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Fighting Games Weekly | Mar 23-29 | Forever Yung at heArt

Mr. X

Member
Favorite stage...

Train stages
Skullgirls Big Band Stage
I like the aquarium in VF4EVO with the sea creatures swimming in the back
Makoto's 3S stage with things falling out the trees
Alpha 2 Charlie stage
XMen CotA had some fun looking stages
 

Beckx

Member
Claw's cage in SFII

Bamboo forest in Bushido Blade

Shun Di's raft in VF2

Aensland Castle and Williamette Mall in TvC

Germany (Victor's stage) in Night Warriors/Vampire Hunter
 

Horseress

Member
This one.
latest

Great atmosphere, even the music is hype

Last Blade also has a ton of beautiful backgrounds, they feel like they are so full of story:
http://i.imgur.com/zW8idqj.gif

I remember this one, beautiful stage. Old SNK games had some great stages
 
Claw's cage in SFII

Bamboo forest in Bushido Blade

Shun Di's raft in VF2

Aensland Castle and Williamette Mall in TvC

Germany (Victor's stage) in Night Warriors/Vampire Hunter
Claw's cage is a good one. It really says "this is my fighting arena". Better than "this is some street in my country". Or, weirder, Honda's "this is some bathroom I found - fight!"
 

Kikirin

Member
I'm no regular here or anything, but does anyone here play more obscure fighting games, like the Touhou spinoffs or French Bread stuff or Arcana Heart? I admit I've been curious to give these games a try even if their community may have since moved on, just because I'm always looking for unique fun experiences. What can you guys tell me about these types of fighters, or if there are similar games with active scenes?

Out of the stuff listed, I'm familiar with Touhou 10.5/12.3, which is pretty interesting in how it diverges from traditional fighters. To go into some of the major differences:

  • Free-form movement: In additional to the more-conventional walk, run, jump (regular and super), air dash options, the game also has universal 8-way dashes and flight via a direction + dedicated flight button. This can be used for a burst of movement in a particular direction, which can be held for extended flight with alterable trajectory. Immediate changes of direction can also be performed mid-air dash.
  • Heavy use of projectiles: The game has a very, very large variety of projectiles. In addition to specials and supers, there are two dedicated projectile buttons akin to normals, each with their own variations from directions + ground/air state. Which leads to...
  • Grazing: In addition to particular specials and supers having projectile-invulnerable properties, there are various universal movement options that are also immune to projectiles. Dash (both ground/air) and flight are completely projectile immune for their durations, and super jumps are projectile immune during their ascent. However, all are vulnerable to melee attacks.
  • Weaker traditional mixups: For the most part, traditional high/low/throw mixups are not as severe here. With the exception of charged melee attacks that immediately guard crush, wrong high/low blocks doesn't immediately open up the opponent (but drain a hefty amount of stamina instead). Grabs (and unblockables) are also fairly rare, and are limited to specials and supers for particular characters.
  • Stamina management: The crux to all of this fitting together in a relatively balanced way is the need for managing stamina. A lot of major options - flight, projectiles, specials, and most importantly blocking - consume stamina that begins regenerating after a brief moment of neutral. Getting guard crushed, either from wrong blocking charged melee attacks or blocking when you have no stamina left, is particularly fatal. Each guard crush temporarily reduces your stamina by 1/5 of your maximum, and these stamina penalties can stack to greatly cripple your offense and defense.
  • Card system: Last but not least is the card system, which provides a big customization option to the game. Each character can build a deck of 20 cards that provide a variety of benefits ranging from additional universal options (e.g. alpha counter, increased stamina regen, etc.), character-specific buffs and alternate attacks for specials, and supers. As a match progresses, you "draw" cards from your deck into your hand, which must be consumed to receive their effects. Supers in particular often require the consumption of additional cards from your hand to activate, with the better / more damaging ones consuming up to an entire quarter of your deck.
It's definitely a unique experience, so give it a shot!

Edit: have a gameplay video. https://www.youtube.com/watch?v=nLSSRiV_HRo
 

x Misogi

Member
Fave Stages:
Tekken 5 - Moonlit Wilderness
The CVS2 Rain Stage (Osaka)

...I can't think of any other stages i'm really in love with right now
 
My favourite stage is probably Lab Nine or Marie's stage from Skullgirls. If you discount Skullgirls for being too awesome, I love Kattelox Island from MvC3 and Joker Asylum from Injustice, if only for the amazing transitions and BASED PIG.
 

Rhapsody

Banned
Been playing more KoF 02UM. Been getting better at confirming but it's still really hard. Also there's so many moves I don't know how to respond with. I don't think there's any frame data out, so I'm not sure my best options.

Went back to 98UM after since it's still my favorite. Execution is a breeze in this compared to 02UM lol

Also favorite stage? Axl's Xrd stage is really great if we're talking about stages this gen. For previous gens, that's hard to say, SF3 had a lot of pretty ones.
SNK also had a lot of beautifully done stages.
 

Cybit

FGC Waterboy
Does anyone know if Capcom Cup's 500k prize pool is going to be an annual thing, or just that big this one year due to Sony?
 
Its that time again...

That's a very good question. I've played so many fighters and have seen so many good stages.

For now, I'll say the Dead Pool from Mortal Kombat 2.

Bi2JYuG.gif


I remember that being my first favorite fighting game stage. I've always been a fan of the acid pools amidst the chains and stone background. I also remember it having the first fatality that I really, really wanted to learn how to do in the game. It also looked very nice in MK9.

wbJ5RRh.jpg
 

Cybit

FGC Waterboy
If Capcom goes it alone next year, I have my doubts.

Though, SF5 should be out by then so maybe

I wish they would do quarterly DLC (costumes, etc) that would give a percentage (25%?) to the Capcom Cup pool. Would be a great way to get community involvement going, and advertise it to the greater SF playing public.
 

Shouta

Member
Speaking of Smug, just before Itabashi and Smug played, I gave him the run down on his play style quirks and lol, I've never seen Itabashi swing mp that much ever, I think. He mentioned he kind of knew what to do but said thanks for the quick reminder.
 
Speaking of Smug, just before Itabashi and Smug played, I gave him the run down on his play style quirks and lol, I've never seen Itabashi swing mp that much ever, I think. He mentioned he kind of knew what to do but said thanks for the quick reminder.

helping them enemy. where's the american pride
 

BakedYams

Slayer of Combofiends
You should be playing Yun not Gief. You don't have patience for Gief.

Ah....

Srsly, you're playing the wrong character for the wrong reasons Yams

Honda isn't bad, just wait for them to do random buttslams and punish

...It probably says something about my playstyle that I can break Hondas and make them exit turtle mode

or maybe it's just playing Ken that does that

ahhhhh!

Seriously. For fuck's sake Yams, you use Wolverine. How are you not using Yun?

AHHHHHH!!!!

Yun's combos are not even that hard compared to Zangief's. He even has a command throw. Plus with Red Focus he has easy access to big damage, no need to learn Genei Jin combos/loops.

Getting better with Yun will improve your Wolverine game as well since you need to be more precise with your dive kicks.

Fine, I'll drop Gief and pick up Yun lol

Its that time again...
7lFl7lP.jpg

I'd have to say my favorite stage would be France in 3rd, just feels so right.

latest


Not bad....not bad at all

even the deejay player is forgettable.
 

Shouta

Member
helping them enemy. where's the american pride

Grapplers and 3D brotherhood > all

Kitasenju DJ definitely needs more chances overseas. He doesn't have the experience at foreign tournaments at all, so he was quite nervous. He also has to overcome that Abel match-up lol
 

pixelish

Member
Speaking of Smug, just before Itabashi and Smug played, I gave him the run down on his play style quirks and lol, I've never seen Itabashi swing mp that much ever, I think. He mentioned he kind of knew what to do but said thanks for the quick reminder.

did you tell him smug does not have footsies?
 

Shouta

Member
did you tell him smug does not have footsies?

I told him that Smug will always look for the counter hit to close the distance as fast as possible and that he'd almost always do something when he got a knock down. The MP abuse from Itabashi was probably to avoid that and stop his forward momentum when possible. So kinda? MP is like impossible to CH for Dudley, lol
 
Yeah this is still my favorite Smash map, especially in Project M. Someone calls the helipad on the far right and everyone fights like nuts to keep it, meteor smashes and dunks all up in ins.

Between that, and the lower part on the left side, that stage is amazing.
 

Infinite

Member
Speaking of Smug, just before Itabashi and Smug played, I gave him the run down on his play style quirks and lol, I've never seen Itabashi swing mp that much ever, I think. He mentioned he kind of knew what to do but said thanks for the quick reminder.
you betrayed us
 

fader

Member
Speaking of Smug, just before Itabashi and Smug played, I gave him the run down on his play style quirks and lol, I've never seen Itabashi swing mp that much ever, I think. He mentioned he kind of knew what to do but said thanks for the quick reminder.

turncoat!!!
 

BakedYams

Slayer of Combofiends
I told him that Smug will always look for the counter hit to close the distance as fast as possible and that he'd almost always do something when he got a knock down. The MP abuse from Itabashi was probably to avoid that and stop his forward momentum when possible. So kinda? MP is like impossible to CH for Dudley, lol

KHOROSHO!
 

BakedYams

Slayer of Combofiends
Wow, Yun is really easy. Only problem I'm having is connecting his divekicks with combos, probably an angling thing I have to sort out. I don't see a wolverine pressure from him but its certainly a lot easier playing the game lol
 

Clawww

Member
Also helps that it has one of the most chill bits of music ever to play with in Outdoors at 7PM/Main Street. You'd think this song isn't fighting material but I love it. It's so zen. It's also made even better with the night time colorway:

I loved all the chill tracks available in Smash 4. It's really nice to play with calming music like that. Always loved CvS2 windmill stage for similar reasons. I wish stages with tranquil music were more common.
 
It seems like Kazunoko is choosing to go to NCR over Hypespotting.

NCR: Momochi, Bonchan, Kazunoko, Poongko, Pugera, Gamerbee
Hypespotting: Tokido, Mago, Xian
 

alstein

Member
Been playing more KoF 02UM. Been getting better at confirming but it's still really hard. Also there's so many moves I don't know how to respond with. I don't think there's any frame data out, so I'm not sure my best options.

Went back to 98UM after since it's still my favorite. Execution is a breeze in this compared to 02UM lol

Also favorite stage? Axl's Xrd stage is really great if we're talking about stages this gen. For previous gens, that's hard to say, SF3 had a lot of pretty ones.
SNK also had a lot of beautifully done stages.

I'm always open to find matches on 98UM, though no one randoms these days. Won't play 2k2, it's just boring how people play that.
 
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