FGC##201Xrd Reload[st] - Now on Steam! (Part 1)

I can’t believe the crossovers they got, Marvel would cry:

Also this cover art is too strong:

OMG OMG OMG OMG OMG

Friend just told me that the guy playing Sakura in this game is actually the same guy from this classic internet sensation:

Holy shit, this is blowing my mind
:shine::shine::shine::shine::shine:

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The Xrd Revelator “demo” (aka Arcade, Vs, and Training modes) not only supports PS3 controllers, it supports them without tying them to PS4 controllers in any way. Plug and play. You can even hit the Select Button to reset positions in training mode!

I honestly was not expecting ASW to get the implementation right their first try.

Guess why

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I mean, I’m shocked they listened. Maybe publishing Skullgirls softened them up!

They just implemented the driver the way it should’ve been implemented!

Strongest AA in KI is either ARIA or Orchid. Probably ARIA for my money. Orchid’s probably more straight forward as she’s a pixie rush down,but this season she got the ability to juggle any opponent in the air on her “Flik-Flak” kick along with her air throw being a recapture. She has some good GTFO tools like her AA knee buster and shadow ichi-ni-san being Magneto’s Magnetic shockwave.

ARIA is basically a marvel character including the three life bars who can switch bodies. Her booster body even lets her get some MvC3 Doom flying going on. Her projectiles and assists can keep people out of the air and grounded. She’s just a glass cannon and once you lose a body type. You are at a disadvantage till the end of the fight so you have to keep her toghether. Especially since, like Marvel, assists can eat damage.

Few people in the community reckon Kim-Wu is going to be very good AA since her dragon cancels let her get air dashes (Only character in the game) and LK/MK Dragon Kick and Shadow Dragon Kick can really punish any air shenanigans. I haven’t fooled around with her much, but the few players I’ve seen online with her were ridiculous. I’d probably start with those three and play around a bit in training mode. ARIA’s probably the biggest skill curve, but she’s nightmarish in the hands of a good player.

Skullgirls is out on Vita, crossbuy with PS4 version!
PS TV version has 2 player multiplayer! (has any fighting game done that?)

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This coming right after the Last Resort prototype is a sure sign that we will all be playing the 80% finished Garou 2 sometime this year on fightcade.

Melty Blood, now on Steam with integrated controller configuration! … and not great netplay, but, hey, you can buy it! Finally!

Is it the same netplay as other ASW games?

I CAN’T BELIEVE THIS FINALLY HAPPENED
CONGRATS, FRENCH BREAD!!!

Seems like standard delay-based netcode, with ASW’s usual lobby features and so on. It’s unfair to complain that we’ve been so used to rollback hacks on pirated copies for years, but we’re greedy.

Has anyone here put serious time into Final Fight Revenge?

I thought it would be a fairly straightforward early 3D fighter but the presence of random(?) beltscroll weapons seems almost Smash-like.
Was that Japanese or American influence, I wonder…

Lately I’ve been casually looking at neglected fightmans, especially from preexisting franchises, and imagining what would have made them more widely and warmly received. In the case of Revenge, my initial presumption was that it’d be preferred - and make more sense - as a 2D CPS game that maybe had a plane-switch gimmick like Fatal Fury, but after watching proper gameplay footage, it seems far more like a weird one-off Neo Geo game along the lines of Aggressors of Dark Kombat.

it is 2016.

rollback netplay is nine years old

i used to joke that japan was always ten years behind in tech but i’m starting to believe it now.

I know that hooking from outside and making source-level implementations are different challenges, but, the knowledge is definitely there, AND for this particular game, if language and cultural and business barriers were ever breached. It’s nice to dream, I guess.

Fact of the matter is, Japanese devs do not care. Aside from SFV all implementations have been Western-made. (KI, MKX, Skullgirls, the various Iron Galaxy ports, etc)

And while I was hoping that SFV would herald a “oh, this is actually good, we should do this” wave…They screwed up the implementation because of course they did. Not properly balancing latency, hooray.

This genre has been little but disappointment on the quality of life front and I’m kind of honestly not wanting to bother anymore

Can’t blame you of all people for wanting out!

What exactly makes them not care or are they just that averse to change or looking outside of the borders of their nation?

A lot of big and/or JP companies don’t want to use code they don’t create themselves as a matter of pride. Outside of that, in regards to netplay: they don’t bother stress testing outside of Japan so if the netcode runs fine at home, they ship it.

There’s also a lack of articles in their language to help explain exactly how and why it works.

And, honestly, netcode isn’t seen as all that important. It is not going to affect their sales in any sufficient way; the number of people who really want it are a very enthusiastic minority. It’s great if you’re looking for long-term support from your fans and want to keep them engaged over a long period of time, but we’re unlikely to see interest in that outside of indies or devs targeting an esports audience.

Which means there is some hope, at least.