Why are fighting games so fucking hard holy shit

Why are fighting games so fucking hard holy shit

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because playing formulaic non fighting games has made your reflexes and killer instinct dull

Because you're playing against real people who are trying to beat you, and not NPCs made to make you feel empowered.

Because you're playing against people who are actually good at video games.

pic not related?

Because you couldn't be bothered memorizing all the moves, worked out 2-3 combos to spam incessantly and the counters to stop the combos that are going to be spammed at you incessantly. I don't blame you.

Spoken like a true scrub

They re not even hard or deep as they used to be get good

>no team to project your lack of skill and blame onto others
>no cpu as was mentioned
>no RNG for the most part, there are a few exceptions but they do not interfere with the predominantly static numerics of fighting games

I will say that I strongly support team based fighting games having actual co-operative play, but that will also mean a lot of fpsbabbies will come into it and play with the same lack of self-awareness for their own skill.

no they aint

Just press random buttons

>t shitter

lol, you mean they were shittier back then.
street fighter 2 controls like shit, and fighting games now give you so much more control, even if you're getting your ass beat.

Because they are the very definition of artificial difficulty

>Attacks hidden behind autistically-complicated input sequences
>Hidden gameplay mechanics up the ass
>Unbalanced to the point where the leds experienced player is infinite combo yo death while unable to fight back

>Doing a directional inputs
This shit's easy.
>Needing to be DDR autists fast to not drop a combo
This is ridiculous. I'm glad these sorts of games exist for high skill players but I'll never be fast enough.

Just invest a lot of time into it, its ez

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Its kinda like chess.
If you dont know what and when to do a specific thing then the match is pretty much deicided.
Unless you somehow manage to button smash your way to victory.

They're not hard. Playing against people who are better than you can make them seem hard though. You just gotta understand that the games are mostly psychology.

because you're probably not respecting your opponent. You most likely try to hit buttons on wake up and eat meaties all day. I seriously think that is was one the biggest problems new players have.

>press a button, a move comes out
>press another button, different move comes out
>press a direction and a button, another different move comes out
>too hard

You do realize you can do inputs too fast? Just learn the proper timing. Unless you think that's too fast, I think you have brain problems because it fucking isn't.

This.
If input sequences were more graceful, then fighting games would be okay.

ほんこれw

you can't blame your teammates for losing anymore

why tag fighters no individual players option?

TTT2 had that actually but it was never a tournament thing sadly.

Quick tip for DBFZ just use the triangle/Y autocombo

Because the input method for any kind of complicated manuavers is fiddly and imprecise as fuck, but we're not allowed to talk about it.

Git gud.

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Objectively correct answer: Because fighting games seem, based on premise, to be the easiest sort of game (move character, press X to attack, press Y for special move), but they're actually among the hardest (And it has little to do with combos).

Take the complexity of the range/poke/zoning game, multiply that complexity by the entire dynamic of character animations speed/frame advantage, then further multiply THAT complexity by the rock/paper/scissors relationship between different attacks, different blocks, plus throw and you start to get the picture.

A fighting game is like playing a continuous game of rock/paper/scissors, with 1-2 plays per second, except that range and the speed which with you throw your hand out give you critical advantage.
There's probably a chess comparison in there too, but whatever.

I play SFV, GG, and a bit of Under Night. So I decided to grab Pokken for switch since I skipped it on Wii U. I tell you what, the kids and autist playing this game are no joke. It's only been a week so I haven't gitted gud yet, but damn. The online is rutheless on Pokken.

Because you don't have the specific form of autism that makes you good at speed running and competitive games.

REEEEE I HATE NEW ENGLAND! STEEL CITY FOREVER!

They're not hard. I'm no fighting game pro but I can pretty much pick up any fighting game, set the difficulty to it's highest and go through it's single player mode with little difficulty.

What makes them hard is playing against other players. Fighting games attract people with autism who spend countless hours trying to perfect one combos timing down to the exact frame. Playing against these people is what makes it hard.

Depends.

For the most part, the playerbase considers the memorization of a characters arcane inputs to be the base line of skill.

Though, you also have the AI in several games where it just blatantly reads the inputs and counters appropriately.

In general, it is a shit genre that is played by two types of people, those who're just fucking around and those who spends hundreds of hours practicing inputs to be even mediocre with a single character.

Yes, fighting games are hard but the skills are very transferable between all games. The initial learning curve is VERY steep, but after you get a handle on things you can pick up most games very quickly.

/thread

Have you tried playing, baby's introduction to fighter with shit everything?
Also SC6 is coming soon to I guess.

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Fighting games reward and demand effort. In games with decent setplay or okizeme, a veteran player can smother a new player and give them maybe four seconds to feel like they're actually in control of their character. There's just a lot of stuff to learn about match ups and a lot of defense to practice before you stop feeling helpless in some games. Smash is popular and difficult, but that's because Smash always leaves players some feeling that they're in control of their characters.

ArcSys is an example of a studio which completely fails to understand this. New players don't drop the game because combos are too hard, they drop the game because they're pushed into the corner every match and eaten alive by mix ups. That's why DBFZ has bled so many players and will continue to do so.

git gud

Why do people always consider very oppressive offense from the losing side? You can do it too, you know.

DBFZ has 3vs3 mode

>All that shit added
>Could of gotten it cheaper if I bought the game later
>COMPLETE Vanguards
Fuck me, why did I stop playing this game.

i stopped cause of the dam connection issues.

In typical fuck you people fashion, Ubi reveals starter for everyone.
Not even a week later standard edition is on sale for 20$ and gold for 33$.

what are the simplest/easiest fighters?

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But new players will not do it. You need to know how to land a hit and how to apply unpredictable, relatively safe pressure with your character. If you have overwhelming offense in a game 99% of the time new players will be spending their first few dozen matches blocking the whole time.

the only things fiddly and imprecise are your fingers desu

>imprecise as fuck
fighting game inputs are precisely precise, about as precise as you can get
SFV and DBFZ

really?

Yes and Blazblue Crosstag will have it too.

SFV is very easy to pick up. Pick it, learn Ryu's special moves, play for a few hours, and then go with whoever you like. Combos are extremely easy because of input buffers.

Because only autists play them.

Persona 4 Arena/Ultimax is very easy to pick up
It is also extremely difficult to win against good players, moreso than just about every fighting game that doesn't have infinites

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oh boy, you said the forbidden name

Git gud scrub

Only recommend games with active player bases to new players

MK seems more appropriate for you, DBZ street shitter

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because you don't play, learn, and adapt then run away and hide behind your safety net of other games.
also you can fuck off with your "hurr i doing 50 reps of combos in training mode".

Can someone give me tips on inputs that are too fast? I always do the right input but I seem to have to delay them? Especially in SFV it's very hard for me to do so because the delays I have to adjust to feel like an eternity and no matter what I do I input too fast.
In dbfz I get all my inputs to come out correctly, even stuff like trunks' 2m, 5m, 5S, 214L, L into the rest of the combo which I had to delay a little bit.

Pad player btw, and I know SF shouldn't really be played with a pad but I wanna get comfortable first without a stick just so I know I won't waste money getting one.

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Clarity is almost always more important than speed. Just focus on the proper rhythm.

SF is based on bad game design and it's combo system is link based, which means everything has exact and super strict timing, while good fighting games use cancels.

It's completely fine to play SF with a pad as long as the pad has a decent directional pad.

Just keep practicing in training mode. Getting your combos right is a rhythm game, don't feel any pressure to mash it out. The links in SFV are unbelievably lenient, SFIV links were really worth crying about.

Cancels are harder to hit confirm. Links with lenient timing are much easier

>Practice Spiderman combos 1 hour a day for the past 3 months
>Still getting jobbed by power stone users online
You tell me, hard word definitely doesn't pay off.

You also have to practice offense, defense, pressure, setups and everything.
And do it's 15 years, not for 3 months.

Have fun.

Was SF4 the only SF game you ever played or something?