Shy Fingers
Banned
I'm gonna say BlazBlue Calamity Trigger
Glad to see this posted, the game just feels right. Even with a lot of characters being crazy different from one another.
I'm gonna say BlazBlue Calamity Trigger
VF hasn't had weird physics since 2 so you'll be alrightI still dont get why this game gets so much praise. I love fighting game but I always found virtua fighter boring to watch due to the weird physics and sound effect. Hits and characters falling sound like blocks and their is no impact visual effect. I have the same problems with Dead or Alive.
Maybe I should give 5 a try. I played 2 long ago and barely touched 4 when it came out.Maybe it will click with me this time
This sounds like I'm just asking for people to list their favorite fighting games, but I'm actually trying to hone in on something more specific, albeit hard to quantify. Good fighting games all tend to feel satisfying and responsive to play. Tapping on clicky, sensitive arcade stick buttons and seeing your input mirrored by an associated action near-instantly in a locked 60fps image on the screen just feels good. It's the kind of satisfaction one gets from older, hyper-responsive 2D action games when you kind of enter this zone where you are longer conscious of your inputs and just do without thinking.
But drilling down a bit further, let's see if we can hone in on the individual design elements of particular fighting games that make them feel especially good to control. In my mind, all of the following come into play when crafting that crisp game "feel":
If I had to be honest with myself, I'd say that Street Fighter 4 (in all of its iterations) has to be my all-around favorite fighting game because it's the one that I've actively played for the longest amount of time, and I appreciate its impressive balance despite an occasional misstep or two. That being said, I do not find it to be the best feeling fighting game to play. Compared to some other 2D fighters that come to mind, it can sometimes feel a little floaty, and the overly chunky character designs don't feel as swift/responsive or as well-animated as some other games that come to mind.
- Animation fluidity and speed
- Movement speed and options
- 2D vs 3D plane
- Input styles (e.g. MK vs Street Fighter vs Tekken control mechanics)
- Punchy sound design to accompany the action
So with that being said, I'm going to give my top nomination to: Street Fighter III: Third Strike.
This was actually tougher for me to boil down then you might realize. As someone who has been at least dabbling in pretty much every fighting game (good and bad) released since the early 90's, there are both 3D and 2D fighters that come close to taking 3S's top spot, IMO. Here are a few reasons why I think 3S feels the best to play:
- Some of the best 2D pixel animation of any fighting game. The level of craft on display here in terms of art and animation is staggering, and I feel that 3S strikes the perfect balance of fluidity and speed. It kind of feels like an animated film that has been drawn on every frame (e.g. Akira) as opposed to most other animated films which draw on every other or every third frame and let the brain fill in the blanks. 3D fighters can be very fluid as well, but sometimes it feels like the length of their animations slow down the game feel a bit. That being said, Garou: Mark of the Wolves comes very close to taking Third Strike's crown on this one.
- Movement speed and options are pretty much perfect in my eyes. The walk speed for all of the characters feels just right here, and the way dashing forward and backward, jumping, and super-jumping feel is spot-on as well. This is completely subjective, of course, but for me 3S just nails this aspect of character control.
- Parrying, love it or hate it, is extremely satisfying to pull off. Since no other fighting game has nailed parrying as well as 3S did, it further justifies its place at the top for me.
Honorable Mentions
- Garou: Mark of the Wolves
- The Last Blade 2
- Soul Calibur 2
- King of Fighters XIII
- Guilty Gear XX
VF hasn't had weird physics since 2 so you'll be alright
People praise it because it's really fucking good
It does feel good to play, but I agree with him with regard to the jarring sound effects and weird jump arcs for characters.
I'm gonna say BlazBlue Calamity Trigger
God i miss that game
Fucking this. It really nails the "chess-like" qualities of fighting games.Virtua Fighter. It's just such an elegant game. No bullshit, smart play is always rewarded the most. It's a game where losses always feel like they were deserved. Controls are solid, damage is high. Being good is the only comeback mechanic.
Have you played since 2?
________. It's just such an elegant game. No bullshit, smart play is always rewarded the most. It's a game where losses always feel like they were deserved. Controls are solid, damage is high. Being good is the only comeback mechanic.
Yeah. I've played them all.
I'd say execution is less of a factor in VF compared to other fighters I feel. There's not much hard stuff to pull out, it's more a matter of pulling out the right move at the right time, reading your opponent, etc.To be fair, you can replace VF with any fighting game in that sentence and it still applies. Is smart play ever unrewarded in other fighting games? Is being good a mere suggestion but hardly a viable course for victory in any other popular genre entry?
How are the jump arcs weird?
Is smart play ever unrewarded in other fighting games?
They were the worst back in 1 and 2, but jumping in VF games still feels really floaty and delayed to me. That being said, it's not like jumping is used that often anyway from what I've seen in competitive play. Nor is it really used in very many 3D fighters in general.
It has been a couple of years since I last played VF, I'll admit. I dabbled in some Final Showdown back when it was released for PS3.
And also ask anyone who says SFIV to elaborate because for me personally it is one of the worst feeling competent fighters I have ever played, and I'm genuinely curious as to what feels so good about it for you.
I'd say execution is less of a factor in VF compared to other fighters I feel. There's not much hard stuff to pull out, it's more a matter of pulling out the right move at the right time, reading your opponent, etc.
It's the one they've played the most probably. I don't think SFIV feels bad personally
for 2D fighters I think I like the way KOF feels the most, running is cool as shit
I've actually never really played Tekken or VF. I've mostly stuck to SC and DOA for my 3D fighters.
How does VF compare to DOA? When you say less execution based, do you mean that it's less memorization? Less combo heavy? I'm trying to understand exactly what you mean by that.
Again, I expect to play VF 3 and 4 relatively soon... I'm on a slight Yu Suzuki kick these days (like many other Sega fans) and want to experience what all of the praise is about for these 2 games.
Sad that they're kinda dead, their next game will probably be Maximum Impact going by the trademark last year.Yeah, man. I love running in SNK games because it's such a satisfying, natural way of rushing down an opponent, especially since it opens up several more jump-in options specific to jumping while running.
Sad that they're kinda dead, their next game will probably be Maximum Impact going by the trademark last year.