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Fighting Games Discussion

I did for quite a while, haven’t played it seriously since 2015 but even the resurgence and new players coming into the game nobody is good. The same guys who were good in 2009 are good today lol

I still play once in a great while on Fightcade 2 with a shitty Sean. Haven't been serious about it since mid or late 2000s. A lot of cheap stuff in it, but that's how a lot of fighters were in the 90s.
 
100%. It's surprising to me that some people would be against this. It's literally the foundation of fighting games. Execution and timing should always be rewarded. It shows that someone put in the work.
It's the people who started with sfv probably, they want the boring easy mode combos. Execution is part of the fun of fighting games watching Sako pull off sick combos with evil ryu is just amazing for example.

Sfv was not fun from that aspect and that was one of the reasons I didn't like the game. Hopefully we get some characters with one frame and two frame combos in sf6.
 
I still play once in a great while on Fightcade 2 with a shitty Sean. Haven't been serious about it since mid or late 2000s. A lot of cheap stuff in it, but that's how a lot of fighters were in the 90s.
Last time I used fightcade I beat Yuuki pretty handily and he threw a shit fit. Cruise, Dyne, BAKA and some other old heads are the only good competition then. There’s other players in forgetting I’m sure. There were about 10-15 players I thought were alright.
 
Last time I used fightcade I beat Yuuki pretty handily and he threw a shit fit. Cruise, Dyne, BAKA and some other old heads are the only good competition then. There’s other players in forgetting I’m sure. There were about 10-15 players I thought were alright.

Good shit. Who do you main?
 
Good shit. Who do you main?
I played Dudley for a while but now whenever I play I just play Ken. Less character specific combos and footsies options. All I have to do is play for a bit and my hit confirms come back pretty quickly.
 
It weakens fireballs to huge degree. The traditional zoning game is completely changed by parry.

Not saying it doesn't need skill but it's a personal preference whether someone likes it and to me and many others it fucking sucks.

Honestly though long distance fireballs and jump ins being such a big part of Street Fighter always annoyed me so I liked to see their effectiveness limited, fireballs being something you'd actually time rather than repeatedly spam.

I'm guessing there looking to Third Strike for the "urban" theme generally but I think that game balanced it very well, had a few stages that were a bit along those lines and the soundtrack was actually more club/drum and bass which mixed with the franchise very well, generally this game looks a bit too try hard to me and potentially ending up the Poochie of Street Fighter?
 
Makes sense. Fighting games are far and away the most frustrating and difficult games I've ever played. They challenge you in ways most others games do not. One of my favorite aspects is playing next to someone. I like that feeling of 1v1 competition.

That said, the same people complaining about frame perfects are probably ok with perfect parries. FGC is a fickle bunch.
I remember getting a big headache trying to fight Rugal in one of the KOF games,where hes the final boss. I know fighting game AI cheats,but sweet b'jaysis the way the game cheats to counter every jumping attack is fuckin criminal lol.
 
Honestly though long distance fireballs and jump ins being such a big part of Street Fighter always annoyed me so I liked to see their effectiveness limited, fireballs being something you'd actually time rather than repeatedly spam.

I'm guessing there looking to Third Strike for the "urban" theme generally but I think that game balanced it very well, had a few stages that were a bit along those lines and the soundtrack was actually more club/drum and bass which mixed with the franchise very well, generally this game looks a bit too try hard to me and potentially ending up the Poochie of Street Fighter?

Fireballs is part of the strategy of SF, it involves reading your opponent or knowing what time to throw them if you're using them.

I get that some players might not like it but it's very enjoyable to many, footsies and zoning are my favourite parts in SF.

Hard knockdown okezemi/vortex like in sf4 is really fun although I know many people will disagree with this, but the feeling I got knocking some fool down with Akuma and Knowing they were basically fucked was awesome lol.
 
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I remember getting a big headache trying to fight Rugal in one of the KOF games,where hes the final boss. I know fighting game AI cheats,but sweet b'jaysis the way the game cheats to counter every jumping attack is fuckin criminal lol.

From what I recall a lot of the bosses back in old KOF's were real cheap. @Crimson Fury can probably attest, he's the FG encyclopedia around here. I'm pretty sure he's mentioned them before. Nothing worse than getting cheesed on a final boss for things that are just too op. Unless of course the games busted, then you might have some op moves yourself.
 
Fireballs is part of the strategy of SF, it involves reading your opponent or knowing what time to throw them if you're using them.

I get that some players might not like it but it's very enjoyable to many, footsies and zoning are my favourite parts in SF.

Hard knockdown okezemi/vortex like in sf4 is really fun although I know many people will disagree with this, but the feeling I got knocking some fool down with Akuma and Knowing they were basically fucked was awesome lol.

This is a good point. People shouldn't look at projectiles as strictly a tool for zoning. They're part of the footsies game and should be considered as pokes and spacing tools. Some are better for zoning like Guiles booms because they're faster, but other projectiles are essentially extensions of longer normals. The problem SFV had was that they removed the projectiles ability to poke because every character had some way around them. At least a lot of them did that nullified they're game.

The meaty / wakeup game is going to be wild in SF6. Wake-up EX's will get punished into oblivion. Could be worse over the crush counter into VT because you'll be losing drive gage with an added arsenal. Will be interesting to compare damage outputs. What the attacking opponent doesn't get is meter build for getting rekt. Nice.
 
This is a good point. People shouldn't look at projectiles as strictly a tool for zoning. They're part of the footsies game and should be considered as pokes and spacing tools. Some are better for zoning like Guiles booms because they're faster, but other projectiles are essentially extensions of longer normals. The problem SFV had was that they removed the projectiles ability to poke because every character had some way around them. At least a lot of them did that nullified they're game.

The meaty / wakeup game is going to be wild in SF6. Wake-up EX's will get punished into oblivion. Could be worse over the crush counter into VT because you'll be losing drive gage with an added arsenal. Will be interesting to compare damage outputs. What the attacking opponent doesn't get is meter build for getting rekt. Nice.
Could you wake up parry a meaty in third strike? Because you can in sf6 which seems op to me.

Anyway I'm kinda hyped to see the new move-set of rough ken. I'm digging his new look, other than that I'm hoping Gief is strong in the game might want to main a grappler for the first time, snake eyez was one of my favourite players to watch in sf4.
 
Could you wake up parry a meaty in third strike? Because you can in sf6 which seems op to me.

Anyway I'm kinda hyped to see the new move-set of rough ken. I'm digging his new look, other than that I'm hoping Gief is strong in the game might want to main a grappler for the first time, snake eyez was one of my favourite players to watch in sf4.

Even if you could, good luck punishing it. The wake up parry is 100% risk / reward in SF6 as there is a recovery window on whiff. Not to mention, you'll get punish countered taking life and gage meter.

Personally, I'm looking into Lily, the Abel clone and possibly Kimberly. The Trans Muay Thai Fighter might be interesting as well.
 
What do you guys think about this? I actually enjoyed this match, but most were shitty all over this Happy Chaos mirror.

 
This is a good point. People shouldn't look at projectiles as strictly a tool for zoning. They're part of the footsies game and should be considered as pokes and spacing tools. Some are better for zoning like Guiles booms because they're faster, but other projectiles are essentially extensions of longer normals. The problem SFV had was that they removed the projectiles ability to poke because every character had some way around them. At least a lot of them did that nullified they're game.

The meaty / wakeup game is going to be wild in SF6. Wake-up EX's will get punished into oblivion. Could be worse over the crush counter into VT because you'll be losing drive gage with an added arsenal. Will be interesting to compare damage outputs. What the attacking opponent doesn't get is meter build for getting rekt. Nice.

I'm so out of date a lot of the language goes over my head but I take if you mean fireballs as more like an extended regular strike ala long reach characters like Dhalsim/Necro? that is the kind of use I always found more enjoyable rather than long distance trading that often used to happen in the various SF2's.
 
I'm so out of date a lot of the language goes over my head but I take if you mean fireballs as more like an extended regular strike ala long reach characters like Dhalsim/Necro? that is the kind of use I always found more enjoyable rather than long distance trading that often used to happen in the various SF2's.

Right. On offense you generally want to throw FB's (fireballs) right outside of your opponents longest poke. You're staying out of range while your FB is catching people pressing buttons. In SFV this was more risky because of crush counters, but if you're staying out of range you'll be building meter, causing chip and driving someone nuts (to the point of jumping in). The obvious other uses are to gain better position, take back some space and push the opponent to the corner.

It's ok to dislike zoning, but it 100% should be in the game. As much as I hate playing against zoners, I like beating them even more. It's a valid type of play.
 
I remember getting a big headache trying to fight Rugal in one of the KOF games,where hes the final boss. I know fighting game AI cheats,but sweet b'jaysis the way the game cheats to counter every jumping attack is fuckin criminal lol.



And this wasn't even the hardest SNK game.
 
From what I recall a lot of the bosses back in old KOF's were real cheap. @Crimson Fury can probably attest, he's the FG encyclopedia around here. I'm pretty sure he's mentioned them before. Nothing worse than getting cheesed on a final boss for things that are just too op. Unless of course the games busted, then you might have some op moves yourself.

SNK games in general were pretty cheap. Magician Lord was a side scroller, but the difficulty was ridiculous.

SNK weren't the only ones doing this in the 90s even though they made some of the cheapest A.I. Other companies did the same just to suck the quarters out of your pocket, but the vast majority of games can be beaten once you learn the patterns.

I saw some poor fool spend about $20 trying to beat this clown only to be rewarded with a pic of his character and some text:

 
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