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Fighting Games Weekly | Jan 27 - Feb 2 | The Power of Gamers

Dahbomb

Member
Ultimecia has next to no negative qualities whatsoever, unless you think a slow air dash is bad. She's a pure zoner who happens to have the best options in the game.

- She can stay in the air for as long as she wants and isn't limited to her jump height. She can also glide around so she has no fear of being stationary.
- She has the equivalent to Aegis Reflector and Hidden Missiles, with no drawbacks to either of them (aside from only being able to have one AR up at a time). And in the case of AR, she can continuously set it up and not have to worry about it being brute-forced since only a handful of characters have the capability of breaking it. And the attacks that CAN break through it are very slow and leave you wide-open to be attacked.
- Her HP attacks deal damage in a huge area, and can either home in on you or create a vacuum effect to close you in.

And even if you somehow manage to get through all of that and land a hit, she can escape a bad situation with the game's assist mechanic which lets you sacrifice your assist to flee to safety (it's like a Burst mechanic, except you get sent flying instead of the opponent).

If anything, I'm shocked that she's not S+++.

So on a scale of 1 to Kokonoe how broken is that character?

Honestly the S+ designation should only be reserved for a legitimately broken/clear #1 character. Like Akuma/Cammy wouldn't be S+ as they aren't so ahead of the pack and neither is Zero S+ despite being the best. I think S+ is designated for the ST Akuma, Kokonoe or Metaknight.
 
So on a scale of 1 to Kokonoe how broken is that character?

Honestly the S+ designation should only be reserved for a legitimately broken/clear #1 character. Like Akuma/Cammy wouldn't be S+ as they aren't so ahead of the pack and neither is Zero S+ despite being the best. I think S+ is designated for the ST Akuma, Kokonoe or Metaknight.
I dunno, can people reliably hit Kokonoe?
I don't know who that is.

I think it's because every character in 012, no matter how bad, is viable thanks to all the new shit the game brought to the table compared to the first game, so there doesn't really feel like there's any D or E rankings (at least that's my assumption). Squall, for example, was considered B in the beginning because, while he DESTROYS certain matchups, in general he has a hard time actually landing HP attacks. It's almost like the Vergil situation from early UMvC. Now that the game has been broken down, people are coming around on certain characters.
 

QisTopTier

XisBannedTier
I want to get into Dissidia *because I play everything* but the whole no real online play sucks :(

I dunno, can people reliably hit Kokonoe?
I don't know who that is.
It's a pain in the ass to hit her but she's not actually the hardest character to hit. Kokonoe is basically a 3 in one marvel team BB character. Her and Ultimicia are kinda similar in a lot of ways actually.
 
They need to do a new VITA version after FF15 comes out and add in FF15/14 characters and actual online play

PS4 version w/ Cross-play and actual online modes
VLqWjNT.png
 

alstein

Member
So on a scale of 1 to Kokonoe how broken is that character?

Honestly the S+ designation should only be reserved for a legitimately broken/clear #1 character. Like Akuma/Cammy wouldn't be S+ as they aren't so ahead of the pack and neither is Zero S+ despite being the best. I think S+ is designated for the ST Akuma, Kokonoe or Metaknight.

This is one thing I think should change about tier list- what the letters man needs to be consistent from game to game

To me S tier= strongest chars

Ivan Ooze and Igniz are SSS tier
Kokonoe and ST Akuma are SS tier (I'm pretty sure Kokonoe would have ended up banned if no patch was forthcoming)
S+ are the chars that are borderline bannable such as 2k3 Duo Lon or Metaknight
S is your garden variety top tier (AE Akuma) (VF Akira/Jacky)
A is standard but more bad matchups in tourney than an S tier (AE Ryu) (most VF chars)
B is tourney-viable but weaker (AE low-mid tier chars like Abel) (VF Jeffry)
C and below is where characters aren't tourney viable (AE bottom tier chars like Dee Jay)
D tier is gimped joke characters (3s Sean, SC4 Sueng Mina)
 

iori9999

Banned
Kokonoe is nothing like ST Akuma.. LOL! Meaning nowhere near as broken.. She is basically like CS 2 Makoto or CT Rachel/Nu..


Edit: I had to correct myself.. CS Makoto was actually better than CS 2 Makoto as she received a few nerfs..Still was godlike in CS 2..
 

iori9999

Banned
Doesn't Kokonoe beat many chars 8-2 or worse, and have no bad matchups? At least ST Akuma had an even matchup with I believe Sim.

No.. Characters like Valk can give her a run for her money.. I don't even think she's the most OP character in BB's history..
 

QisTopTier

XisBannedTier
No.. Characters like Valk can give her a run for her money.. I don't even think she's the most OP character in BB's history..

That's a tie between ct carl/arakune but she's = to them.

In context to the CP cast yes she's Akuma

Black Hole = Air Fireball

Edit: Let me put it this way, Akuma in ST was not UNBEATABLE but just about everything was so much in his favor almost across the board that the game would have evolved into, play Akuma or play a character that stands even a remote chance vs him. Wonder if SF2 would still be played today or remembered as fondly by a lot of people if the whole "deal with it" mentality rocked for him.

Not to mention saying Valk can give her a run for her money is about on par with saying Zero isn't that bad what about Vergil
 

Hitokage

Setec Astronomer
I dunno, certain characters end up going beyond simply having great matchups against everyone and are just straight up broken, like Archetype Earth in MBAA or Karai in TMNT.
 

MrDaravon

Member
I dunno, certain characters end up going beyond simply having great matchups against everyone and are just straight up broken, like Archetype Earth in MBAA or Karai in TMNT.

Shoutouts to TMNT Tournament Fighters! I remember that game being awesome. I haven't played it since probably 1995, I bet it's actually terrible.
 

Hitokage

Setec Astronomer
Shoutouts to TMNT Tournament Fighters! I remember that game being awesome. I haven't played it since probably 1995, I bet it's actually terrible.
It's actually pretty interesting going back to it knowing more about fighting games in general. For example, Raphael is Bison. Short, short, scissors all day. Also stuff like using blockstrings to achieve effective meter gain.
 

Kimosabae

Banned
God, Spinal looks FUN AS HELL. DH did such an amazing job with him! From the aesthetics to gameplay the character just looks insane!
 
I'd be fine with it personally.

My problem with the F2P route for fighting games isn't the online aspect, but the selling of content piece by piece and the gradual updates that come with that. I kinda think the whole game has to be there up front and then remain constant for a while for fighting games in order for players to really grasp the big picture of the game.

Online is whatever. Especially if all the content exists locally and only requires online verification to access.

I guess when people see always online they immediately think of F2P. I wonder how much that would work against a paid always online fighter.

Simply that if the game is by a big-name company and/or is a well-known IP, more individuals at pretty much every level are going to give it the time of day. More on-the-fence consumers will try it, more reviewers will give it a cursory glance, business heads may look to its success or failure when planning other products, etc.

So basically SF5 vs a new IP by a dev no one's heard of before, gotcha.

Combined with the apparent assumption that always online is the same thing as F2P, then maybe being an established IP would actually work against whatever game did it.

Stat tracking could be valuable to competitive heads and to even casuals; the NFL is an easy mark for this. Plenty of people like to see stuff like representation lists and tier lists; Dahbomb's tournament perf. tracking for example gets a lot of attention in FGC-GAF.
EDIT: Or like that eventhubs database that I probably won't get to see because I don't know if Akuma is a weak character.

Also, if a program is good enough at observing trends in a player's personal stats, hypothetically it could then put that information to use if that player wants to train and improve. I think that is a possibly big step to making the genre more accessible; that is, making the 'lab' an accessible concept to people who don't know where to even start.

Accessibility is a completely different topic, but ultimately I feel it isn't a problem. A game that is way more inaccessible has 27 million people playing everyday. I feel that people are missing the point whenever they bring up accessibility, just like when they suggest tutorials are needed to bring new people in.

But yea, useful feedback is the foundation for learning, so it could definitely be good for people that want to improve but aren't that analytical.

I'm not sure if any of that justifies always-online though. I'd say it doesn't, since none of it really says "this is why I always need the Internet to operate". It's a harder argument to make than the one RTSes and MOBAs have to make; MOBA-type games were essentially birthed on a perpetually-online platform, and no company that makes fighting games today(even Capcom) has the clout Blizzard exercised when it killed the option of offline LAN play starting with SC2 and got away with it.

I don't think justifications are necessary, especially for a feature like always online in today's society. People are too used to it for so many things.

Arcade machines are always online now. At the time what justifications were used? Did they hold weight? Probably not, at least not enough for everything to be stuck in Japan. But they're online anyway, and nothing of value is really lost.

I don't know anything about RTS's and MOBAs, unless Pikmin count as an RTS, but I doubt those genres need to be played online. The benefits effect the extras (stat tracking) and the community of the game (ranking), but they're not actually necessary for the game to work. For fighters it would be mostly the same thing, with the main difference being the history of the genres and people's expectations.

I think that if you're making an always-online FG, right now this means that you are simply not targeting the same audience traditional FGs are. Obviously there is some overlap, but it isn't the same thing.

This is the conclusion I came to before I posted my questions. I think in the grand scheme of things, that's fine.
 

Clockw0rk

Member
oh man. watched a dissidia tournament match and had no clue what i was looking at. is this what non fighting game ppl see when they watch marvel???

would totally main terra in a heartbeat! terra or kain
 

Sixfortyfive

He who pursues two rabbits gets two rabbits.
I don't think justifications are necessary, especially for a feature like always online in today's society. People are too used to it for so many things.
Always online = logistical hassle for tournaments and locals = I'm not interested.

Why do you think the XB1 was booed so hard during the KI demo at EVO last year?
 
Always online = logistical hassle for tournaments and locals = I'm not interested.

Why do you think the XB1 was booed so hard during the KI demo at EVO last year?

I think that if you're making an always-online FG, right now this means that you are simply not targeting the same audience traditional FGs are. Obviously there is some overlap, but it isn't the same thing.

This is the conclusion I came to before I posted my questions. I think in the grand scheme of things, that's fine.

You're too traditional 6:45, evolve or die!

For tournaments it's a problem you have to solve, but it wouldn't mean the end of tournaments. It would just bring growing pains.
 

Shito

Member
God, Spinal looks FUN AS HELL. DH did such an amazing job with him! From the aesthetics to gameplay the character just looks insane!
Tried him a bit yesterday: he really has all of the tools one can have.
Teleport + dive kick + slide, all being openers? Okay...
 

Omega

Banned
shits gonna happen, how else are they gonna make a living.

There's no reason I should go to your site and have a giant fucking ad taking up 3/4ths of my screen. If you want me to have ad-block off, be reasonable.

NeoGAF seems to do just fine with ads and allowing us to browse the site instead of having to look at giant ads for shit we don't care about
 

Sixfortyfive

He who pursues two rabbits gets two rabbits.
You're too traditional 6:45, evolve or die!

For tournaments it's a problem you have to solve, but it wouldn't mean the end of tournaments. It would just bring growing pains.
Your argument isn't worth a more exhaustive response that isn't already covered by this GIF.

Moreover, I draw a blank when it comes to thinking of benefits offered by your hypothetical game. Why are you even playing devil's advocate?

I do not understand consumers who advocate against their own interests.
 

Omega

Banned
Your argument isn't worth a more exhaustive response that isn't already covered by this GIF.

Moreover, I draw a blank when it comes to thinking of benefits offered by your hypothetical game. Why are you even playing devil's advocate?

I do not understand consumers who advocate against their own interests.

Americans give up the few "freedoms" we have because Terrorists are gonna kill us all (even though only .1% of terrorists attacks are against Mercans)

You're surprised that consumers don't think long term about the products they're buying?
 

lol

Moreover, I draw a blank when it comes to thinking of benefits offered by your hypothetical game. Why are you even playing devil's advocate?

I do not understand consumers who advocate against their own interests.

Have you not read my posts, or been following the conversation? The only reason I'm even talking about this is because someone else pointed out the benefits of being always online in an article that's been linked and quoted four or five times now.

Please explain to me what interests of mine I'm advocating against.
 

Silky

Banned

I told y'all MarkMan was an MS Shill

--

I'd like to see a 'Square' focused Dissidia instead of just FF. Add in some Mana, Musashi, Parasite Eve, hell go the extra mile and put in some Eidos characters (so I can main Wei Shen and Raziel)

Tried him a bit yesterday: he really has all of the tools one can have.
Teleport + dive kick + slide, all being openers? Okay...

Apparently his slide is really unsafe on block?
 
Accessibility is a completely different topic, but ultimately I feel it isn't a problem. A game that is way more inaccessible has 27 million people playing everyday. I feel that people are missing the point whenever they bring up accessibility, just like when they suggest tutorials are needed to bring new people in.

The problem that most fighting games have a pretty large image problem compared to RTSes and MOBAs. They're viewed as complex, insular, and requiring a non-trivial level of practice to really enjoy -- plus when you lose, there really isn't much you can blame for the loss beyond your own lack of ability.

MOBA-style games and RTSes require a pretty straightforward KB/M layout to play, are environments where you can enjoy a modicum of success without trying too hard, and MOBAs in particular diffuse the frustration that comes with losing by having a perpetual scapegoat the player can blame(their teammates). Sure, these games are just as inaccessible at high level play as traditional FGs, or moreso depending on who you ask. But so is, for example, Smash compared to other FGs. Smash does a lot of what these games do and while it has always had the IP strength to ensure some level of success, that founding image is what kept more and more people coming back to the game.

When I'm talking about making a FG accessible, I am talking about doing something that can disrupt the whole 'insular' perception(or at least give the player an idea why s/he would want to commit more and more time to a FG). This is a pretty important thing to consider, especially if you're trying to push such a game outside the traditional audience window.
 
The problem that most fighting games have a pretty large image problem compared to RTSes and MOBAs. They're viewed as complex, insular, and requiring a non-trivial level of practice to really enjoy -- plus when you lose, there really isn't much you can blame for the loss beyond your own lack of ability.

MOBA-style games and RTSes require a pretty straightforward KB/M layout to play, are environments where you can enjoy a modicum of success without trying too hard, and MOBAs in particular diffuse the frustration that comes with losing by having a perpetual scapegoat the player can blame(their teammates). Sure, these games are just as inaccessible at high level play as traditional FGs, or moreso depending on who you ask. But so is, for example, Smash compared to other FGs. Smash does a lot of what these games do and while it has always had the IP strength to ensure some level of success, that founding image is what kept more and more people coming back to the game.

When I'm talking about making a FG accessible, I am talking about doing something that can disrupt the whole 'insular' perception(or at least give the player an idea why s/he would want to commit more and more time to a FG). This is a pretty important thing to consider, especially if you're trying to push such a game outside the traditional audience window.

I agree with this, but I think it's really important to be clear about the difference between fighting games as a genre being inaccessible and the perception of them being inaccessible. They aren't the same thing and only one of them is a problem.

When people talk about fighting games being inaccessible we usually get "solutions" that negatively affect the gameplay.
 
I dunno, can people reliably hit Kokonoe?
I don't know who that is.

I think it's because every character in 012, no matter how bad, is viable thanks to all the new shit the game brought to the table compared to the first game, so there doesn't really feel like there's any D or E rankings (at least that's my assumption). Squall, for example, was considered B in the beginning because, while he DESTROYS certain matchups, in general he has a hard time actually landing HP attacks. It's almost like the Vergil situation from early UMvC. Now that the game has been broken down, people are coming around on certain characters.

Ultimecia has a losing matchup, therefore that automatically makes her not broken (that one matchup is even 3-7!)
 

Dahbomb

Member
This is one thing I think should change about tier list- what the letters man needs to be consistent from game to game

To me S tier= strongest chars

Ivan Ooze and Igniz are SSS tier
Kokonoe and ST Akuma are SS tier (I'm pretty sure Kokonoe would have ended up banned if no patch was forthcoming)
S+ are the chars that are borderline bannable such as 2k3 Duo Lon or Metaknight
S is your garden variety top tier (AE Akuma) (VF Akira/Jacky)
A is standard but more bad matchups in tourney than an S tier (AE Ryu) (most VF chars)
B is tourney-viable but weaker (AE low-mid tier chars like Abel) (VF Jeffry)
C and below is where characters aren't tourney viable (AE bottom tier chars like Dee Jay)
D tier is gimped joke characters (3s Sean, SC4 Sueng Mina)
That's how I use my tier lists too.

Although in some example even in the lower tiers there are characters clearly worse than others which ends up warranting extra tiers although for those rare situations they should be listed as "+" or "-".

So I would rank Frank West as either A- or B+.
 

Omega

Banned
This is one thing I think should change about tier list- what the letters man needs to be consistent from game to game

To me S tier= strongest chars

Ivan Ooze and Igniz are SSS tier
Kokonoe and ST Akuma are SS tier (I'm pretty sure Kokonoe would have ended up banned if no patch was forthcoming)
S+ are the chars that are borderline bannable such as 2k3 Duo Lon or Metaknight
S is your garden variety top tier (AE Akuma) (VF Akira/Jacky)
A is standard but more bad matchups in tourney than an S tier (AE Ryu) (most VF chars)
B is tourney-viable but weaker (AE low-mid tier chars like Abel) (VF Jeffry)
C and below is where characters aren't tourney viable (AE bottom tier chars like Dee Jay)
D tier is gimped joke characters (3s Sean, SC4 Sueng Mina)

I wish more people used a tier list like this.

Instead people use shit like this where Dan is B tier or Justin Wong's where it goes from S to C because he has A+, A, A-, etc.
 

Kumubou

Member
I dunno, certain characters end up going beyond simply having great matchups against everyone and are just straight up broken, like Archetype Earth in MBAA or Karai in TMNT.
Archtype:Earth isn't that broken -- she's not even the best character in the game (C-Roa is even more bullshit). Now if you give her the infinite flight glitch back... yeah, that's bullshit.

I agree with this, but I think it's really important to be clear about the difference between fighting games as a genre being inaccessible and the perception of them being inaccessible. They aren't the same thing and only one of them is a problem.

When people talk about fighting games being inaccessible we usually get "solutions" that negatively affect the gameplay.
I think part of the issue is that, at a surface level, fighting games really are less accessible than a MOBA or an RTS. If you're watching pro LoL or SC2 games and see a sequence or combo you want to try, it's not too hard to replicate. Whereas if you see some crazy combo or pressure sequence in a FG, most players would have to spend hours practicing it before even doing it once. Yes, once you get into it MOBAs and RTSs can get rather technical with the amount of micro involved, but at that point they're further than what most people would ever do with a FG.

I don't really have a good answer for this, as if you added easy combo mechanics (like P4A and UNIEL did), you're going to only see the optimized stuff in high-level play. I think you need something there to introduce the mental aspect of the game earlier. The new KI is going for this in a way, but their implementation struck me as being too empty and, for a lack of a better term, stupid.

As an aside, one of my personal annoyances is with challenge modes in FGs having combos that are nigh-on useless most of the time. I think it would be a decent way to drill basic BnBs for people and also illustrate how the mechanics and theory behind them works, but I have yet to see a fighting game actually handle that properly.
 

Kimosabae

Banned
Smash does a lot of what these games do and while it has always had the IP strength to ensure some level of success, that founding image is what kept more and more people coming back to the game.

Yes, yes, YES. That's why I hate seeing FG developers delineate the mechanics and depth in their games for PR in hopes to rope in the competitive community. If the mechanics and depth exists - the competitive community will find it - and will have more fun in the process. Just shut up about the mechanics and release the damn game.

Only problem with that approach is pre-release balance testing won't be as efficient, but fuck that shit. I agree with Clock, balance is overrated.

Now stop talking about characters and tell us how your game mechanics work, Sakurai lol
 
Yes, yes, YES. That's why I hate seeing FG developers delineate the mechanics and depth in their games for PR in hopes to rope in the competitive community. If the mechanics and depth exists - the competitive community will find it - and will have more fun in the process. Just shut up about the mechanics and release the damn game.

Only problem with that approach is pre-release balance testing won't be as efficient, but fuck that shit. I agree with Clock, balance is overrated.

Now stop talking about characters and tell us how your game mechanics work, Sakurai lol

*Sakuraiface.jpg*
 
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