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Forums - Gaming Discussion - What makes a good fighting game?

Intrinsic said:

I wil start by saying Tekken. Then if I may add I will say its what i consider the best fighter of them all. Now on to the why and what i consider makes a good fighting game.

  • every limb is accurately represented on the face buttons. so regardless of what direction you are facing, a left punch is a left punch and a left grap (with the left hand on top during the grab animation) is a left grab.
  • complete 3D movement, so its actually possible to not just jump over attacks, but you can sidestep them, instep them, duck and sway (depending on the character)
  • No spam gameplay, contrary to what some may tell you... spamming is near impossible in tekken. unless you are a beginner. Its pretty easy to know and detect moves that can be spammed and punish those that try it. 
  • Extremely vast move set, which encourages truly different fighting styles. You can see 5 people that use a specific character and they would all use that chracter differently. Its not about learning the general go to moves of that character and being able to pull them off in a split second.
  • tekken is deemed to be combo heavy, its actually not... its punish/set up heavy which usually ends with you doing combos for maximum damage. At its heart tekken is a ground game where both players are fighting for an advantage. Basically, you have to really get into your opponents head to win... or try and overwhelme them with a barrage of uniqe attacks to wear them down and force them into making a mistake. If they are really good you can get punished for this tactic tough.
  • evrey character is great, some characters are harder to master than others, but if you can master a character you can beat anyone.
  • allows for two distinct fighting styles, agressive and defensive (aka turtle). One has you throwing what seems to be everything at your opponent (but always usually safe moves) and wear them down while the other has you just defending nd trying to counter attack (extremely hard to do cause your defence has to be on point; no easy feat when the average tekken characeter has over 150 different moves)
  • just frame moves... this is what seperates the pros from the novices, don't know how to explain this one but if you can pull off a few of these in a fight (which are honest based on normal moves in your arsenal but done to frame perfection or only possible with frame perfection) even if losing that fight you will walk away with the respect of everyone in that room.
  • unfortunately, tekken is so deep and vast that its near impossible for most people to get into it. There is no maybe... if you meet someone in tekken that is better than you, you will lose. every single time.

FINALLY!!! Someone who understands where I come from regarding Tekken. Whenpeople complain to me about spamming, grapping, juggles/air combos I just look at them like are you serious? If I was playing you in a fighiting a game and realized that you ALWAYS get hit by a certain move then I am going to destroy you with that move lol. That like if I was a boxer and saw that whenever I through a right jab you ducked it instead of swaying or dodging it then I now know what to follow up with because I know where you will be.

To get hit with the same move(spamming as some call it) over and over is a sign more so that revolves around how good you are at the game at hand in my opinion, I could go on about allt eh other points you made but they were VERY well written and though out! Plus 1!



The absence of evidence is NOT the evidence of absence...

PSN: StlUzumaki23

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it has to have anna williams



 

I seldom play fighting games PVP, but I play Smash, Soul Calibur, and Dissidia. Of those, Dissidia is actually my favorite. Go figure.

I would also loosely categorize the Souls games as an interesting fighting game experiment. Even if the emphasis on the game is a PVE Action RPG, PVP is certainly a spin on fighting games.

A GOOD Fighting game must do three things:

  1. Have gameplay which is simple to grasp and difficult to master.
  2. Have a set roster of characters who feel different in play than others.
  3. A good tutorial.

A GREAT Fighting game must go beyond those:

  1. Focus on character balance. Rock-Paper-Scissor works, but match-strength is better.
  2. Know if you intend to tell a story or just connect stages BEFORE writing the script.
  3. Have ways that high-skill and low(er)-skill players can meaningfully play side-by-side and feel fun for both players.

The last one is particularly important. Very few games balance for player skill, and while rewarding players for mastering the game is important, it also means fighting game communities tend to shrink as gamers drop out of the series. This is one of the things Smash does brilliantly.



Mr_No said:

Ease of button input. SSF IV was a nightmare for me just because of that. A lot of people had an advantage over me because I wasn't fast or accurate enough to execute the most complex moves. Charge moves? Spinning circle moves? Even the less complex moves were impossible for me to input them under pressure. Tekken is a bit more forgiving on the inputs. They are lengthier, but easier to remember and execute.

On top of that, the game needs to be easy to pick up and hard to master. Something that SSF IV isn't. You either became good after losing 300 times or you didn't. You basically get thrown at the wolves if you go online.

Character design is probably the least important to many, but if a game looks too 2D'ish, I'll probably ignore it completely. Alternate costumes and outfits are a must for me. This is why I preferred DOA 5 Ultimate over the rest. Tekken Tag Tournament 2 decided to be extremely lazy with the alternate costumes in quantity and look; they were worse from the much superior Tekken 6.

Story isn't definitely the fighting genre's strength, but many of the games haven't even tried to get a decent story, so it isn't worth choosing a fighting game for the story. Mortal Kombat being an exception for this.

you mean like Pauls really hard input for his 1/2 to 3/4 health punch? of Back and both punches? Or Yoshimitsu's impale move which if it lands is going to take half a bar of health... which is back back and square. I know those are long wind up moves but there is very little if any inputs in Tekken which are more than a direction and a button combination, Angel/Devils Eyebeam/Flying Beam is either both punches or Kicks but as projectiles in a Tekken universe they can be abused to hell and aren't really soft on the Health bar either. I know a lot of Kings combination grapple moves have massive inputs but in Tekken land he is very much the minority when it comes to commands.

As for my main thing about what makes fighting games great is the ability to keep things even, if a fight is going sour for one player to have something like the revenge bar in SF4 that fills from being hit (or focusing attacks) but where if you happen to get caught out badly and lose a chunk of Health it gives you ammo to have some shot at coming back into the game. Heck some fighters just ruin certain play styles once they have some revenge, don't considering the air to be your friend if you've kicked Hakan a few times for example.



Why not check me out on youtube and help me on the way to 2k subs over at www.youtube.com/stormcloudlive

Balance. You'll notice it mostly in online fighting games. You come across the same characters over and over for a reason in some.

Yet, just make them fun, they have to be fast paced and full of action.


On spamming in Tekken it exists because they put juggling in it. Tekken 5 is the best Tekken yet made, Tekken 6 is great but juggling hurt it. My play style from all previous Tekkens was thrown out as it wasn't right anymore.



Hmm, pie.

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The Fury said:
Balance. You'll notice it mostly in online fighting games. You come across the same characters over and over for a reason in some.

Yet, just make them fun, they have to be fast paced and full of action.


On spamming in Tekken it exists because they put juggling in it. Tekken 5 is the best Tekken yet made, Tekken 6 is great but juggling hurt it. My play style from all previous Tekkens was thrown out as it wasn't right anymore.



But that makes no sense because there are some REALLY good fighters(that I know personally) that NEVER juggle. And okay even if spamming does exist then it is even easier to counter it in Tekken because you know they will ALWAYS be throwing out that move. Oha nd while Tekken Dr was great NOTHING Tekken 3 or maybe not even TTT1.



The absence of evidence is NOT the evidence of absence...

PSN: StlUzumaki23

burninmylight said:

I've grown stale on fighting games over the last few years. You know why? Because they are feeling more and more like "The Varsity Club," where either you know how to play and get good or you don't. If you're in the latter category, then it feels like they're pretty much saying, "Fuck you then."

This, pretty much sums up my experience and what I feel about fighing games nowadays. Not even a close friend, who was far superior than me on these kind of games, could help me overcome the steep learning curve of SSFIV. He just told me to practice and practice, but he couldn't fully understand which were my weaknesses were so he kinda gave up on me. Those kind of people who only say "practice, practice and practice" only worry on how good they can do and nothing else. They use a lot of fancy moves and combos while playing, but they can only say "practice". Sure, whatever. SSFIV feels barebones in the practicing aspect.

burninmylight said:

[...]Practice is nice and all, they even tell you how to do moves by pausing the game and showing you your inputs. But they don't actually teach you how to play the game the right way. They don't teach you how to pull off more advanced combos and techniques, either unique to specific characters or important gameplay mechanics.[...]

Getting back to SC2, I love the game because of Weapon Master Mode. It takes the time to teach you everything you need to know beyond knowing, "A button does this, B button does that." It teaches you how, when and why to guard impact, it makes sure you understand the concept of juggling, it even breaches on the idea of frame canceling (lightly). It helped turn me from a button-mashing noob into a serious, competent player who was ready to utilize more techniques than just hoping to get lucky for a throw.

I wish more fighting games would do this. I think it would help expand the fighting game community instead of scaring people away. At the very least, it would give more of us who want to do more than play the same, tired old 20-minute story and time attack modes over and over again, or getting our asses kicked online.

Also, I agree with you on the first paragraph. Some of the games just won't teach one how to perform the moves. The Trials from SSFIV felt more like a chore rather than a learning experience. And it's true what you've said about Soul Calibur 2. Tutorials like those (or like the ones at DOA5) actually helped me much more on learning the ropes. On the last paragraph, you are totally right about making a game more open and frendlier to beginners. But remember there's the hardcore community which will tirelessly complain on how easy the game is compared to the other ones, or how many beginners are flooding the online lobbies. 



ganoncrotch said:
Mr_No said:

Ease of button input. SSF IV was a nightmare for me just because of that. A lot of people had an advantage over me because I wasn't fast or accurate enough to execute the most complex moves. Charge moves? Spinning circle moves? Even the less complex moves were impossible for me to input them under pressure. Tekken is a bit more forgiving on the inputs. They are lengthier, but easier to remember and execute.

On top of that, the game needs to be easy to pick up and hard to master. Something that SSF IV isn't. You either became good after losing 300 times or you didn't. You basically get thrown at the wolves if you go online.

Character design is probably the least important to many, but if a game looks too 2D'ish, I'll probably ignore it completely. Alternate costumes and outfits are a must for me. This is why I preferred DOA 5 Ultimate over the rest. Tekken Tag Tournament 2 decided to be extremely lazy with the alternate costumes in quantity and look; they were worse from the much superior Tekken 6.

Story isn't definitely the fighting genre's strength, but many of the games haven't even tried to get a decent story, so it isn't worth choosing a fighting game for the story. Mortal Kombat being an exception for this.

you mean like Pauls really hard input for his 1/2 to 3/4 health punch? of Back and both punches? Or Yoshimitsu's impale move which if it lands is going to take half a bar of health... which is back back and square. I know those are long wind up moves but there is very little if any inputs in Tekken which are more than a direction and a button combination, Angel/Devils Eyebeam/Flying Beam is either both punches or Kicks but as projectiles in a Tekken universe they can be abused to hell and aren't really soft on the Health bar either. I know a lot of Kings combination grapple moves have massive inputs but in Tekken land he is very much the minority when it comes to commands.

As for my main thing about what makes fighting games great is the ability to keep things even, if a fight is going sour for one player to have something like the revenge bar in SF4 that fills from being hit (or focusing attacks) but where if you happen to get caught out badly and lose a chunk of Health it gives you ammo to have some shot at coming back into the game. Heck some fighters just ruin certain play styles once they have some revenge, don't considering the air to be your friend if you've kicked Hakan a few times for example.

Actually, I was indeed referring to King's grapple inputs since he was the one I mostly used as my main. And it is true what you meant about the Revenge/Ultra bar at SSFIV. Any pro can use it to get back. Thing was, whenever I played with my friend, he would always counter my successful attempt to do said move while my health was low. And to make it worse, I couldn't counter his Ultra in any way. After several times, it got pretty frustrating. Sure, the revenge meter is an useful mechanic to bring you back to the game, but it doesn't work for everyone.



SSB and the DBZ are the only fighting games i've ever liked. So not sure.



ganoncrotch said:

1. you mean like Pauls really hard input for his 1/2 to 3/4 health punch? of Back and both punches? Or Yoshimitsu's impale move which if it lands is going to take half a bar of health... which is back back and square. I know those are long wind up moves but there is very little if any inputs in Tekken which are more than a direction and a button combination,

2. Angel/Devils Eyebeam/Flying Beam is either both punches or Kicks but as projectiles in a Tekken universe they can be abused to hell and aren't really soft on the Health bar either.

3. As for my main thing about what makes fighting games great is the ability to keep things even, if a fight is going sour for one player to have something like the revenge bar in SF4 that fills from being hit (or focusing attacks) but where if you happen to get caught out badly and lose a chunk of Health it gives you ammo to have some shot at coming back into the game. Heck some fighters just ruin certain play styles once they have some revenge, don't considering the air to be your friend if you've kicked Hakan a few times for example.

Spoken like most that don't seem to understand the mechanics of tekken.

  1. as you said these are wind up moves, in tekken land they are better known as unblockables (I am sure you knew that) these moves take time, you see coming a mile away, very easy to avoid and punish but on a plus side, if your opponent is dumb enough or buzzed out enough to eat a move like this then he will most liely die. Its like a move that kills you for being stupid. Or that kills you for having the audacity to do it. Tekken moves are easy to do (well most of the moves) and there are a lot of them. Thats why tekken isn't about moves but rather about Fighting styles. 

  2. This move, again, if you find yourself eating this move you are a noob. First off you can see see it coming a mile away. There is at least 3 seconds of the pre-move animation before he actually does anything. Again, they re very easy to do but its also so easy to avoid them that only noobs will do it in open play and only noobs will keep biting it.

    For the ground one, allyou have to do is duck if you are too scared to time the sidestep. You can actually duck walk right under it and close the gap between you and him before the lazer show finishes and punish the hell outta him. As for the airborne or flying one, all you have to do is sidestep or side walk. Once outta its path you can run right up to him and WAIT for him to land..... hehehehehe, this would be a good time wind up one of those unblockable moves that eats up 3/4 health so he lands right into it. Be rest assured, you do that to some one ONCE, that person will never do that move again.

  3. Tekken also has a "revenge bar" though its called rage. It doesn't charge up or anything, just kicks in when your health is at around 20% left. Then all your moves does more damage. It could kick in earlier depending on how fast your health was depleted.
I will say again, tekken truly is the best of the fighting games. And this is coming from someone that has played them all. Tekken is hard to get into though, but not cause its moves are hard. Its hard to get into cause of how deep its system and mechanics are. So when you meet someone that is better than you, well... you most likely may not want to continue. There is just so much that is in tekken that i have not seen in any fighting game to date. And usually, every time i hear someone say they don't lik etekken, its usually because of something that they are going through only cause they are noobs.