Just received one of my favorite bad games. I’m a sucker for early 90s fighting games.
Yeah I never played Marvel seriously til this collection and I didn’t realize just how much of a scramble it is lol. That top players were ever able to master a game this fast and loose is incredible to me
With no YouTube!!!
With YouTube I can do about one rep of a Morrigan loop in Marvel 3 and could not get past that phase of learning my first character.
just a heads up for folks here – the SF Bay Area local i run, Caliburst, is gonna be having a special Casualburst session on 10/12 specifically meant to give new people an easy time to come by and check the vibes out! no open brackets this month, just casual games and maybe a beginner bracket for Xrd.
i know there are plenty of people out there who feel like they want to check out fighting game events but don’t really feel like they have an “in”, so if that sounds like you, this should be a good one to come to and get your bearings! if you don’t know how to play fighting games, don’t worry, you can still come and mash and learn and have a good time and eat some (free) food. these days it’s basically like a potluck that just happens to have fighting game tournaments.
the details:
- Saturday 10/12, venue opens at 12pm and things usually start winding down around 7pm
- the focus of the community is GG Xrd but people are down to play all kinds of stuff; general preference is for niche older games (we routinely run side brackets for Skullgirls, UMVC3, Chaos Code, VF5, MBAACC/TL, UNI, Suika Game, Tekken Tag Bowling, as well as a series of arcade cab brackets for CvS2, X-Men: CotA, KOF98, etc.). we do have plenty of people who play the newer games (SF6 T8 Strive etc) too, though we don’t focus on those games because they have plenty of locals support elsewhere.
- venue is called Gamecenter, it’s a private garage space so you won’t find signage for it or anything, but the address is 575 Mountain View Ave, Belmont, CA 94002
- street parking is pretty easy and the Belmont Caltrain station is a ~15min walk away, just don’t park in the gamecenter lot bc parking is for tenants only
- venue fee is $10 (cash card venmo paypal all OK)
- food is free; we normally have Costco pizza as well as whatever people feel like bringing
- we maintain a COVID policy; masking is required while indoors, and proof of the 2023 vaccine booster is required for admission (we’ll update to 2024 later this year)
- bring your own controller preferred but we do have some loaners hanging around
- reg will be on startgg; preregistration isn’t required but we use it as an RSVP system for estimating pizza orders so it helps. will bump this thread when it’s up.
please come by and kick it!
actually one of our regulars drives out from reno a couple times a month for caliburst and she put together a trip video a while back that’s probably the best advertisement i got tbh
Played a bit of Terry in sf6 last night before going to bed and oh man he felt good. Excited to dig into more when I’m off of work later today!
Also really need to get through more world tour so I can unlock his 2nd costume. Black leather jacket Terry is my favorite color to use in motw so I’m glad he has it here.
That game’s combo system feels like trying to juggle three greased piglets, but in the fun way where once you’ve gotten a hold of it you look very impressive. It is definitely a game for psychos, and I’m having a great time with it.
Can anyone confirm if you get the Street Fighter 6 DLC you can dress your create a character as Blue Mary?
It looks like Ken and Chun-Li are going to Southtown
It’s weird having these Smash Bros characters show up in SNK and Capcom games
Weirdly deep cut adding the lady from Project X Zone
SF6 & CotW slowly merging towards CvS3
Terry, at least in Street Fighter 6, is very Canadian coded.
I got the Terry DLC and as far as I can tell : No you cannot get Blue Mary clothes for your character. In world Tour mode they added a way to travel to the Pao Pao Cafe and in that part of world tour there are many NPC’s dressed in fatal fury character clothes like you see here. But the vendor in Pao Pao Cafe and the vendor in metro city do not sell any of these outfits. There was some terry clothing for sale in the battlehub shop.
Not sure boxing-raising-sims are OT for the thread, but I figure the spirit is close enough.
The other week I found KO - The Live Boxing on a shelf with a 300 yen price tag. I promptly bought it not because I am into boxing, but because it was developed by Altron, who also made City Bravo, a good alternate-reality sim city.
I’ve been playing it this week, and am having a really nice time. That description in the link cites it as a cross between the raising/training aspects of Boxer’s Road and the semi-simulation play of Saturn’s Center Ring Boxing. I had seen Boxer’s Road a million times, but never played it. If you look up videos of KO, basically only people show them playing a single fight poorly, or trying to do the career mode and getting annoyed. It is worth a look.
You start by setting your character’s basic parameters (height, weight, looks) and then you start the very tokimeki-ish training loop, where you choose how to balance your time between different exercises to up your stats. You either choose or are told the date of your next match and have to decide how to lay out your training, and as the days wind by, you get to watch a faux rocky montage of your guy doing the different activities you set, and your stat bars go up and down with weighted some random walk. Scratches the ‘number goes up’ itch.
The game starts off very slow, and I think nearly everyone writes the game off immediately as a result. But, if you pay attention, there’s some good stuff going on (*which may be well achieved by other titles in the boxing world, but I’m not well informed).
First, there’s the clear rock-paper-scissors-ish interaction between different punch types and blocking or movement options. What is unique here is that your fists seem to have block boxes regardless of your character’s state, so you really have to pay attention to positioning to successfully land a hit.
Second, punches have a lot of variability available. Triangle is jab, circle is hook, other two buttons for other hand, then hold R2 to switch to upper or body hit. But then also each of these can be held longer to do stronger versions, and also directional buttons can change how you aim. You can punch from your leaned positions as well, and there’s some amount of movement+punch action that can happen.
Third, all of your actions windup, cooldown, repeatability, speed are set by your stats. You start slow, but if you choose to just challenge someone way above you, you can see how fast the action can get. In playing so far (I’ve done like two ingame years), the gradual ramping up of the rate of play has been very good to learn how to use the toolkit and know my character’s capacities. There are no onscreen health or stamina bars, so knowing how many punches you can actually combo before slowing down and the like really depends on you familiarizing yourself with the character. Coupling all that with your progressive growth of different stats is just super sweet.
Last thing I’ll say is that different CPU opponents have pretty distinct AI approaches - I got stuck on one guy who had a rough hook combo that I just couldn’t block effectively; challenged the guy above him to skip past. The whole sense of finding your particular effective rhythm and windows against any given opponent is very much in the spirit of other competitive fighting games. Multiplayer exists but there is no roster to pick from, you have to load characters from your memory card - limiting, yes, but it does get the point across that this is for fighting your buddy’s raised dude, not just some roster.
I’m having a hell of a good time with it, and it seems like nobody has ever had anything positive to say about it - late era PS1 that looks like early PS1 and starts slow = kusoge. There is a whole lot of game there. I’ve ordered the guide and will see it next week - there appear to be multiple fighting styles and some special punches you can get.
Played about a 10-round set of Sonic: The Fighters at the Portland Retro Gaming Expo and my 14-y-o daughter just absolutely destroyed me. That game is so weird. I’ve got to play it more!
registration is up for Caliburst! October 12th from 1PM until whenever people leave (usually around 10PM or so). Come for the free pizza (usually around 5PM), stay to play games with a real cool crew. Mostly GG Xrd but we’ll play anything (usually have Super SF2 Turbo and Capcom vs. SNK 2 on arcade cabs, plus setups for Skullgirls, UMVC3, all kinds of stuff).
go here to sign up and get the venue info October 2024 Ca... | Details you don’t have to pay anything on the website, just a $10 venue fee when you get there. would love to see some of yall come through! if you don’t have a controller to play on, we do have some spares, and will probably also have folks willing to lend theirs (or you can just play on the arcade cabs).
Ok fighting game fans, I’ve been playing primarily Street Fighter 6 for most of the last 2 months, now.
I’ve always–but even more so lately as the rate at which I’ve been climbing Ranked has slowed, though not stopped, considerably–felt dissatisfied with the PlayStation 5’s DualSense as an input device.
I don’t know if I want to upgrade, per se… but… okay yeah of course I’m lying, obviously I want to upgrade.
However what I’m not sure of is what I want to upgrade to. Getting a fight stick seems daunting, excessive even. I’m not sure I will like it either, as I don’t feel that it will address my primary frustration with my current input method. I don’t want to accuse dedicated fight stick users as being people who got used to playing games on arcade, and so that’s what they use even on consoles and PC, but I never had a big arcade phase and so don’t feel a lot of comfort and familiarity with the control medium. Perhaps this is the most Modern Player thing I could possibly say, but, I don’t actually use the Control Stick for movement… I use the D-Pad (not exclusively though, I use the control stick for executing Bolshoi Storm Buster and not much else lol).
Ok, so, my primary frustration with the DualSense (or, perhaps, controllers in general) is that accidental jump inputs are the bane of my existence. If players who nail me with AA over and over would be able to understand just how much of my gameplan consists of “just rolling with an accidental jump input and pretending I did it on purpose” they would probably feel bad for getting so much reliable AA damage on me. I find that I have this problem with both Control Sick and D-pad… so maybe you can see why I’m hesitant to get a fight stick, I don’t think that will solve that problem either.
Sidenote, I have also seen leverless fight… uh, pads (seems silly to call them a fight stick without the stick) out there, and I’m not sure how well that would work for me either. I can’t really wrap my hand around using 3 separate fingers for directional input in a fighting game… never mind executing 360 inputs.
So, I suppose I’m putting this out there for suggestions on the question of whether I should take the plunge and get a fight stick, or, if there are any controllers out there with D-pads that aren’t, like, a weird thing mushed together under the surface of the controller like a Wii Fit balance board, which I think is possibly a large part of the problem. Or really any other solutions or suggestions besides “just lift your fingers off of the D-pad when you’re changing the direction you’re choosing to walk in,” because that is obviously physically impossible.
Damn, I wish SF6 would let you map Jump to a dedicated button separated from other directional inputs, like Smash has had since Melee. I’d probably still need a new controller if that were the case 'cause I’m already out of buttons but I feel that that would actually be the major league gaming solution for me.
i played a ton of guilty gear strive. So i think for me it was playing more games to get over the jumps.
I used to accidental jump constantly in sf5, but then played strive a lot. Now going back to sf5 and especially 6, my accidental jumps are way less.
That being said i think it’s just a practice thing. The precision eventually comes with time.
Also a hitbox or leverless does move the jump away from the other directions so that is an option. Just youll have to relearn how to do your stuff!
This is actually the correct way to do it! Traditional fighting games only support eight-way digital input, meaning that even when a command list shows a smooth half circle from left to right, all it’s really asking is for you to input left, diagonal down-left, down, diagonal down-right, then right, all in one smooth motion. On a d-pad it helps to sorta roll your thumb across it. (Though I definitely feel you on not wanting to use the PlayStation d-pad for specials; I only bought an arcade stick back when I was getting into FGs because I hated it so much.)
Every pad/stick player goes through this at some point lol. It goes away with time and practice. One thing that might help is, before or after you play online, just going over problematic special moves in training mode for a bit. You could do, say, ten reps on P1 side, then ten reps on P2 side, focusing on precision (speed comes naturally).
Yeah as noted above this is literally leverless controllers’ whole thing. Moving with a row of buttons is an adjustment for sure, but it sounds like you might like it if you gave it a chance!