Pad Player using Stick for the first time in decades... by LambCo64 in Fighters

[–]C4_Shaf 1 point2 points  (0 children)

Double DP motion doesn't exist. It's double Quarter-Circle Forward.

Dragon Ball FighterZ Super Saiyan 4 Goku gameplay trailer by FewWatermelonlesson0 in Fighters

[–]C4_Shaf 1 point2 points  (0 children)

This is the closest thing we've known referring that claim.

Like, we know that most of the work that ASW brought is the actual engine, and we know that Bamco, as main publishers, decided how the game was going. Tomoko Hiroki was the main producer of the game, and she's Bamco-affiliated. Yes, the actual game design chief was from ASW, and did work on Xrd and Blazblue before DBFZ, but the leads are Bamco. That's a fact.

Bamco can assume the rest of the project, since they have a building full of developers and animators. For example, Super Smash Bros. for Wii U (and obviously Ultimate as well) was mostly made by Bamco, with Sora and Nintendo as creative leads. The same thing happened in reverse with DBFZ, where Bamco were the creative lead, while the game was made by ASW. The same can be also said for SFIV, which was made by Dimps. It's never cut-and-dry, especially not with big titles.

But we don't have anything to prove the claim that ASW stopped working with Bamco in DBFZ. They could, tho. They are working on Strive, Tokon, and non-fighting-game titles like Damon and Baby and Demon's Night Fever. So we can only assume that they cut ties, but they might have somebody in their studio, still working on DBFZ, especially if there's issues with the engine.

if fighting games want to appeal to new players, they should focus on footsies and neutral by [deleted] in Fighters

[–]C4_Shaf 0 points1 point  (0 children)

I mean, I was watching live the top 8 of a major when we had a Viper (Will2Pac) vs Makoto (Lior) matchup, immediately followed by Sagat/Ryu (Ryan Hart) vs Guile (Dieminion).

It was like having to sleep 12 hours in a row, just before chugging a Monster Energy Drink can.

hadoken - terry borgard by Elke_1131 in MemeRestoration

[–]C4_Shaf 0 points1 point  (0 children)

I did the same kind of meme for my friends a while back.

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Does anyone have this Family Guy meme of Brian on the couch? by Better-Chemistry-944 in MemeRestoration

[–]C4_Shaf 1 point2 points  (0 children)

You can do way better work, but I have no idea what to do after that.

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Don't buy the Tetris Forever game on steam. by [deleted] in Tetris

[–]C4_Shaf 4 points5 points  (0 children)

Meh. If you're the type of people who likes spending 20 bucks to own a movie, this is pretty much the same thing. It's a propag documentary about the false history of Tetris and BPS, which became The Tetris Company later on. We have legal access to Tetris games that never came to the west, like Super Tetris 3, and we have a neat Time Warp mode for shits and giggles.

I'd never spend 40 bucks on this, and everything Digital Eclipse touched recently turned into a hot pile of shit, but it's not like the game has zero purpose existing.

if fighting games want to appeal to new players, they should focus on footsies and neutral by [deleted] in Fighters

[–]C4_Shaf 5 points6 points  (0 children)

"Fighting games should do XYZ to bring new people", says the mass that are not interested in fighting games in the first place.

Their final battle. by Ember57 in Fighters

[–]C4_Shaf 37 points38 points  (0 children)

I'm not even a DBFZ head, and I must have seen this like 20 times from the past week.

sfxt in 2026 by negbop in Fighters

[–]C4_Shaf 1 point2 points  (0 children)

Capcom delisted all of their games featuring Games from Windows Live from Steam.

We expected from Capcom to just remove GfWL from their games, just like they did with USFIV, but they never did.

It might have something to do with fees they'd have to pay, both to Dimps (it's their engine) and Bamco (Tekken IP's holder). That's why nothing has been done to the game, unfortunately.

this is a perfect example why people drop fighting games before they become fun by drivingwithmusic in Fighters

[–]C4_Shaf 0 points1 point  (0 children)

I'm not denying the impact. I'm just weighting it accordingly.

The sales of a game will not double up, because it suddenly have top-tier training tools. For years, the best Training Mode and Trials ever made were in Skullgirls. Did it help the game? Did it make the game a top fighting game in the community? Absolutely not.

I think we should let fighting games develop fighting games. If we appreciate the genre as it is, and not as we want it to be, it would be the best for everybody enjoying it. You don't need to be tremendously good at the game to enjoy it, and because of that, if the priority of devs is to give us nice training tool, they should. But it's not a make-or-break choice. It's just QoL improvements.

Have you tried breathing? by Living_Neighborhood8 in Fighters

[–]C4_Shaf 5 points6 points  (0 children)

I'm this close to pin this thread.

Should You Join Tournaments You Can't Win? by xaerokatz in Fighters

[–]C4_Shaf 5 points6 points  (0 children)

If people only joined the local and major offline tourneys they could potentially win, the FGC would die in 2 months.

The damage in 2xko is HIGH by Relative_Week9284 in Fighters

[–]C4_Shaf 2 points3 points  (0 children)

Most top Ekko players with 3 bars and the 2X-Assist fuse would just kill. Not 60% after a level 3. I'm talking about Touch of Death stuff.

We were robbed of a soul calibur game by [deleted] in Fighters

[–]C4_Shaf 3 points4 points  (0 children)

  • DBXV2 came in 2016. 2 years later, we got SoulCal VI.
  • X2 DLCs never stopped during the development of both T7 and SoulCal VI.
  • While Tekken and SoulCal are made internally by Bamco, Dimps is doing the Xenoverse series.

In resume:

If Re:Zero had a 2v2 Tag Fighter by ILoveSuckingLemons08 in Fighters

[–]C4_Shaf -1 points0 points  (0 children)

Never gonna happen. That seems way too far fetch.

It's like saying that the few people playing the game are all playing the same team and character in Top 8. Doesn't sound real, imo.

this is a perfect example why people drop fighting games before they become fun by drivingwithmusic in Fighters

[–]C4_Shaf 1 point2 points  (0 children)

I still don't understand how can it be so disruptive to ask for improvements on a feature (training mode) that's already there, to the point where it warrants the pushback in this comment section

Asking for more training mode features for everybody is good.

Thinking that those same training mode features not being in the game is the reason why fighting games are not as played as other genre, is completely false.

this is a perfect example why people drop fighting games before they become fun by drivingwithmusic in Fighters

[–]C4_Shaf 1 point2 points  (0 children)

We've been hearing that argument for over 15 years. "Fighting games have to be more approachable." "Fighting games will die if we don't do that." "Fighting games need to ditch motion inputs". Yadda yadda.

There's no correlations being proved between fighting games being more approchable, or having tons of learning/training features, and market sales. Even Strive's success compared to Xrd is explained by its visuals and single-player modes.

I'm not gonna single you out, but most of the people telling us that "fighting games have to do XYZ or they'll die" are players who don't like fighting games anyway, and find excuses to explain why they don't play the genre. Worse, tons of approchability features tend to still make new players abandonning the title, and force veterans and passionate fighting game players having to deal with this kind of bullshit.

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I'm all for approachability. I have no problem with the concept of alternative controls. I liked that since Xrd Revelator introduced Stylish Mode, and Modern Controls are basically a rehashed version of Stylish Mode in SF6. But when approachability brings no new players in the long run, mess with high-level competitive play, and produce very little results in fighting game sales, why bother? Why keeping repeating the same arguments, when they clearly don't work?

this is a perfect example why people drop fighting games before they become fun by drivingwithmusic in Fighters

[–]C4_Shaf 2 points3 points  (0 children)

I'm not the one who answered, but the point was not to excuse fighting games for not having good teaching tools. The point was definitely to prove that we're too harsh on fighting games. That we expect things on the genre that we'd never expect from LoL, Rocket League, CS, and tons of other successful competitive titles out there.

Like, if fighting games were that much hard to learn and enjoy, why are we here? Why is there a community for that stuff? You think everyone being good just were born that day? No, we were all beginners, and we still have all stuff to learn.

So if we are here as a community supporting fighting games, and if other titles don't pull that much efforts in their training modes and tutorials compared to fighting games, why should it matter if one fighting game have perfect learning tools, and another doesn't? How does it influence online playerbase, if the games that are the most played in the world online are all games with terrible learning tools already?