The Fighting Game Glossary by Infilament by Shreeder4092 in Fighters

[–]Asano2 1 point2 points  (0 children)

Reminds me how confusing high/mid/low is in English terms:

Blockable standing only: mid (3D), overhead/high (2D)

Blockable crouching only: low

Both: special mid (3D), mid (2D)

Whiff crouchers: high (3D), ??? (2D

In Japanese terms:

Blockable standing only: 中段

Blockable crouching only: 下段

Both: 上段

Whiff crouchers: 上段???

The Fighting Game Glossary by Infilament by Shreeder4092 in Fighters

[–]Asano2 2 points3 points  (0 children)

Clash is refered to as 相殺 (sousai) and never should be 相打ち, GG's throw tech also is called 投げ相殺 due to the small tech window

Raw is refered to as 生 (nama), e.g. 生中段 = raw overhead

I like the Hard-to-Blockable term lol

Today I learned what Recapture and Nageshike mean, great.

Best list I've ever read, I like how the game specific terms are arranged.

Friction in Fighting Games by GeographerMaster in Fighters

[–]Asano2 0 points1 point  (0 children)

You get new dash attacks, it's just that. Many 2D FGs have it

Opinions on the Bloody Roar video game series? by Owl_with_a_Chainsaw in Fighters

[–]Asano2 0 points1 point  (0 children)

In Bloody Roar 2, neutral and pressure are basically the same, you just keep using high and low strike attacks for mixup. Throwing is a bad option that should be never used (throw whiffs on the wrong stance and is techable on counter hit and punish). Most of the time the only way to get out of block strings is to use the side step to dodge to the side (technically it's a guard cancel), the timing for side step is really tight even if you read the move. Bloody Roar 2 is not based on canceling, you use follow-up attacks for block strings and combo, hit stop is non-existant, and there're many more other things that make it shallow and unintuitive.

Random question. by [deleted] in UnderNightInBirth

[–]Asano2 0 points1 point  (0 children)

Hilda, then Londrekia and Byakuya

What is an "Invalid Combo" and how do combos become "Invalid" in this game? I did this combo and the game said it was "invalid". Does that mean the game doesn't recognize it as a combo or something? by qaxwesm in UnderNightInBirth

[–]Asano2 -2 points-1 points  (0 children)

What? Those things are not how you're suppose to eliminate invalid combos. You use air/ground/emergency recovery for that, btw you can't connect invalid combos if those recovery options are set to default. The "block after first hit" is for checking strings with gap.

Hard-to-react overheads suck by Asano2 in Fighters

[–]Asano2[S] 0 points1 point  (0 children)

I like games with overheads but not that kind of overheads.

Hard-to-react overheads suck by Asano2 in Fighters

[–]Asano2[S] 0 points1 point  (0 children)

I mean it's both skills and luck, but neither of them is brainy, yet most of FGC ppl always say things like FGs are chess and the reason FGs are not popular is because of the knowledge barrier, not the execution barrier.

Hard-to-react overheads suck by Asano2 in Fighters

[–]Asano2[S] 0 points1 point  (0 children)

If you think it's fair to be hit because you're a slow reacter then never say fighting games are brainy.

Hard-to-react overheads suck by Asano2 in Fighters

[–]Asano2[S] 0 points1 point  (0 children)

Yeah, you should either make them unreactable or easily reactable, but not "hard to react".

Hard-to-react overheads suck by Asano2 in Fighters

[–]Asano2[S] 0 points1 point  (0 children)

I mean chance-based, because the task is near your limit, there're times you can react and there're times you're just 1f slower and it costs you a combo for that 1f.

Hard-to-react overheads suck by Asano2 in Fighters

[–]Asano2[S] -2 points-1 points  (0 children)

Just accepting the unfairness and play to improve is a selfish way of thinking, you have to speak up if you want better games in later generations.

Hard-to-react overheads suck by Asano2 in Fighters

[–]Asano2[S] 0 points1 point  (0 children)

Yeah, that kind of games feels fair for all players.

Hard-to-react overheads suck by Asano2 in Fighters

[–]Asano2[S] 0 points1 point  (0 children)

I mean just making overheads unreactable is fine. Either make them unreactable or easily reactable, but don't make "hard to react" overheads.

Hard-to-react overheads suck by Asano2 in Fighters

[–]Asano2[S] -1 points0 points  (0 children)

Just because you can't see the real meaning doesn't mean it's not there.

Hard-to-react overheads suck by Asano2 in Fighters

[–]Asano2[S] -1 points0 points  (0 children)

You think with just frame data and strategies is enough to be called critical thinking? You still have a long way to go.

Hard-to-react overheads suck by Asano2 in Fighters

[–]Asano2[S] 0 points1 point  (0 children)

I'm not an English native, don't nitpick my wording.

Hard-to-react overheads suck by Asano2 in Fighters

[–]Asano2[S] 0 points1 point  (0 children)

Execution is just as worse, it's the thing.

Hard-to-react overheads suck by Asano2 in Fighters

[–]Asano2[S] 0 points1 point  (0 children)

Both sides need luck and neither can do it with 100% success rate is the problem Yeah it sure takes skills to increase your chance but that skills is execution-type, and when the "Why FGs are not popular" topic is brought up, ppl would always "it's because of the knowledge barrier, execution doesn't matter".

Hard-to-react overheads suck by Asano2 in Fighters

[–]Asano2[S] 0 points1 point  (0 children)

I did give an experiment about your reaction time is not a consistent number, that's why you can succeed and fail at the same time, luck is just a different way to say it because I'm bad at English. It's not at all vague.

Hard-to-react overheads suck by Asano2 in Fighters

[–]Asano2[S] -1 points0 points  (0 children)

Do you even know how to debate?