fighting games are now designed for meter and comeback mechanic obsessed mongoloids that wouldn't last one second on the ground without some kind of meter or autistic tech to bail them out

...

Autists crawl all over them because they get kicks out of memorizing button combos

It's also not fun when you're beating down on someone who doesn't know how to play. Since they can't even block basic things, you don't get to open up your higher level strategies.
It's also very bad practice to play against shitty players - you develop bad habits that don't work on competent opponents.

SF2 is a shit show. Very fun to see Sagat players spamming projectiles non-stop.

And you're acting as if "positional play" wasn't a factor in modern games, too. Also,

>where you can reverse any shitty positioning with a guess

contradicting yourself much?

If you think fucking SF2 of all things is a better fighting game, might as well drown in your nostalgia and stop playing everything that came out after 1994.

SF2 has mixups as well ST Vega is super dominant

youtube.com/watch?v=5KkfqMi_vlI

Any different from autists who get kicks slamming one button for 100 hours to get some ebin loot and exp from Skyrim or Final Fantasy?

>Very fun to see Sagat players spamming projectiles non-stop.
It's not spamming, you don't know what zoning is. John Choi doesn't "spam". Unless you've played any game with strong fireball game at a high level please just shut up. If you actually knew about the game you would be complaining about vega and balrog mixups.

>And you're acting as if "positional play" wasn't a factor in modern games, too.
It is pretty minor when you can hit your comeback mechanism, yes.

>contradicting yourself much?
Not at all. No pushback and threat about being in the corner means that it isn't even important anymore.

Of course. The game is a glitchy piece of shit and fighting vega players is a mixup guessing game chore. But it's the closest thing we have to a true positionally based fighting game.

Post high level setups
youtube.com/watch?v=Zcb_9SGhkGs

>It is pretty minor when you can hit your comeback mechanism, yes.

Very convenient to act as if the "comeback mechanisms" weren't very limited.

I suppose I simply disagree with you at all levels about how a fighting game should be.

No those autists are even worse.

youre right

and akko a shit

what fighting games should be:

>no super meter whatsoever or very limited meter options, where normals and specials are most of the damage output
>purely based on position
>short combo strings that require some execution barrier and chain cancels to get hits out
>FAST as fuck with extremely fast walkspeeds that allows for a deep ground game
>no tripguard allows AA sweeping
>jumping is risky and can be punished by a wide variety of AA options
>safejumping is difficult and requires tight timing
>strong fireball games emphasize positioning
>invincible reversals

what fighting games are, in the 2000s and later:

>everything is based on super meter, or even worse, comeback meter
>positioning doesn't fucking matter
>long ass combos that don't require any chain cancels, just play beatmania on your stick at the correct time to get a 20 hit combo out that does 50%
>pathetically slow with terrible walkspeeds. dashing is mainly how you get around on the ground, if you're not jumping
>tripguard
>all about jumping jumping jumping like a fucking rabbit. no punishment. anti airs are anemic.
>safejump windows are as wide as your sister's meathole after sleeping with chad
>absolutely embarrassing fireball game
>reversals suck and comeback mechanisms are used more to get out of a precarious situation

there is honestly zero point in this genre, it's been casualized and dumbed down severely, just like everything else in modern 'gaming'

I don't get it. Can't he just block magneto's direction?

...

low hitting carpet+overhead=unblockable
Dormammu set up a carpet flame when the new character was coming on the screen. Magneto then baited the Vergil to mash pushblock and did a crossunder to push him towards the direction of the carpet. He had every chance to avoid it, but he got antsy and fell for the bait and the magnetic pull sealed his fate.

>50/50 mixups
Real 50/50 mixups are rare and are a reward for players who scored a knockdown, also footsies are way more elaborated in sf3 and 4 than in 2.

christ lmao you're so fucking clueless

you do know Diana disagrees with you right?

The only good fighting game imo.
Anyone bought it?

>safejumping is difficult and requires tight timing
Are you implying that safe jumps don't require this?

Usually the best players in fighting games have good fundamentals and neutral game. Not insane reaction times.

(You)

>also footsies are way more elaborated in sf3 and 4 than in 2
If by 'footsies' you mean jerking off your stick left and right to try and accommodate the anemic walkspeeds and try and get in, so you can land your low short into fadc into ultra. then yes. But that's not really footsies. It's fucking gay.

Just play melee nigga.

Yes. Safejumping after ST is braindead easy. The windows are like 20 frames lmao. Compare that to 3-5.

I don't play this genre anymore like I did in the early 2000s, it just didn't move in a direction I liked. But I have been gaming a long time. It's only gotten worse.

Who would you main in a Trigger fighter?

Oh, so the carpet hits low.
Couldn't he just pushblock the carpet before the overhead hits?
If he can't pushblock, what other escape is there?
Isn't it autoblock if you get hit by high+low at the same time, or does that only apply to left+right?

Then you mean the footsies in HF/ST in where counter poking takes a huge step back due to the game running at a speed at which the original game was never intended to be played by the designers?
Let's not pretend that footsies in 2 were perfect by any means please.

See you at EVO then at literally every other game besides SFV

Ryuko
Over Justice
Amanda

>the windows are like 20 frames
What the hell are you on about? Do you even play these games?

Outside of automatic safejumps (some characters and games have them), it usually requires a tight whiffed normal, slight frame delay, or other elaborate setup to make safejumps actually safe, and even then they're only truly safe against the slower DPs.

>The windows are like 20 frames lmao
That's bullshit, in most fighting games a safejump that's 3+ is strong and easy as fuck, it's almost as if you don't even know shit how they actually work.

HF speed is perfect for footsies.

HF and ST's mechanism for turbo is a bit retarded, yes. But the counterpoking game is quite strong. I'd just reduce the pushback a little.

I'm not saying HF and ST are good btw. They're glitchy shit. I'm saying they're simply the only games that are not shit after fighting games moved in a casual and slower direction with lots of flash but no strategic depth. We could have had games that expanded on that formula and perfected it but nah. Gotta appease the mongs that want meter and flash and "mind games".

he may have been able to pushblock and he definitely could have alpha countered if he had another teammate, but he really set himself up in that situation himself. He shouldn't have pushblocked from the start.

>likes footsies in 2
>literally sweep is the only ground poke you use
Just kys

>implying jumping is safe on SF5
People shit talk the game for no reason. Any fool jumping around thoughtlessly is gonna get wrecked.

I have not played fighting games in years. Don't care anymore.

I don't know the exact amount of frames and was using hyperbole. But it was piss easy in sf4 to the point where you could nail it 100% of the time, and I did back then when I played sf4.

It's ok, we clearly have different ideas for how games should be designed. I don't care anymore. I had my fun years ago.

That's why I said "besides"

>I have not played fighting games in years. Don't care anymore.
Are you talking shit about modern games without playing them? What the fuck
>forget I'm on Sup Forums
Oh okay carry on

>in a casual and slower direction with lots of flash but no strategic depth
Then why are they considered to be even deeper by most pro players? A huge majority of Japanese pros and designers see SF3 and 4 as games with more depth?
The only thing that SF2 has over those two series is higher speed but mindgames in SF2 weren't pretty op at times, leading to scenarios in which you're trapped in actual 50/50s until you either die or escape, modern fighting games have more mechanics to mitigate 50/50 from becoming that op.
Brilliant reading comprehension, autist.

*were pretty op at times

>>likes footsies in 2
>>literally sweep is the only ground poke you use
>Just kys
clearly you've never played the game so just stop

The only thing that makes safe jumps harder in 2 is the poorly implemented turbo speed which skip frames from time to time raising the chance of fucking things up.

>It's another "Sup Forums complains about fighting games while showing they know shit about the genre" episode

This guys right to a degree. High level play requires high level reactions.
Hes wrong in accusing fighting games alone. Pretty much every comp genre of vidya save for TCG is way way worse with reaction barriers.

probably the buff guy with red hair in kill la kill who fights with guns and bombs, i forgot his name

Any twitch oriented game/sport rewards reactions, but as long as the other fundamentals are still important then there's no real issue.

You need to play with other people that also want to get good at them. Have you ever watched a sports shounen show and the MC gets good and then his rival gets good and then the MC gets good and they push eachother forward? That basically happens in fighting games and it makes them fun. Its cool to get better at something and see actual improvement, especially when its something that is difficult. Though you could arguably be applying that energy towards something more beneficial. If faggots can be praised for hitting a ball in society getting good at a fighter shouldn't be much different.

take that back!

youtube.com/watch?v=VeNxh5t5dHg

For me specifically, it combines the feeling of having to maintain "flow" I find usually in rhythm games, to a lesser extent, and combining them with a bit of rock paper scissors, and a game of chicken.

Mainly, the feeling of seeing an opening and having your body literally go through its motions automatically and pulling off a sick combo.
The feeling of seeing someone doing something stupid, and just fucking destroying them for it.
The feeling of getting a read right, and fucking wrecking their shit.
The feeling of being in round 2, with you at

This.

>Spongebob excepts he will always be a betavirgin and his realization sets everyone free from the shackles of societal norms

IM SOWWIE!

>and a game of chicken

Man, I used to hate people who played passively. I'm learning to deal with them though, and it has become funny at least. Sometimes I just stop pursuing and we stand there looking at each other. The other player usually realizes what's happening and finally tries to reverse chicken mode a little.

That's a retarded argument. The difficulty of mobas comes from having to learn the skills and stats of hundreds of different heroes, in addition to hundreds of different items, and hundreds of different unintuitive game mechanics like last hitting, creep stacking/pulling, animation canceling, etc. Once you put in the time to learn all that it just comes down to decision making. You can get pretty far in a moba without high apm or micro ability.

>explain why plenty of good fighting game players are horrible at mobas then?

You mean when Marn made it into LoL leagues by practicing for a few weeks?