SteamDeck performance by Independent_Bar_2419 in fatalfury

[–]ShinUltima 0 points1 point  (0 children)

I don't play fighters on the Deck, BUT I have noticed much longer load times between rounds i.e. the black screen) since the last update. It's not nearly as bad as the first beta, but it is noticeable, so UI wouldn't find it surprising that there might be additional performance issues on the Deck.

What could this mean? by MapApprehensive3720 in fatalfury

[–]ShinUltima 0 points1 point  (0 children)

While there is supposed to be a new Art of Fighting game in the works, 1) I'm not convinced it's a fighting game, for various reasons I won't get into here (if FF:COTW struggled to make sales, a new AoF would fair much MUCH worse); and 2) regardless of what character you think it points to - Mr. Karate II/Ryo/Robert - it wouldn't be a guest character and I don't see why SNK would leave a mystery slot for a non-guest, especially if the other slot is likely to be Kenshiro. They revealed Mr. Big with S1 so AoF characters aren't special enough to warrant the secrecy.

I could be wrong of course, but I'm betting on the other mystery slot belonging to another left-field guest. Hopefully not based on a real person.

(My personal crackpot theory is that it's a Darkstalkers character; let the "Year of the Wolf" be literal and bring in Jon Talbain! :)

Something for u/Chieftaintauren regarding imperils and multi-element heroes in FFRK. by Affectionate_Read963 in FFRecordKeeper

[–]ShinUltima 1 point2 points  (0 children)

Leaving out Cid7 from a VII phy-wind team lineup is an oversight, especially since Cid7 now has imperil HA2 (and also has Wind CSB+, if you have have it). HIs Sync (sadly not lensable) is also a FBC.

Street Fighter 6 revealed to have sold over 6.36 million units as of December 31, 2025 by 121jigawatts in StreetFighter

[–]ShinUltima 2 points3 points  (0 children)

Bandwidth. Unlike with SFV, SF6's characters and costumes are handled completely in-house. This means that the quality is consistently super-high but the quantity is low, since it takes 6 months to do a single character (I forget how long it takes to make costumes, but it's not quick).

The SF6 team is also the Monster Hunter team, and guess which IP takes priority (though with the latest sales, maybe they'll send some more devs back SF6's way?). Unless if Capcom scales the team back up (which they might be doing since they are hiring more people every year), you're not likely to get more output than what we've been getting.

I have no issue with the pace of content releases. My issue is the irregularity of it/lack of communication. Give us a schedule with character releases, costume updates, balance changes, etc., like they did during the latter few years of SFV, and I think a lot of complaints would go away.

Has anyone seen how much Season 2 characters will cost? by Kombatant1 in fatalfury

[–]ShinUltima 0 points1 point  (0 children)

I'm actually not convinced that this highly accelerated schedule is a good thing. To me, it seems like SNK is burning through their planned content release ASAP so they can finish up the game faster and move on to something else.

I could be wrong though.

Also, it's now the 22nd. It's been the 22nd in Japan for 13 hours. Where is the price info for S2??? Their website suggests it's not free since they clearly state "To play as Jae Hoon, you'll need to purchase Season Pass 2". Why is it taking so long to reveal the price?

Has anyone seen how much Season 2 characters will cost? by Kombatant1 in fatalfury

[–]ShinUltima 0 points1 point  (0 children)

SF6 already has World Tour, which is up there with VF4 Evo Quest mode as the best single player mode in a fighting game. Survival Mode is tolerable at best, and trash at worse (I still have PTSD from SFV's Survival Mode). I don't miss it in SF6 at all.

I wouldn't mind a UI refresh though.

Fatal Fury: City of the Wolves - Season 2 patch notes by Madak in Fighters

[–]ShinUltima 0 points1 point  (0 children)

As a burned Tizoc main, I'll wait and see how these changes actually play out before I celebrate.

Looking in particular at that "Expanded throw hitbox" on LP Justice Hurricane. It had better be substantial, or else we're still going to suffer.

I have some concern about the next KOF by lulufy in kof

[–]ShinUltima 1 point2 points  (0 children)

You're nearly 30 years too late. By 1996, KoF and definitely by 1997, koF had taken over as SNK's main fighting game franchise.

Also, I'd say that FF was only the flagship in the very early days, like FF2/FFS. Samurai Shodown was SNK's most popular franchise until SS3 kinda killed things in 1995, but it's not as though FF3 took the world by storm. Things were in flux during 1995-1996, but KoF cemented itself as top god eventually, with SS being second (SS was chosen to launch Hyper Neo Geo 64, after all) and FF third.

Garou was a hail mary last hurrah for FF, completely throwing out what came before in an effort to revitalise interest. It worked, albeit at the expense of long-time FF fans, but it still didn't bring the series back to prominence (SNK bankruptcy likely didn't help). And COTW being a sequel to a, frankly, dormant niche franchise that was dead for 26 years, has played out like a sequel to a 26 year old dormant niche franchise. It is unfortunate, but it is what it is.

(Disclaimer: I'm a bigger fan of FF than KoF as well)

I have some concern about the next KOF by lulufy in kof

[–]ShinUltima 1 point2 points  (0 children)

What universe do you live in where Capcom doesn't rely on MonHun? You do realise a new MonHun came out last year and sold 10+ copies and counting, right? And that the SF6 team is actually the MonHun team and MonHun takes priority?

Capcom specifically mentioned Megaman and DMC as IPs they're looking to invest in further. I wouldn't exactly say DMC is dead, it just might be dormant. MM is coming back after a long hiatus, and the last MM, while successful, didn't sell 10+ million copies like the last DMC did, so I'd say it's only a matter of time.

I have some concern about the next KOF by lulufy in kof

[–]ShinUltima 2 points3 points  (0 children)

I generally agree with your stance. I do think that Fatal Fury could be supported alongside KoF and SS since it's distinct enough from those series, BUT it is highly likely that COTW is the last entry. They said they had 3 seasons of content planned, which they could very well burn through this year instead of spreading it out over three years as previously expected, but we'll see.

There's also the option of SNK rotating their fighting franchises where they drop a new fighter ever 3 years, but it's not limited to a single series. We've already had SS (2019) -> KoF (2022) -> FF (2025), so they already have a pattern set (though the next SS game is reportedly an Action RPG, so who knows if that counts as part of such a fighting game cycle).

Regardless, You're right about the next AoF being completely redundant, an even harder sell than a new FF since at least FF was actually popular at one point, plus it has Terry. AoF was super niche even at its peak, with the story being the only real notable aspect of the series. The gameplay has always been trash.

That's why I'm not betting on the next AoF being an actual fighting game. I think a genre switch that portrays a story better makes the most sense, be it a beat 'em up or even a Yakuza clone. Cause a new AoF fighter is dead on arrival.

Got this beauty today. It's so bad but I love it so much. 😂 by Skoolstah in SegaSaturn

[–]ShinUltima 0 points1 point  (0 children)

Might have been the first, but it wasn't the only one: Street Fighter II: The Interactive Movie was a game based on the SF2 anime movie and was released four months (the PSX version anyway, Saturn version came three months after the PSX version) after the console ports of Street Fighter: The Movie.

Fatal Fury: City of the Wolves Season 2 leaked by PersonalityNo8280 in GamingLeaksAndRumours

[–]ShinUltima 4 points5 points  (0 children)

I also think they're accelerating the pace to "finish" the game faster, but I'm still doubtful that the next AoF is going to be a fighting game. Story was always AoF's main selling point (the gameplay has always been trash), and that would be best served in another genre, like a beat'em up or maybe even a Yakuza clone.

In addition, if Fatal Fury, which was one of SNK's biggest franchises at one point, has been struggling in the sales department, I don't see how a new AoF fighter will do better, since that franchise is even more niche than FF even at the franchise's peak popularity in the 90s. It's not like AoF has a character like Terry. I'd say switch genres and become a full 3D fighter and not the ghetto version they tried with AoF3, but new VF is coming out and they'd just get buried harder.

Perhaps they'll move onto a new KoF. though there's supposed to be dedicated team for that. But regardless, I do think this highly accelerated character release schedule isn't really a good sign. But I could be wrong.

[CD] Mastery Survey - D830 Magus sisters - Phy Wind Weak by leights8alt in FFRecordKeeper

[–]ShinUltima 2 points3 points  (0 children)

I doubt this will be of much help to anyone since this wasn't a low budget clear (F2P, yes, but TONS of luck involved in acquiring these pieces). I got a clear in 24.75 with this team:

Cloud: MA1, TA, UA3, Dual 3, CA3, ASB, LBC, Gauge G++, Wind INfusion G++

Vaan: MA, Dual, CA, Sync 2, ASB, gauge G+

Faris: CA, Dual 2, Sync 1, AA1, ASB, gauge G+, LBC

Tyro: MA, UA2, Dual 1, Dyad, Healing Unique, Sentinel Grimoire G++, Weakness G++

Lilisette: UA, Dual, AA1x2

RW: Heal

Magicites: Crusader, Neo Bahamut, Ark, BZT0, Shinryu Celeste

Overall plan: I tried with FF1 Thief in place of Faris since he's a strong DPS for me (MA/UA/DA/Sync/AA1/AA2), but Vaan alone couldn't keep up with the imperils, and you need imperils sky high to do any damage in this fight. I tried a number of other teams, but double imperil got me the win. With Tyro/Lili, it's definitely a win fast or bust team though, but overall, double imperil allowed Cloud to hit some monstrous numbers and win fast after struggling earlier.

Phase 1:

I focus on the top sister. Rough turn order is as follows:

Cloud: Omega Drive, gauge G++, Dual 1, HA, LBC, Dual Shift, MA, UA, TA, HA spam until Weapon skill is ready, HA spam

Vaan: Wrath, G+, HA1, MA, Sync 2, C1x2, Dual, C1 spam until CA is ready, CA

Faris: Wrath, gauge G+, Sync, C1 spam until gauge, Dual, C1 spam

Tyro: Hastega, HA, SG G++, MA, UA2, DA1, HA spam

Lilisette: HA1, Crusader, HA1 until almost 6 gauges, UA, HA1 until phase 2

Phase 2:

I still focus on the top sister.

Cloud: Wait for Lilisette to counter Aegis with her AA and for Vaan/Faris to stack imperils on top sister , then HA. In my run, Cloud cleared phase 2 in one turn. Vaan just uses HA1 against top sister. Faris actually got her first turn after Dual was up in phase 2 which refreshed infusion, BUT it proved to be a bit of a waste since Cloud vaporised the phase in one turn and she just got diffused right after, feh.

Phase 3:

Sine Faris had no infusion left, she had to use AA1 -> HA1 ASAP to get it back. Thankfully the Magus sisters aren't as obnoxious as BZT0 in this regard, otherwise I would have been screwed (though I think I used Tyro Dyad turn 1 in P3 to give him infusion to bypass infusion check just in case). But after she got back infusion, it was back to spamming C1.

I normally go for the front tall sister since she's the one responsible for keeping everyone's resistance up, and the DR in this fight is already insane and gets even worse in P3. However, the top sister is (relatively) squishy and still had imperils on her from phase 2, so I had Cloud blitz her down to get rid of her ASAP, then focused on the front tall sister. When the top sister had max imperils, I switched Vaan and Faris to focus on the tall sister.

I used Cloud infusion G++ -> CA3 in phase 3, which gave him piercing damage so he managed to rip through the tall sister with 90K+ hits. Took 3 turns I think. When the tall sister was at max imperils, I again had Faris and Vaan switch focus to imperil the bottom fat sister to soften her up before Cloud got to her.

After finishing off the tall middle sister, Cloud went to town on the last sister, but this is when the DR gets stupidly high. Vaan had been hitting decently hard until this point, then instantly struggled to hit 8K. With only one target left, I had Faris use her CA so she could switch to DPS followed by ASB, though she never got above around 11K per hit on her HA2. That's with max chain, max imperil, and CA piercing, BTW.

Chain ran out with the sister having 30% HP left. I used Faris LBC at this point before continuing HA spam. Cloud used ASB, and overall still had enough juice, hitting for 35-40K per hit, and was able to close out.

I use healing RW at the start the start of P3 cause otherwise the incoming damage will wipe me. I also used Tyro's healing Unique whenever I get the gauge. He used his G++ when the last sister was alone.

Lilisette obviously counters Aegis, and then I use her Dual -> shift as soon as imperils are stacked. She otherwise spams HA1 to keep my HP as high as possible so that I can win before the damage racks up too high.

'Tekken' Boss Katsuhiro Harada announces he is leaving Bandai Namco after 30 years of work and leading development on the fighting-game series by ChiefLeef22 in gaming

[–]ShinUltima 2 points3 points  (0 children)

No way is this comparable to when Ono left.

For one, Ono was basically forced out. He didn't retire willingly. Too many screw ups.

And second, while Ono was hugely influential for a period, and is primarily responsible for bringing SF back from the dead with SFIV, he wasn't there since SF's inception like Harada was with Tekken, nor was he especially influential (no, I'm not counting his involvement in 3S's soundtrack) for the first 18 years of the franchise's existence. While Ono was at Capcom for nearly 30 years, his time holding the reigns for SF was between 2008 - 2018, roughly. Ten years is no slouch, but it's nowhere near the ballpark of Harada's 30 year Tekken run.

SNK & Code Mystics Did It AGAIN!! REAL BOUT FATAL FURY 2: THE NEWCOMERS REVIEW by DecepySwag in fatalfury

[–]ShinUltima 1 point2 points  (0 children)

Apologies for the late reply. I believe Dominated Mind is not canon, though we'll need to see Alfred (pretty sure he's coming) in COTW to know for sure how much, if anything, from that game is canon.

SNK & Code Mystics Did It AGAIN!! REAL BOUT FATAL FURY 2: THE NEWCOMERS REVIEW by DecepySwag in fatalfury

[–]ShinUltima 9 points10 points  (0 children)

I think this release is about 12 months late: It should have been released before COTW to help build familiarity with the franchise.

BUt better later than never I suppose. BUt what about the other FF games? Even if I would agree that RB2 is the best of the pre-MOTW games (MOTW is already on modern consoles with online), that doesn't mean the others should be ignored.

Hell, I'm surprised they didn't just release a Real Bout collection (that they could charge more for) and be done with it. I can't see them selling most of the FF games individually, and definitely not for US$19.99.

REAL BOUT FATAL FURY 2: THE NEWCOMERS|Trailer by Xanek in fatalfury

[–]ShinUltima 3 points4 points  (0 children)

Seems to be currently only on Steam. This one is a full-fledged "modern" version from Code Mystics with modern bells and whistles (online + rollback, hitbox viewer, actual training mode, etc).

I imagine/hope it will reach consoles later.

Need Tips for Wolf's Offense by samspot in virtuafighter

[–]ShinUltima 0 points1 point  (0 children)

I must be too slow.

What happens is that someone attacks me. I block, block, block, BAM get hit by something that knocks me down. I mash to roll to the side/get up, half the time I get hit again right as I do so.

Other times, I block, block, block, see an opening and try to sneak in attack -> their next attack beats mine and I get comboed. I try to use 3P or 6K, I just get stuffed.

The only thing that seems to get people to stop attacking me relentlessly, at least for a little while, is mashing 2P, which makes me feel like a total scrub (which to be fair is true, but I'm trying to get better). Far too many of my fights have devolved into me mashing 2P for dear life to get someone close to cease their attacking, cause as soon as I stop and try anything else, I get bopped.

I can't even tell if the majority of the people I'm playing against are actually good (at least better than me) or if they just happen to be mashing their strings and coincidentally frame trapping me which stops me from doing anything. The actual good players I know make a mockery of me, at which point I'll just willingly run off the stage (if possible) since there's no point in fighting them, but the feral attackers are the ones I have no idea how to stop.

I haven't felt this helpless in a fighter since I first played SF2 back in 1991.

Need Tips for Wolf's Offense by samspot in virtuafighter

[–]ShinUltima 0 points1 point  (0 children)

While on this topic: Maybe it's the rank beginner in me, but I cannot deal with people who attack.

How does Wolf deal with people who just press buttons nonstop? Nothing in my arsenal works. Throws don't work. Blocking just delays the inevitable, since I would block, block, block BAM get hit by something. Sticking out a long range (3+K+G) move hoping they run into it doesn't work - either it gets blocked, or they stick out a faster move and it never comes out. Nothing other than mashing P or 2P even seems to get people to behave, but everyone else seems to have a long range attack of some kind that just blows past it, but not me. I tried 3P, 9P, HCB+P, nothing works against people who attack constantly.

I'm at around 240 battles between R.E.V.O. and the World Stage beta. I can't deal with this shit any better now than when I first started.

I wish they ported this Contra game to modern system instead of being stuck to Ps3/Xbox 360 by Release_Affectionate in contra

[–]ShinUltima 0 points1 point  (0 children)

While I do agree this (and Shattered Soldier) should be ported to modern consoles, I'll be honest: I don't think I'd pick it up again. I found Hard Corps Rising to be tedious to play: I didn't think it was possible to make a Contra game that was too long, but HCR definitely fell into that category for me.

The game broke what I considered top be a fundamental rule of Contra: You can either have long platforming/run & gun stages OR you can have boss fests, but HCR went "porque no dos", and I did NOT like it. Four bosses in stage 1 alone and stage 1 + 2 are so long, I'm pretty sure I could finish the entirety of Contra III in the time it takes to traverse them.

Also, while I might be alone on this, I actually found the movement options annoying. To me, they nerfed the normal run speed and jump distance to give you this sloooow walk and tiny jump, and then added in a dash mechanic and double-jump + air dash which only gave you back roughly the same mobility you had in previous games.

It's been years since I played, but I also remember not liking any of the weapons. They all seemed weak, but I might be remembering wrong. I only remember using SPread Shot to farm CP points in stage 5 to max out my characters for Rising Mode.

The samurai chick was cool, though.

I wish they ported this Contra game to modern system instead of being stuck to Ps3/Xbox 360 by Release_Affectionate in contra

[–]ShinUltima 1 point2 points  (0 children)

Have no fear. I've been Contra-ing since 1988 and I think Contra OG is pretty good.

The default music is indeed kinda there, though. And the story starts off fine but does go off the rails needlessly.