How They ACTUALLY Make Fighting Games Easier

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LordKnight

LordKnight

2 жыл бұрын

#guiltygear #guiltygearstrive #fightinggames
Many long time fighting game players complain about the genre getting "easier" for new people. This IS true, but most people overlook the things devs do to make the games eaasier. Let's take a look at them!
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Пікірлер: 135
@hammelaj
@hammelaj 2 жыл бұрын
as a player who bounced off fighting games until strive, higher damage with shorter combos helped a lot. not having to spend a bunch of time training at first to get ok damage helped lead towards intentionality faster. also the reset to neutral is definitely something that helped, the feeling of being stuck in the corner the whole round after one mistake as a new player not knowing how to get out is incredibly disheartening.
@HasekuraIsuna
@HasekuraIsuna 2 жыл бұрын
I agree about the shorter combos and higher damage. It felt so good knowing that my scrub 4 hit combo did 80% of the damage of the pro 8 hit combo, instead of 50% of the pro 20 hit combo. It felt more reachable.
@Pandaman64
@Pandaman64 2 жыл бұрын
So the inverse problem is practicing can feel worse. I really like labbing, but spending time learning a combo that the extra damage is inconsequential feels not so great.
@trapOrdoom
@trapOrdoom 2 жыл бұрын
Yeah I’ll have to agree. I’m not a fucking teenager anymore so I simply don’t have time to nerd this shit as though it was a goddamn instrument.
@gwen9939
@gwen9939 2 жыл бұрын
@@Pandaman64 But labbing is still very valuable though and it's not like you don't get rewards for optimal combos in Strive. Alongside optmizing meter gain, especially now with fast RC changes you can do a ton to optimize routes. Really good players with sub-optimal routes have always been found at the top at some point even in older games so it's not a hard requirement for top play even. There's also labbing situations, OS's, okis, punishes, approaches, defense. There's so much reward for labbing those things.
@Kaizanor
@Kaizanor 2 жыл бұрын
I agree with shortening combos cause it can get pretty ridiculous especially in anime fighters but high damage is just unreasonably punishing and makes games too explosive.
@thedarkwonder9954
@thedarkwonder9954 2 жыл бұрын
Thanks for your insightful videos man. I'm a casual+ type of player. Always admired ppl who play fighting games at a high level for a long time. I just never had the patience to put in the work. Your videos put some things into perspective that people at your level rarely talk about.
@absoul112
@absoul112 2 жыл бұрын
It's funny how many people are talking about motion inputs when it barely came up in the video.
@dominiccasts
@dominiccasts 2 жыл бұрын
This examination helps me see why Skullgirls always felt weird to me in terms of accessibility, in that on the one hand it's kinda easier (at least for 2011) because of several QoL situations around preventing unblockables, buffering inputs generously, and avoiding inputs besides quarter circle, DP, and the occasional 360 (which also had its own special QoL buffer system to prevent accidentally jumping), but it also has *none* of the simplifying features you mentioned, except maybe combos off everything. Neutral never gets reset to automatically, and resets mean that oki isn't really a thing, so you are basically constantly holding mix, even while getting hit, unless you can block and pushblock the right move; and damage is quite low, where optimal play is still in the 6-touch range (at least in total, it is split among the number of characters chosen). Not sure about anti-air strength, I don't recall it feeling particularly weak, so that likely also counts.
@TekkenShazam
@TekkenShazam 2 жыл бұрын
Something Tekken has done which I’m still on the fence about is boosting damage and wall carry for a lot of chars. It’s gotten to the point where “ideal” combos start from midstage in order to get the perfect wallsplat where chars often still get their full wall combo. Which is nice that there’s a boost for chars. But it also feels like the combo structure has gotten too homogenized, like there’s no decision needed to be made between wall carry/damage/Oki. You just do your BnB and the reward for execution investment is enough. Kinda wish they added more routes that offered more pros/cons as opposed to having this default Swiss army combo.
@yaboissy449
@yaboissy449 2 жыл бұрын
I think having your opponent next to the wall is so good for so many characters that everybody just wants to carry to the wall all the time. The slight extra damage they might get from a lower wall carry route just isn't worth the benefit of having a positional advantage, and with getups being buffed in t7 doing the oki ender just isn't worth it either. The only combo decisions left really are when you start a combo within your max wall carry distance and you can choose for a higher damage less carry option if you are confident in judging distance, and also your choices in dealing with sidewall combos. Really hope they can either revert to bounds/pre-t6 combo system or invent something new and good for Tekken 8.
@odisclemons9700
@odisclemons9700 2 жыл бұрын
I would say controller slop was really important to make fighting games easier. You dont need to do perfectly precise motions, at least for capcom games. As long as you're close enough, your inputs will register into a move. Of course taking advantage of that gives us all kinds of advanced tactics that better players take advantage of like pianoing and negative edge.
@Pandaman64
@Pandaman64 2 жыл бұрын
Both of those tactics predate controller slop tho. Both were literally used in sf2
@luridphoenix
@luridphoenix 2 жыл бұрын
@vaLy KoF XIII had that, and it was obnoxious. I ended up doing half-circles for all my fireballs to circumvent it, which IIRC was a common workaround.
@Pandaman64
@Pandaman64 2 жыл бұрын
@@luridphoenix they're called 'long cuts'. Opposite of input shortcuts.
@JFLunch
@JFLunch 2 жыл бұрын
Returning to neutral is a big one. I remember when DBFZ came out, I never attempted to grind a fighting game before but my brother played MvC3 causally in the past. That was the biggest thing he said he loved, that if you die you don't get put in a "oh shit what are they gonna do now" situation. Always feeling like there is a chance to fight back.
@slimjons
@slimjons 2 жыл бұрын
for me combo conversion isnt bad depending on how its implemented I really like when big combos are from specific starters. if a jab and your optimal starter both lead into a long combo, long combos become less interesting since they happen all the time. Even if the optimal starter gets more dmg I like when stray hits lead to shorter less dmg combos building up tension to when someone gets the big hit for a big combo
@sunthi9619
@sunthi9619 2 жыл бұрын
i feel like conversion becomes more consistent with each game. when i watched x2 and reload most of the damage seemed to come from stray hits of 2-3 hit combos.
@Jrrj100
@Jrrj100 2 жыл бұрын
I dont like more types of motion inputs cause its harder I like it cause its more fun. Having only quartercircles is boring imo.
@Mr.Faust3
@Mr.Faust3 2 жыл бұрын
command grabs aren't the same when your not twirling the stick
@Jrrj100
@Jrrj100 2 жыл бұрын
@@Mr.Faust3 based
@kenamada5451
@kenamada5451 2 жыл бұрын
Another thing people don't talk about. Commands indirectly balance moves. Even command normals. Example, down and button versus Z and button. Down and button makes DP way too easy to pull off and thus strong. People can also fuzzy a down-button input versus a DP one. Same for command normals. French bread making anti-air 3C instead of 2B makes it so that you have to press a forward input, thus making an attempt to anti-air more commital than holding down back C.
@Xonarag
@Xonarag 2 жыл бұрын
It's a weird thing. Motion inputs are definitely a big part of what makes fighting games unique and interesting while silmultaniously being the biggest turn off for new players.
@kholdkhaos64ray11
@kholdkhaos64ray11 2 жыл бұрын
That and for me it gives devs more room to create more types of moves for characters like Goldlewis. It's also *arguably* more accessible because some people work well with different motion inputs than just quarter circles. I for one jives really well with charge and 360 inputs growing up because the standard inputs were harder for me
@ClaireDuhLune
@ClaireDuhLune 2 жыл бұрын
Great video! I'm pretty new to fighting games but all of these points rung through clear and I have a much better understanding of how they affect the games in contrast to older titles. Thanks for this lil talk LK 💜
@mrobichaux40
@mrobichaux40 2 жыл бұрын
Input buffer is a big one in my opinion. Though I guess that only applies to non-competitive players kind of like you what you say about combos, players will get good and learn the inputs. Trying to play old games and act instantly out of every button or blockstun or whatever can be frustrating. You just have to get better slowly over time.
@secondsaint214
@secondsaint214 2 жыл бұрын
Yeah, input buffers becoming for the most part standard is one of the best changes in the past few years. Having to be frame perfect out of nearly every interaction was so frustrating, especially in games with variable blockstun.
@dojo45789
@dojo45789 2 жыл бұрын
Part of what makes golddick lewisson fun for me is funny typhoons are somewhat challenging but satsifying with all the half circles
@zappelins8942
@zappelins8942 2 жыл бұрын
I think having a range of motion inputs is pretty fun. It can allow some characters to "feel" distinct even with their inputs (like GL BT's). I don't think they are nessecary but they can be fun when they are there. Though there is nothing wrong with just having qcf and qcb imo. Raw 360 inputs can go rot in hell though. Especially when the character is centered around using that move raw (i.e. Zangief).
@kowen112
@kowen112 2 жыл бұрын
usually that raw 360 input move is really strong to compensate tho
@BlackKiteX
@BlackKiteX 2 жыл бұрын
For anyone having issues with standing 360 motions, a handy input shortcut that works in a fair number of games is to do a half circle and end in an up forward position, or 412369 input. It's worth trying out from game to game, and is good to get familiarized with when the option is there. Now 720 motions, doing that stuff from neutral without doing anything beforehand to help with buffering is pretty damn rough
@Gailardia_Galan
@Gailardia_Galan 2 жыл бұрын
@@BlackKiteX Which is why I have the utmost respect for Gief players. So much. I also love watching Gief players due to how much skill it normally takes to use them
@cerdi_99
@cerdi_99 2 жыл бұрын
@@BlackKiteX little fun fact about 360 inputs: thay usually dont take into account the order of the inputs, as long as u hit all 4 cardinal directions in a short time it will count as a 360. PS: how... how tf does anyone do a 720 without buffer??? im scared
@awaji4226
@awaji4226 2 жыл бұрын
@@cerdi_99 i heard hitbox is so good for inputting 720° but idk if it's without buffering
@NeoBoneGirl
@NeoBoneGirl 2 жыл бұрын
It’s funny that combo conversions and resets to neutral both make the game easier cuz they’re like two side of the same coin, where they’re about creating/removing preplanned situations. I do agree though, because both of them hamper whoever the “better player” is, and lessens the gap, especially for intermediate players, who I feel are the ACTUAL target audience of “making the game easier” changes
@DigiMatt52
@DigiMatt52 2 жыл бұрын
Never thought of something like resetting to neutral to be a "easier" thing, but it did remove one of my long-time "I hate fighting game" reasons was "I am in the corner, I don't know what to do, and no one will tell me what I can do." Even when the days of SFIV and I gave FGs another chance and the internet was around to tell me, it was still very frustrating to not get to play the game until I died. "The game will let me get out of the corner" due to wall breaks or Bursts was a very simple way for the game to tell you how, give you more time playing the game, and all around giving you breathing room(even if it isn't much, it's more than nothing).
@gwen9939
@gwen9939 2 жыл бұрын
Even newer games without resetting to neutral have some universal get off me tools that are often costly but easy to execute and effective. KoF with guard cancel and guard breaks and SF5 with v-shift break that both costs meter and is still overall in favor of the aggressor I think are generally good directions for games to take. SF6 looks like it'll still have it so that's good I think.
@DarkSalmonz
@DarkSalmonz 2 жыл бұрын
conversion abillity is huge, fighting games used to take more timing and patience to land a strike. now with ridiculous combos/damage and oki being a staple, you can literally get a single hard knockdown by guessing in neutral and convert it into a round win easily. it makes the game more accessible but it can also feel incredibly stupid and spammy when you lose to someone that has maxed out their mash pressure but has no idea how to block and lacks other fundamentals.
@coalminecanary1277
@coalminecanary1277 2 жыл бұрын
I've gone back to GBVS after thinking it was mad slow to kinda "detox" from all this high damage crazyness - the new update improved all walk speed and gave options for meter so now I'm having a ton of fun with it
@sladevalen2120
@sladevalen2120 2 жыл бұрын
It really is a good palette cleanser from playing strive. If we ever get rollback I could see granblue becoming a popular game
@coalminecanary1277
@coalminecanary1277 2 жыл бұрын
@@sladevalen2120 I’m with you on that man the strive netcode really does live up to the hype and with that in GBVS it would be hard for me to pull away from the game
@Brandiichan
@Brandiichan 2 жыл бұрын
What was the ending theme song it sounds like it’s from melty but I need a name.
@jpVari
@jpVari 2 жыл бұрын
High dmg is why I don't play strive, I never thought of it from this angle. I generally have zero issue with simple controls, or most of the other changes people seem scared of, but I don't love big damage at all. I always love when you talk about this topic because you will actually say that so much of what people say is bs lmao.
@Goomenstein
@Goomenstein 2 жыл бұрын
I'd say the more limited gatlings contribute to Strives beginner-friendliness as well. Say you're learning a new character in +R, and you hit 5K. You have so many options that it's difficult to figure out what your best combo would be or what would work. In Strive, if you hit a 5K you can do 2D, 5D, Command Normals, Special Cancel, Dash Cancel and Jump Cancel. It's a lot easier to find the most effective option with only 5 (+ the amount of specials) possibilities rather than all the buttons you could potentially hit in +R. It's also a lot less mentally taxing to defend against, generally.
@MommysGoodPuppy
@MommysGoodPuppy 2 жыл бұрын
honestly a big fan of the wall in strive
@user-bkey
@user-bkey 2 жыл бұрын
i think high damage and conversions are probably my least favorite things i feel this with blazblue and i dont know whether or not people consider it a new game but most of the time if im hit ever i get stuck into a long ass 3k-4k combo and its kind of frustrating.
@figureitout2973
@figureitout2973 2 жыл бұрын
This all makes sense the only thing is if something is hard on your level people will always learn and do it but for my scrubby behind we just mashing down here.
@dankgothtrash
@dankgothtrash Жыл бұрын
Higher damage + shorter combos = more volatile game = win condition for most characters comes sooner. Of course combo damage has always been high, but now stray hits and shorter (4-6 hit) combos still pack a punch.
@VileGlory
@VileGlory 2 жыл бұрын
This is why I appreciate games like KoF. The game doesn't flat out give you everything.
@PixelatedFear
@PixelatedFear 2 жыл бұрын
Making the games "easier" is a double-edged sword. High damage is a good example. Sure, it's easier to win because the damage is so high, but does that high damage not also make it easier to lose? Same with conversion ability. If every hit leads to a full combo, your defense needs to be better than on point if you're looking to win and good luck with that in an anime fighter. Mechanics like YRC give new players an easy way out of pressure, but knowing this, there's another mind game to play in your pressure where you can try to bait it and punish them for it. It's not necessarily that the game is "easier" but rather more accessible. For example, the main differences between getting your ass kicked by Chipp in Xrd and getting your ass kicked by Chipp in Strive is that it takes less time in Strive because the damage is higher and you get to listen to different music while it happens. It's not necessarily easier to beat Chipp, but getting to the point where you can beat Chipp is. You still need to deal with his flurry of high/low/left/right and strike/throw mixups while also hitting him in the process and baiting his reversals. Sure, you need to do this fewer times to win in Strive than in Xrd, but Chipp also needs to hit you with fewer mixups. His mixups are more threatening here, and with RC allowing every stray hit to lead to a full combo into wallbreak giving Chipp more meter, losing to him is easier than ever.
@noBody-ue6cs
@noBody-ue6cs 2 жыл бұрын
The super dash anti air situation is actually why I never continued playing DBZ after it stopped being a brand fresh new game.
@RICHman99100
@RICHman99100 2 жыл бұрын
Maybe I'm the odd one out but i actually dislike high damage games. I'm very much a fighting game noob and find that I the higher damage only makes it harder for me to learn and its less fun as I can get hit twice and die combine this with the speed of Strive (and that its best of 3), I'm not learning much. I think my best games are ones where rounds/matches last longer because I feel like I have time to actually learn what's going on inside of it. Soul Cal 6 and DBZ are good ones for me.
@Bladebrent
@Bladebrent 2 жыл бұрын
One way to think of Damage, is with both players as percentages. Lets say a lesser skilled player has a 33% chance of winning an interaction, and the opponent has a 67% chance If a game has high damage, less interactions will be needed per match in order to win. If a Lesser skilled player only needs to get 2 or 3 lucky hits, it will happen more commonly then say, if they have to win 5 interactions in order to win the round. Especially true when you consider the more skilled player can likely get more damage off, AND they might know how to set up favorable situations like the corner. This is also why being perfected in Strive doesnt feel as bad/is less impressive because you, or your opponent, can just land 2 or 3 mix-ups and you win. You did forget to explain how strong jump-ins vs weak anti-airs makes it easier *for casuals*. If I was to guess, it has to do with having a straight forward, easy to understand option across the board to get in during neutral but thats my guess. The answer might be more in-depth than that
@lcg1555
@lcg1555 2 жыл бұрын
Good video however I think it should specify that the stuff mentioned makes the game easier to play at a mid to high level. I think real beginners and casuals are the ones who benefit from simple inputs and auto coos.
@DiscoMouse
@DiscoMouse 2 жыл бұрын
But special moves did a shit ton of damage in SF2.
@gamelord12
@gamelord12 2 жыл бұрын
I don't think too many fighting games will do the "return to neutral" thing unless it has an upside for the attacker like Strive. Dragon Ball attempted to make a lot of different things easier, like no chip damage, and it just led to comebacks being harder to come by without stupid comeback mechanics. If it can't be done to you, then it also can't be done to your opponent, even when you're behind. DBFZ's return to neutral and snap mechanics made a lot of things topsy turvy for a while there, and I'll bet the sequel re-examines a lot of those choices.
@Horatiification
@Horatiification 2 жыл бұрын
If you connect a normal just show what buttons to press in order to keep the combo going. When you get a counter hit show what combos you can get. Converting a hit into a combo is the greatest gatekeeper from giving new players the satisfaction of being able too play. Giving full conversion of a hit makes it easier for a fighting game player from another franchise to learn the game but it doesn't help new players get into the game
@krizzz7940
@krizzz7940 2 жыл бұрын
I think a part of the beauty is learning your combos aswell, feels like you're leveling up with your character, And most fighting games has a dedicated mode just to learn combos and such so it's not like the game doesn't teach you them. Although the combos might not be Optimal, but that's why you gotta play other people and try and figure out why they're destroying you, copy/steal tech from them. "What is this person doing different from me that leads to them being more successful? I should try and impliment that when I play" All that is a big part of what makes the games fun, Becoming better at them, Leveling up. If the game just told you what to do in every situation are you even playing the game at that point? And having combos and convertions be easy would also reduce the gap a lot between those who play a lot and those who don't, Sure there is still Neutral, but you won't have "damn they actually converted from that hit? that was impressive, that requires a lot of knowledge and training to do" The biggest gatekeeper for newer players IMO is mainly that fighting games in general doesn't have much ego protection and excuses other than "it was my fault that I lost and I'll accept that" and a lot of people can't accept people being better than them, their Mentality is the gatekeeper.
@psyonicpanda
@psyonicpanda 2 жыл бұрын
Would recommend not using that sound for points LK makes. It's a bit loud and startling. Mini jumpscare every time.
@sinshenlong
@sinshenlong 2 жыл бұрын
the lack of forced neutral, and the strong anti airs is why i think BB Tag is a more brutal game than DBFZ in spite of BBTags easy inputs
@GlowingOrangeOoze
@GlowingOrangeOoze 2 жыл бұрын
Personally don't really get how shifting the balance of power in jump-ins' favor makes a game easier. That just sounds like a different meta to me.
@squishy3483
@squishy3483 2 жыл бұрын
yeet
@wadewade3790
@wadewade3790 2 жыл бұрын
For me, a certain portion (but not all) of the fun I find in Fighting games comes from the amount of effort I have to put forward to get a Victory, whether it be Movement and Combos in Old GG or Defending and Punishing in 3s I want to put effort forth to earn my Win. When games dumb everything down to such a degree as Strive with damage and combos, nothing I do in the game feels valuable or memorable and nothing I do feels earned.
@gwen9939
@gwen9939 2 жыл бұрын
I get not vibing with Strive, I honestly might just move on to a different game because I'm not really smelling the game, but it's really not because you aren't rewarded and the game is "dumbed down". It's hard to play good defense in Strive, movement can be very varied and expressive and you get a ton of reward for forcing mistakes through good use of dash, superjumps, dash + neutral jumps + air-dash. You can change your jump arcs and approaches in so many ways and now there's even universal dash cancels AND you get rewarded with a good chunk of meter for very precise fast RC cancels. It's fine to say "this game just isn't for me and that's fine" without doing the whole "dumb baby game for stupid dumb babies because damage is high and combos are easy".
@wadewade3790
@wadewade3790 2 жыл бұрын
@@gwen9939 I understand to an extent Strive has some amount of depth but for me the parts about Guilty Gears gameplay that made it fun and personally rewarding to play (Combos, Movement) were specifically simplified for newcomers, its even been stated by the Devs themselves. I didn’t even specifically shit on Strive I just said those aspects that were simplified weren’t rewarding for me and my enjoyment of the game because of their simplification.
@harryvpn1462
@harryvpn1462 2 жыл бұрын
Melty blood is one case where its an easier game but the dmg output is lower than the last version
@MokonaModokiES
@MokonaModokiES 2 жыл бұрын
difference though is that the older melty blood had inconsistant damage between different defense values, reverse beat penalty and reduce. Type lumina made damage way more consistant.
@chazaqiel2319
@chazaqiel2319 2 жыл бұрын
I've been thinking that probably the formula for team games (especially the DBFZ style) might become more popular in the future. The idea that individual characters are a lot simpler and easier, and part of the strategy is the team building might be something that has more widespread appeal for people that come from other competitive games. Here in the West especially, almost all forms of pvp games are team-based, MOBAs come to mind. There, characters are typically pretty easy to learn, but the strategy for correct team building supplies some of the missing difficulty. I could see more fighting games in the future trying to cater to that demographic.
@micahonline_
@micahonline_ 2 жыл бұрын
I’m pretty sure when new players and devs talk about games being easy they mean easy to have fun in ie easily accessible. Notice how the most popular casual fighting games all have easier inputs or combos (smash,dbfz,mk,and 3d games) I think most fgc people are so caught up in games being easy because they assume they mean easy to learn and although there is definitely value in making games that way I think most players just want to be able to play the game without having to take a month long class on fgc terms, inputs, and concepts
@jrfproductions7226
@jrfproductions7226 2 жыл бұрын
Mortal Kombat 11 has really souped up jumpkicks and awful antiair capabilities. It sucks.
@IncrediBurch
@IncrediBurch 2 жыл бұрын
I’m for motion inputs being simplified. Tekken, Soul Calibur, Virtua Fighter, and DOA prove you can have satisfying deep fighting with mostly command normals. Not sure why people get upset when motions are removed. I love easier combos. Blazblue introduced me to the gatling system, which I loved in GGXrd as well, UMVC3, Skull girls, Killer Instinct, and so on.
@Underground3
@Underground3 2 жыл бұрын
Imagining facing happy chaos with simpler inputs, then you will understand why motion inputs are put in place for FGs. There literally a running meme in Skull girls that you do not get grab by Beowulf.
@YourBoyToy1769
@YourBoyToy1769 2 жыл бұрын
@@Underground3 hold up what does this sg beowulf thing have to do with the discussion?
@Underground3
@Underground3 2 жыл бұрын
@@YourBoyToy1769 I use Beowulf as a piss take example for what it gonna be like if every characters from those games switches to simplistic imput. Zangef got you with his 1 frame wake up command grab and now you gonna eat 50% by one button. Fair and balance bro.
@chancechhet3956
@chancechhet3956 2 жыл бұрын
I don't understand why people make this argument, you're comparing a 3d game to a 2d game.
@Gailardia_Galan
@Gailardia_Galan 2 жыл бұрын
There is an absolute difference between the games you listed (3D games) and 2D games -_-
@arachnofiend2859
@arachnofiend2859 2 жыл бұрын
I'm not sure how jump-ins being too good compared to anti-airs leads to a game being easier? I'd think it just makes offense scarier and harder to deal with using basic tools, which would make the game harder to grasp at a beginner level for the same reason forced resets to neutral are beginner-friendly.
@hijster479
@hijster479 2 жыл бұрын
The idea is that it diminishes the nuance of the ground game. If you can safely jump in to start combos on hit and pressure on block, why would you approach on the ground? And if players aren't approaching on the ground as much, why would you ever poke? And if players aren't poking as often, you don't need to worry as much about whiff punishes and counterpokes. At best it simplifies the neutral game (e.g Strive), at worst it kills traditional footsies (e.g DBFZ).
@pooiuish
@pooiuish 2 жыл бұрын
Honestly dbfz has very low dmg for a verses game shit takes forever
@dylanh.3793
@dylanh.3793 2 жыл бұрын
I see forced neutral resets as a way to make fighting games harder. If your opponent is constantly in disadvantage it’s not hard to just keep mashing pressure but winning neutral is normally decided by the better player.
@arachnofiend2859
@arachnofiend2859 2 жыл бұрын
I can assure you that as a beginner player being allowed to escape the corner without passing five knowledge checks first is pretty nice.
@Gailardia_Galan
@Gailardia_Galan 2 жыл бұрын
I disagree. Having a good defense is also harder to attain than having good offense. Being able to get out of the corner and reverse a situation takes an INSANE amount of patience and skill. Neutral is normally easier to play than defense in the corner.
@progamerhennessey9483
@progamerhennessey9483 2 жыл бұрын
I’ve hated the wall the moment I saw it. As a Johnny player, it told me he’d never be like anything prior.
@lethalking4307
@lethalking4307 2 жыл бұрын
first
@Regis_Philbin
@Regis_Philbin 2 жыл бұрын
Who are you trying to flex on? Your cousin?
@babytricep437
@babytricep437 2 жыл бұрын
They should quit. Accessibility is killing fighting games. SF6 has stylish mode for gods sake
@LordKnightfgc
@LordKnightfgc 2 жыл бұрын
Stylish mode is in a bunch of games, wdym
@paz8723
@paz8723 2 жыл бұрын
They just remove stuff and replace it with damage. Its kinda boring and frustrating to get hit by some bonobo brain nonsense and it hits as if that person is godlike when you know theyre not
@bt_11
@bt_11 2 жыл бұрын
Yeah, getting hit by the same combos and setups over and over is boring. Easier games with easier top tiers suffer from this
@Uooooooooooooh
@Uooooooooooooh 2 жыл бұрын
everyone should get a 15 minute youtube comment timeout after losing to sol badguy
@seokkyunhong8812
@seokkyunhong8812 2 жыл бұрын
Just don't get hit.
@Envy11235
@Envy11235 2 жыл бұрын
They hit you tho. They are godlike. Sorry I don't want to perform Freebird every time you fail to block a mixup.
@paz8723
@paz8723 2 жыл бұрын
@@Envy11235 Then you should get the results of Bob the Builder if you wanna put in low effort, thats how it is for most other aspects of a competitive game, thats how it should be here too.
@Broke_AF_FR
@Broke_AF_FR 2 жыл бұрын
Hot take: pvp games are not hard or easy. As a player you are either good or bad at the game. The difficulty scales to your opponent.
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