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Forums - Gaming Discussion - The fighting game tutorial!

A while ago, I asked what was some of the main problems you guys were having with fighting games, so that I could address some of them.  Well, that video had been accidentally deleted twice, so I had to make it a third time, and now, it's finally finished!

With Mortal Kombat X out, it should be useful, helping you to learn how to play.  One of the big problems people were having was that they couldn't throw fireballs, and stuff.  That is covered in the video.  Please, someone, tell me if it helped you.  

https://www.youtube.com/watch?v=YBuFWhM9TUM



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A great video with some good essential tips! Being good at fighting games is something I respect more than being good at any other type of game, and I consider them the truest e-sport. I also respect knowing how to teach, which means the person knows how to learn as well. So, grand respect! :)



You didn't really go into what all of the terminology means. You say things like "Dash Cancel" and "Off the ground attack" without really going into what those things mean.

If you want to do something general, then I think videos with more focus would do a lot of good. You could discuss a certain technique, when it should be used and how it works in various games. You could describe a type of character, show archtypes of that character and how they work in different games. That all would require you talking though...



A great help for those (like myself) that aren't great at fighting games is to play Skullgirls.

The tutorial section slowly guides you through basic to advanced techniques common to many fighting games.



Severely lacking but not terrible



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I think that a big problem fighting games have is that learning the fundementals and precticing them is boring. There are plenty of fantastic tutorials in fighting games like Guilty Gear Xrd and Killer Instinct, but no one cares because people just want to go straight to the gold mine without working for it.

I think there's untapped potential in a fighting game who's main focus is in telling a compelling narrative. This way, the campaign can focus on teaching fighting game mechanics organically throughout the duration of the story, with bosses and enemies designed specifically around teaching these things. The most important thing is that, over the course of however many hours, you'll be forced to practice in a way that's actually engaging rather than repetitive.

Pokemon does it with gym leaders and the Elite 4, which is really just one big tutorial on type match ups. Every random battle you get into is effectively just another practice session on type effectiveness. If a fighting game can do something similar by providing enemies built around teaching the player how to build combos organically, using mix ups, learning when and how to block what, learning when to throw, etc., as well as preparing players to use these learned skills in real fighting matches through practice against in game enemies specifically designed for it, it could be the hit the fighting genre needs to regain it's prominence again.



TheSting said:
Severely lacking but not terrible


Well, it would help if you'd tell me what more to add.  There was more descriptions before, however, after having to make the same video 3 times in a row, I said forget it and only did it for some.



Burning Typhoon said:
TheSting said:
Severely lacking but not terrible


Well, it would help if you'd tell me what more to add.  There was more descriptions before, however, after having to make the same video 3 times in a row, I said forget it and only did it for some.


I should've quoted Sundin13. His response was going to be just about what i was going to say. Your tutorial wasn't bad though just could have went more into detail about certain things. It seems difficult to make and time consuming. I appreciate your effort overall. 



spemanig said:

I think that a big problem fighting games have is that learning the fundementals and precticing them is boring. There are plenty of fantastic tutorials in fighting games like Guilty Gear Xrd and Killer Instinct, but no one cares because people just want to go straight to the gold mine without working for it.

I think there's untapped potential in a fighting game who's main focus is in telling a compelling narrative. This way, the campaign can focus on teaching fighting game mechanics organically throughout the duration of the story, with bosses and enemies designed specifically around teaching these things. The most important thing is that, over the course of however many hours, you'll be forced to practice in a way that's actually engaging rather than repetitive.

Pokemon does it with gym leaders and the Elite 4, which is really just one big tutorial on type match ups. Every random battle you get into is effectively just another practice session on type effectiveness. If a fighting game can do something similar by providing enemies built around teaching the player how to build combos organically, using mix ups, learning when and how to block what, learning when to throw, etc., as well as preparing players to use these learned skills in real fighting matches through practice against in game enemies specifically designed for it, it could be the hit the fighting genre needs to regain it's prominence again.


Yea I know some people who jump straight into fighters. Killer Instinct isn't one of those games. It'll be terrible if you decided to do that. It has a fantastic tutorial and I didn't get online until I finished it and understood most of it.

Your 2nd paragraph is nice. They had the tutorial kind of within the story of Injustice. It was very fun to play through like that. 



How do you read frames and how do you create combos?

I can perform combos in fighting games but I just copied "all" of the better moves from youtube tutorials. I can't create my own useful combos. I don't know what moves will string with what other moves, etc.

The only string that I create on my own are the most obvious one, ie attacks that have juggle, bounce/bound properties.



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