Adding KOF2k2UM to the list:
I got Guilty Gear Xrd! We should play some time. My PSN is Recurrent_I
Picturing a world where all training modes can present combos thus:
IIRC just about every FG dev thinks the same but there’s a patent in place that prevents the widespread adoption of such things.
It’s also extremely costly to develop and test comprehensive training systems that are accessible but also teach good principles and assess them. I think most devs just figure the community will help each other figure it out. I’ve heard people in the Tekken scene speculate that some developers don’t want to help players ‘figure out’ the game since it will lead to the game being too quickly understood and dominant strategies found too fast leading to people becoming bored (not that this actually happens, at least not this quickly, for most fightgames). Not sure I buy the latter but it is an interesting problem to deal with.
well that’s fucking shit then
if it’s down to the scene to generate content, i charge them with generating more content in exactly this format
Bought Tekken 7 a few weeks ago on sale having never seriously tried a 3d fighter before. Was kind of shocked that I had to looks up online even how blocking in this game worked. There’s not even a little database that lists all the loading screen tips that sometimes explain pretty vital mechanics.
Community guides can also be a bit weird like how one of the most linked beginner’s one has Korean Backdashing as its step 3 just after explaining basic controller notations.
Yeah Tekken is especially bad for teaching the player. Hence the conspiracies about developer secrecy. I think the devs see the presence of guest characters like Noctis or Walking Dead guy as attracting novice players more strongly than, you know, teaching them how to actually play the game.
Accessibility aside, Tekken 7 is one of the best of the recent crop imo tho.
seconded. I wound up playing a ton of current fighting games last year, and mortal kombat has a vastly better tutorial (as do old VF titles), but tekken is a really nice package and the community “documentation” is exhaustive
There is an extremely basic tutorial towards the beginning of the story mode that I think probably explains you can hold back to block and press buttons to attack, but that’s about it.
Some games like BlazBlue do actually have a facsimile of a rhythm based training in that you can turn on special sounds for each button press so when watching example combos in the trial modes you can listen to the rhythm and try to mimic it when executing the combo yourself.
Tekken 4 I swear had a tonal playback system in its move lookup directory, it was the best thing about Tekken 4
Please I need someone to get my joke…
Do we get to win this time?
Tekken 7 has this too actually. Not like it helps me for shit to do those 10 hit combos.
The 10 hit combos aren’t even practical or useful. Many players feel they should be removed from the movelist or game entirely since they’re misleading.
The rhythmic sound attached to inputs is very good though in Tekken, especially when visually doing timing is difficult if you’re talking about a matter of frames. Mortal Kombat has a pretty good way of visualising the window for pressing the next input in a Kombo but they invest a lot into UX which most FG devs don’t see as worth the effort.
in any case all the best combos are going to emerge from community use anyway - what’s missing is a good way to disseminate that info in context. in the absence of that i will consume any number of youtube videos that treat learning a combo like learning a specific guitar lick, because they’re not actually dissimilar tasks
i get your rambo joke rudie
Winker what mean toasty?