i get this, but have the opposite reaction, where everything about mouse aiming (and mouse control in general) and the spatial awareness and the ways people move to NOT get shot is all is incomprehensible to me. i do somewhat better with an all digital inputs game where i can see myself on the screen.
What’s the fighting game equivalent of inverting the y axis
This feels relevant
The way I think about labbing is that these games originated as martial arts simulators. To me it made sense that the karate classes I took as a kid were like two-thirds kata and only involved fighting with a partner in the last third.
Just like kata become mindful contemplative experiences over time, at its best fighting game practice can provide the same vibe, I’ve found. It counterpoints the competitive intensity of matches, and provides multiple paths for satisfaction and growth depending on where I’m at on any given day.
I suspect a lot depends on whether you think of them as martial arts simulators or as martial arts movie simulators. (This might also correspond to [respectively] preference for competitive multiplayer vs. single player.)
I love the idea of Smash but it never clicked with me.
Jump Ultimate Stars with 1-cart local was a great time though. This alone convinced my friend to get an R4.
yeah this is what i was trying to get at earlier
at some point any kind of high level stuff feels arbitrary execution-wise imo, mostly because it’s tough as a dev to predict the way the player base develops their skill and it might be something unintentional that completely changes the landscape of high level play - i don’t think the mvc2 devs intended to make 6 characters play totally different than the rest of the cast and so it’s tough for me to say where things cross over into “arbitrary” in that game
with smash it’s way easier for things to become arbitrary because the way most people interact with the game is so far away from what competitive rule sets look like that it feels like people just made that shit up for no reason, but it feels that way because the breadth of experience in the rest of the game is so vast
so i dunno i don’t really like judging fighting games by how arbitrary their execution feels like or what their rule sets are because to me a lot of what feels that way is dependent on where you started as a player, i just happened to start in smash somehow and followed it because it was a language i spoke already
yeah i always found the idea of grinding out modern long-run combos a roadblock like clicking on rats for hundreds of hours in an mmorpg or “keep going, it gets good after thirty hours!” and too far divorced from actually executing in any kind of competitive environment to be all that useful
(this possibly reads like i’m against all mechanical complexity and dismissive of anyone who enjoys training mode, oops. i think the latter does really click with some people and becomes a legit creative act in a way)
think i just really appreciate how previous generations of fighting games really did “easy to pick up, a long road to mastery, fun at all levels” so well, how many units did sf2 sell / how many players knew how to do a cps1 chain?
i mean twitch/youtube has fucked all this up i guess
related, i had a bunch of smt5 stuff spoiled for me by the algorithm suggesting videos from all the Content Creators playing on safety difficulty with the grinding dlc to get all of the Content up asap
the fatal fury and art of fighting games were specifically intended to be martial arts movie simulators. fatal fury came out of a desire to expand on this idea post-sf1, as opposed to the competitive focus of sf2
slightly unrelated - i kind of get the sense that the recent twitch/youtube thing also had something to do with why people kept saying that animal crossing was running out of things to do, it feels like the amount of stuff they put in was supposed to be slowly uncovered over the course of years
people have managed to port their lifestyle inadequacy from looking at people’s perfectly curated instagram feeds to looking at screenshots of other people’s islands
Isn’t rivals of aether just like smash but also controlled with digital inputs?
title
Yeah. I’m pretty sure most other platform fighters opt to go the digital route.
Rivals actually supports both digital and analog inputs, and you actually get more angles for some moves with analog. Around release Rivals players were complaining about the balance between the two input methods but I don’t remember the result of that.
It’s like playing with a hitbox in Smash – some things are harder and some things are easier and some people have a personal preference.
What I’ve witnessed is instead harassing mom and dad to buy you in-game currencies (your Vbucks, etc).
for sure, but the kids are already sucked deep inside that ecosystem by that point