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Fighting Games Weekly | July 27 - Aug 2 | Beta luck next time

Well, they did do an interview kind of mentioning that you will be able to unlock parts for the bots which kind of implies it is what it is right now, but then again that also means they could get nicer. You're right, but it also isn't motivating me to check it out right now.

Yeah, having an alpha build available to the public always presents its pros and cons
 
Damn, how does anybody ever get decent at guilty gear? Just picked up xrd and it's intimidating as fuck. Everything about this seems harder than the more mainstream 2d fighters. Anybody pick this game up not having played the previous iterations and feel like they can utilize all the options from the tutorials/land combos/etc?

Like I'm doing the missions and I can't even get the one that's basically "wakeup dp" with any kind of accuracy. If the timing is that strict I'm amazed anybody is able to play this game at a high level. Better off just spectating like those tetris guys from GDQ.

Xrd is the sfiv of anime games. You are making it sound way more complicated than it is.
 
One thing that drove me absolutely nuts when I tried playing SFxT (around the time the 2013 update came out) was that the online UI/UX experience was horrific. You try to play a ranked game online... here's a loading screen. Then you might find a match... but you will find a loading screen. Now you need to go to character select, which takes a ton of time to load. But wait, you need to now select your gems! And the stage! And more loading! Now you're finally in a match (if they haven't disconnected yet.) It seriously took about as long to get into a game as it did to play it. Absolutely awful, since about most of those loading screens aren't needed. Why can't I pick characters/gems before matchmaking? It's blind pick anyway.

In Marvel 3 it takes like an hour of playing to unlock everything through the points you earn through online matches. Yet, the game forever spends like 7 seconds after every match saving those battle points that become irrelevant after an hour.

Most obnoxious shit ever.
 
So I played a few games of rising thunder.

My impressions:

I like the look of the game, it has it's own art style and I think it's pretty cool watching robots fight.

I'm not totally opposed to the idea of specials being 1 button the only issue I've found is that Supers should require (some more) input than a single button. A few games online have just been people mashing it as soon as they have meter. I think there should be a small amount of input required so people aren't just chaining combo into special every time.

Performance wise I have a GTX 970 and noticed no slow down at all with everything running max 1080p. I think the netcode is also reasonable at least for the games I played as the top right of the screen showed my ping hovering around 80-90ms

1 Feature I think is perfect is that all matches are best of 3, it helps that even if you lose a match you aren't thrown back into a lobby/search pool to find another game when you really want another crack at the person who just beat you. Making the ranked matches BO3 is something I want more fighting games to do.

So far I quite like what I've seen although it needs a little more balance between friendly for newcomers and still entertaining for veterans.

Will continue to play/follow as the updates come through.
 
Preface is I dno anything bout smash.if sakurai left and someone with a more open minded approach towards competition came on would the casual audience even notice? Like isn't the appeal that they get to fight link vs Mario and higher level stuff is irrelevant?

Did the casual folks hate melee or something?
 
Oh yeah I forgot

HOLD DAT SHIT YAMS

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Last time I checked it was 7-3.

YOU HOLD DAT L SON!

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Preface is I dno anything bout smash.if sakurai left and someone with a more open minded approach towards competition came on would the casual audience even notice? Like isn't the appeal that they get to fight link vs Mario and higher level stuff is irrelevant?

Did the casual folks hate melee or something?

They just don't care about it and think it's pointless to dedicate so much to a small portion of people who buy the game. Since they identify themselves as being part of a larger base(not hardcore), they feel entitled to have more of what they want in the game.

To compare it to something, it's like how some of the MK base only care about single player content and scoff at Street Fighter, its rival franchise, putting more emphasis on versus competition.
 
Xrd is the sfiv of anime games. You are making it sound way more complicated than it is.

Well it is way more complicated than SF4 at the beginner level. Even just looking at all the stuff in the tutorial it's easy to see why someone new to the series is overwhelmed.
 
ASW games are kind of overwhelming at first. Like this may sound silly, but having to incorporate FD into pretty much all your movement when other games you just kinda move in is a bit weird. Tying meter to a lot of things is weird at first cause that's like just a GG thing, other games don't do that. The game also has a bunch of weird, old unintuitive stuff in it unless you understand "anime" games like it.

That being said, it's not that hard. You just gotta think differently and then it's like any other fighting game. If you play most modern games, the reversal window is probably a little tight, but like just practice it.

SF4 also has a bunch of complicated, unintuitive stuff in it that's super major and required, but it's more well hidden and not as up front about it.
 


I can't watch that with audio since I'm at work, but from what I've heard, this guy strikes me as the type of fighting game player who picks up a game, goes to training mode, picks a character, and just practices combos as opposed to the fundamentals and spacing of the character he picked. He'll practice this "hype" combo for a couple hours and think he's hot shit, and then lose to stuff like low forward+fireball, and he just doesn't get it.

After all, he knows this hype combo. How can he lose to somebody who doesn't play like that, and just spams low forward+fireball? He'll lose like that in all the fighting games he plays, and he still just doesn't get it.

So, Rising Thunder comes out, and this is the one fighting game that this guy thinks he'll finally beast in with his hype combos. Well, he loses to the same shit he loses to in other games, and that's the straw that breaks the camel's back. He rants and he raves, but he still just doesn't get it.

Without having listened to that video, that's how I interpret it.
 
ASW games are kind of overwhelming at first. Like this may sound silly, but having to incorporate FD into pretty much all your movement when other games you just kinda move in is a bit weird. Tying meter to a lot of things is weird at first cause that's like just a GG thing, other games don't do that. The game also has a bunch of weird, old unintuitive stuff in it unless you understand "anime" games like it.

That being said, it's not that hard. You just gotta think differently and then it's like any other fighting game. If you play most modern games, the reversal window is probably a little tight, but like just practice it.

SF4 also has a bunch of complicated, unintuitive stuff in it that's super major and required, but it's more well hidden and not as up front about it.
Yeah, I am not a huge fan of having to push three buttons to block.
 
Yeah, I am not a huge fan of having to push three buttons to block.

FD is 2 buttons though. And you only need it to dash brake or cover air movement. Using it while blocking actually has disadvantages for what it does and it costs a lot orz so you don't do it as often as some people think.
 
FD is 2 buttons though. And you only need it to dash brake or cover air movement. Using it while blocking actually has disadvantages for what it does and it costs a lot orz
2 buttons + holding back = 3 buttons in my mind.

I also don't like that I have to burn meter just to not be unblockable reset in Xrd. Kind of a shitty design choice.
 
2 buttons + holding back = 3 buttons in my mind.

I also don't like that I have to burn meter just to not be unblockable reset in Xrd. Kind of a shitty design choice.

That first line is what.

There are lots of ways to deal with air unblock resets, and flashing meter to get out is fine, you get enough of it to use it in that instance lol
 
I also don't like that I have to burn meter just to not be unblockable reset in Xrd. Kind of a shitty design choice.

I like this a lot. It's nice being able to force people to stop up-backing all of the time. At least it's not like French Bread games where if you jump, you just can't block a ground normal. No FD to save you lol.
 
Meter being an extension of your life against chip as well as movement options makes GG fascinating for me lol

I love it.

Also for being an airdasher, the game certainly blows up people who go into the air recklessly. Footsie game everywhere.
 
You can always just not tech and take the knockdown to avoid air resets. Or just, don't tech immediately and they might mess up their attempt to reset you.
 
You can always just not tech and take the knockdown to avoid air resets. Or just, don't tech immediately and they might mess up their attempt to reset you.

I might be wrong, but it feels like air resets can lead to a bit of a scramble. I'm pretty sure I've seen times where people will try to catch an air tech with an air grab, except the opponent delay techs and air grabs the normal that comes out instead.
 
I might be wrong, but it feels like air resets can lead to a bit of a scramble. I'm pretty sure I've seen times where people will try to catch an air tech with an air grab, except the opponent delay techs and air grabs the normal that comes out instead.

Correct. A person I play a lot always blows up my air throw reset attempts by delay teching and throwing me instead.
 
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