Where's Blazblue and Guilty gear? What about Arcana Heart or Persona 4 Arena or maybe uhh...something not capcom or capcom-inspired at all? (Skullgirls is like a marvel 2-inspired game with GG elements)
Yeah there's not much space but why not evenly spread out. 1 capcom game, 1 namco bandai game, 1 arc system works game, 1 Examu game, 1 SNK game, 1 neatherrealms game, you know what I mean? I see no point to having 6 capcom games, some of which belong in the same series too.
Also, Darkstalkers 3 was made in like 1994.
The Wykydtron said:
Persona 4 Arena and BlazBlue. I think the P4A fighting mechanics are actually perfect, they allow people like me who have all the ways in and pressure strats but aren't going full swag combo level (because that stuff is annoying and detracts from the fun) to do well alongside those "lol 80% combos get rekt" people. Glad they're still lurking on UMVC3 and Skullgirls for the most part...
What i'm saying is that combos aren't everything in that game, in fact they're quite subdued in importance compared to other fighting games.
BlazBlue is fun but purple throws are one of the worst game mechanics ever. What was the thought process there?
"Hey you know what would be a good idea? If someone could throw while comboing someone isn't that cool!"
Not like it's a free reset, no not even that. It's a reset before the combo has even ended. Yeah you could counter throw like usual but considering the latency online and the surprise of it you're never going to stop it.
I got into BB in the worst possible way too. The only people online were people who had like 500-1000 games with Ragna or Hakumen or Jin and I hadn't even learned all my moves yet. Y'know how people say you learn something by losing? Yeah no. Not when there's such a vast skill gap. I get locked in a corner and die whether I press buttons or not. Thank god Mu-12 exists or i'd be totally screwed.
How are combos in Persona any less integral than in other games? Most chars die in 2 good combos and there's bursts, making it 3 combos. That brings it to basically marvel levels with 1-touch death combos and 3 chars needing to be dead, adding up to 3 combos as well. What's different is how easy or hard it is to land those starting hits. (in persona you need to actually hitconfirm appropriately to achieve your high damage, in marvel you do not)
How do "swag combos" remove fun anyhow? Landing that hype combo you worked on for a month in a real match is one of the most satisfying experiences in fighting games ever. That's a common consensus and most people who have actually done it would agree with me.
In Blazblue purple throws are extremely slow , you have over half a second to react to them and tech them. As for the reason they're there, it's so that people are awake and aren't mindlessly mashing while being comboed but instead pay attention and look out for throws.
In actual high level matches games you'll almost never see purple throws because of how easy they are to escape. That you fought people using them means they weren't good at all, even if they may have had 500-1000 games (a number of games that can be amassed in a week).
Lastly, they're not really a "reset", the most damage a normal grab does is 2k and then the combo usually drops. Only a few select chars get more damage from purple grabs and against those you should be doubly careful and attentive to your reactions. If you're getting 720d by Tager mid-combo left and right, that just means you have to work on your throw-teching.
Basically, the risk of losing out on your wakeup pressure if they tech your purple grab makes purple grabs not worth the risk, even though they may add a free 2k to your combo. They're just that easy to tech.
As for the part about learning by losing, that's true as well. You may not have FUN, but you will improve. Just do this, play someone around your level 10 times, then go play someone way better than you 30 times, then go play the first person again for another 10 times and compare how you do. You'll surely be satisfied with yourself by the difference in your performance.
balladbird said:
from 2000 on up? you wouldn't have enough room in five polls for all the titles. XD
For 2d fighters, it goes to blazblue. primarily for the story and diverse cast of characters, but also for the care Arksys puts into character balance and making all play styles equally valid. Now if they could just figure out how to get Tager off the bottom tier. XD
for 3d: tekken, dark ressurection. this game was a bloody revolution for handheld fighters. I was in the navy when it got released, and the game may as well have been crack on board my ship. Everyone under the age of 30 had a copy, and we spent hours and hours practicing and fighting each other.
Tager's solid mid in Chronophantasma. (which is out in Japan, you can find matches of him)
Amane and Izayoi are the current bottom tiers. Kokonoe is the reigning SSSSS tier and Bang is still awesome.