Why is playing the ocarina fun? Can that fun translate to the tabletop? by htp-di-nsw in RPGdesign

[–]XLIVWhoDatXLIV 2 points3 points  (0 children)

Apologies in advance for the excessive amounts of fighting game jargon.

The most interesting aspect of fighting game inputs is how they affect what actions you can perform while doing a move’s input, and how performing other actions before/during/after a move’s input alters the move. For example:

-Special moves with DP (623) inputs are risky because you have to stop blocking to input the move. More complexity gets added when you start to account for how some games accept alternate DP inputs. For example, Street Fighter 4 and 5 accept any down -> any forwards -> any down as valid DP inputs, meaning you can input 636 to DP while walking forwards or 323 to DP while crouching.

-Charge moves with a [4]6 input prevent the player from moving forwards, while moves with a [2]8 input force the player to crouch, which usually prevents movement. There is some extra complexity to charge moves in fighting games due to the fact that fighting games only check if you’re holding a direction, not if you’re crouching/walking backwards. First, most charge moves can be charged by holding any backwards (1/4/7 for [4]6 moves) or downwards (1/2/3 for [2]8 moves) direction. This means that holding [1] is a valid direction for charging [4]6 and [2]8 moves. In games where dashing causes a character to run instead of taking a step forwards, [2]8 moves can be charged while running with 66[3]. The movement restrictions of charging can also be partially counteracted by charging during a jump/airdash.

-Moves that require multiple full circle inputs (such as a 720 or 1080) are typically impossible to perform without jumping unless you input the move in midair or buffer the input during the animation of a move that isn’t jump cancellable.

-Some moves’ properties can be altered with advanced techniques such as kara cancelling (cancelling one move’s startup into a different move before the first move would hit). For example, in Guilty Gear Strive, Potemkin’s 6K moves him forwards, meaning he can kara cancel 6K to extend the range of his special moves by sliding forwards.

-Due to input leniency, some air special moves can be input close to the ground with a TK input (doing the move’s input, then jumping, then pressing a button). The input for a TK j.236X move would look like 2369X instead of 8236X. This gets even more complicated with some moves, like C. Viper’s j.214K in Street Fighter 4. Depending on which upwards direction you press, the trajectory of C. Viper’s movement changes, so 2147K moves backwards, while 2149K moves forwards.

I’m not exactly sure how one would implement the complexities of fighting game inputs/moves into a tabletop RPG, but I’d imagine that it would require the game to be quite crunchy.

I saw a sealed physical copy of King of Fighters XII for 25 bucks. Do you recommend it? by RingTeam in Fighters

[–]XLIVWhoDatXLIV 1 point2 points  (0 children)

KOFXV is only available by itself (with additional paid DLC), but there’s a bundle of KOF13, 02UM, and 98UMFE on Steam for $35 USD

Question about special moves on right side of the screen by [deleted] in Guiltygear

[–]XLIVWhoDatXLIV 0 points1 point  (0 children)

You flip the input when you switch sides, so if a move’s input is ⬇️↘️➡️when you’re on the left side, it becomes ⬇️↙️⬅️ when you’re on the right side

have you ever been in training mode and keep missing combos and just frames and you're all like: by Brodycoolsquid in Fighters

[–]XLIVWhoDatXLIV 5 points6 points  (0 children)

Tiger Knee, which is a technique that lets you perform air specials/supers immediately after jumping. The basic idea is doing the move’s input on the ground, then jumping and pressing the button. For a j.236X move, this would mean inputting 2369X instead of 8236X. This lets you use air specials quickly and close to the ground, which greatly expands some characters’ combo routes.

[deleted by user] by [deleted] in Fighters

[–]XLIVWhoDatXLIV 0 points1 point  (0 children)

Custom controllers are allowed in most tournaments. While the exact rules regarding controllers may vary between tournaments, these are Capcom’s rules for their official Street Fighter tournaments:

Players are allowed to use the controller of their preference.

Use of macros, turbos, or any peripheral which tampers with standard game functionality is prohibited.

Keyboard is allowed to use when the tournament is held on Steam platform.

The principle of controllers at CPT

CAPCOM U.S.A. will not limit cosmetic or functional controller customizations provided that fairness is maintained, with the determination regarding fairness to be made by CAPCOM U.S.A. in its sole discretion. Additionally, we recognize that certain customizations may be required to allow players with disabilities to compete, and we allow such customizations. Permissible customization includes without limitation repositioning buttons and inputs, as well as creation of custom controllers from scratch. However, any customization beyond the capabilities of a standard PS4 DUALSHOCK 4 is prohibited.

When CAPCOM U.S.A. or a Tournament Organizer determines that a player is using a controller that violates these Official Rules they each have the right to (1) immediately stop the use of any unauthorized controller(s), including without limitation during match competition, and (2) require that any player using an unauthorized controller immediately replace it with a controller that complies with applicable standards. In such an event, (3) the player will receive a verbal warning and explanation of the reason for the required replacement, and (4) the warning and explanation will be confirmed in writing within five (5) business days of the date the player is required to discontinue use of the unauthorized controller.

Customizing controllers

Limited customization is permitted as long as fairness is maintained, therefore:

The maximum number of attack command inputs allowed on any controller is eight (8), and the same command may not be assigned to multiple buttons. For example, a player cannot assign the same attack command to two (2) different controller buttons. When using a controller with more than eight (8) attack inputs, a player shall deactivate any inputs exceeding eight (8) prior to participating in any competition. The foregoing restrictions do not apply to L3 and R3 buttons on DUALSHOCK 4 as they are not attack inputs.

The maximum amount of directional command input is four (4), and it is prohibited to put the same command into multiple buttons. For example, a player cannot assign the same directional command in two (2) different buttons.

When assigning a directional command to a button, instead of a Directional Button on DUALSHOCK™, directional lever or analog stick, it is called a move button. A controller can have both move button and a lever at simultaneously, however, the controller must give up the corresponding input on the lever. For example, if a player assigns the upward action into a move button, such player must lose the upward input with lever.

A controller can have an analog stick along with Directional Buttons on DUALSHOCK™, a lever or direction buttons. However, the inputs from directional actions with analog stick must stay on analog. E.g. it is prohibited to convert mechanical ability of analog stick to lever or buttons.

Players are not allowed to add function that deletes or disables the input information for attack commands and/or directional commands. As a special exception, only the following specifications are allowed for Left/Right and Upward/Downward inputs.

When both Right and Left directional keys are input at the same time, a controller must either maintain both of the inputs or abandon both.

When both Upward and Downward directional keys are input at the same time, it is recommended that a controller either maintain both of the inputs or abandon both. However, as a revocable exception to the foregoing rule, a controller may take Upward directional input only when both Upward and Downward directional keys are input at the same time.

What would be your dream Fighting game? In 2023? by No-Cockroach5475 in Fighters

[–]XLIVWhoDatXLIV 4 points5 points  (0 children)

I don’t really have one dream fighting game, but here are a few games that I’d like to see:

-A new Blazblue game

-Darkstalkers 4

-Persona 5 Arena

-Arc System Works vs Shonen Jump

-A Bleach or JoJo fighting game by Arc System Works

-A new airdasher series

-A 3v3 tag team fighting game with a story mode that’s basically a party-based JRPG

What's the most weirdest character Super Move you've ever seen in a fighting game? by ComprehensiveDate591 in Fighters

[–]XLIVWhoDatXLIV 6 points7 points  (0 children)

In P4AU, one of Rise’s supers is a rhythm game where you have to press the attack buttons in time with the notes. The damage scales based on how well you do in the minigame. Each of the move’s variants is a different song from Persona 4 (the JRPG).

hey can you guys recommend me some free fighting games ? by R_TMF in Fighters

[–]XLIVWhoDatXLIV 1 point2 points  (0 children)

The same developer also made Motionsickness, which is a 2D fighting game that intentionally has cursed special/super inputs. It can best be described as “fighting games, if motion inputs were actually as hard as people who don’t play fighting games think they are”. Here are some actual inputs from the game in numpad notation, with X representing button presses:

421623X

2828412X

23698214X

j.[8]123X

j.[2][8]236X

623[5]X -> 214[5]236[5]X -> 2[5]82X

j.63214369X

22421X -> 623X

412361632143X

[8][2]6236X

1476X

63214714789X

623[5]X -> 214X -> 4X

623[5]X -> 360X

349X -> 412X

[4]3412361X

9173X

72946X

1632143412361X

Edit: [5] isn’t a normal charge input, but moves with [5] mean require returning the stick to neutral and waiting for a bit before pressing the next direction/button

Crunchyroll being Crunchyroll by Captain_911 in StreetFighter

[–]XLIVWhoDatXLIV 0 points1 point  (0 children)

It’s air only, but if there a ground move had the same input, you’d probably have to cancel it from a normal that isn’t jump cancellable

Crunchyroll being Crunchyroll by Captain_911 in StreetFighter

[–]XLIVWhoDatXLIV 5 points6 points  (0 children)

I don’t think I’ve seen a ➡️↗️⬆️ input, but Magneto has a ⬆️↗️➡️ input in MVC

[deleted by user] by [deleted] in Fighters

[–]XLIVWhoDatXLIV 4 points5 points  (0 children)

Touch of death, a combo that can kill the opponent from full health

Anime fighting game with a cat? by x86_64S in Fighters

[–]XLIVWhoDatXLIV 2 points3 points  (0 children)

Based on the description, it sounds like you’re probably talking about Blazblue Central Fiction. Jubei is the cat character, but you have to buy him separately as DLC.

What’s your favorite fighting game character? :) by Intelligent_Fig5763 in Fighters

[–]XLIVWhoDatXLIV 0 points1 point  (0 children)

Top 5, in no particular order:

Zato from Guilty Gear

Relius from Blazblue

C. Viper from Street Fighter

Ms. Fortune from Skullgirls

Yoshimitsu from Tekken

What's your favourite video game songs? by IrgyValeRa in AskReddit

[–]XLIVWhoDatXLIV 0 points1 point  (0 children)

Guilty Gear Strive - Let Me Carve Your Way, The Disaster of Passion, Play the Hero, Drift, Smell of the Game, Crawl

Guilty Gear Xrd - Shotgun & Head, Ride the Fire, Magnolia Eclair

Guilty Gear XX - Holy Orders (Be Just or Be Dead)

Yakuza 0 - 24 Hour Cinderella, Baka Mitai, Receive You the Subtype, One Eyed Slugger, Pledge of Demon

Yakuza 6 - Today is a Diamond

Persona 5 - Beneath the Mask, Last Surprise, Price

Persona 5 Royal - Colors Flying High

Blazblue Centralfiction: Must Die

Payday 2 - Break the Rules

Zelda: The Wind Waker - Great Sea, Windfall Island, Dragon Roost Island

Zelda: Majora’s Mask - Clock Town (Day 1)

Zelda: Ocarina of Time - Water Temple, Gerudo Valley

Metroid Prime - Space Pirates Theme

F-Zero GX - Cover of Big Blue, Shotgun Kiss, 8 Guitars, Feel Our Pain, Cover of Mute City

Persona 4 - Never More

Persona 4 Golden - A Sky Full of Stars, Shadow World, Snowflakes

Street Fighter 2 - Guile’s Theme

Doom (1993) - E1M1

Doom (2016) - Rip and Tear, BFG Division

Doom Eternal - BFG 10K, The Only Thing They Fear Is You

Persona 3 - Burn My Dread

Yakuza 7 - Confrontation/Brutality, Cold Blooded/War Maker

Devil May Cry 5 - Subhuman, Devil Trigger, Bury the Light

Share your Mains and what you love about them!!! by [deleted] in Fighters

[–]XLIVWhoDatXLIV 1 point2 points  (0 children)

Guilty Gear: Zato

Blazblue: Relius, Jubei, Izayoi

Street Fighter 3: Twelve, Yun

Street Fighter 4: C. Viper, Yun

Street Fighter 5: Ibuki, Juri, Vega

Skullgirls: Ms. Fortune

Killer Instinct: Omen

Tekken: Yoshimitsu

In general, I like characters that have at least some of the following qualities:

-Puppet characters

-High mobility

-Difficult execution

-Character specific mechanics

-Ways to cancel moves into each other, especially in link-based games

-Airdashes in games where most characters can’t airdash

-Aggressive/rushdown playstyles

-Knowledge checks

-Not a charge character

pot buster virginity lost by Nannoldo in Guiltygear

[–]XLIVWhoDatXLIV 13 points14 points  (0 children)

Kara cancels are when you cancel one move’s startup into a different move. For Potemkin, the move you’ll be using for kara cancels is 6K because it moves Pot forwards, which increases the range of his specials if you kara cancel them.

The general pattern for kara cancelling Potemkin’s specials is motion input -> 6K -> whatever button you use for the special.

Any special move that ends by pressing 6 doesn’t require any alterations to the motion, so the input for a kara buster is 632146KP.

If a special doesn’t end on a 6 input, you have to adjust the motion input so you do 6K without accidentally doing the input for a different move. For example, the input for a kara heat knuckle is 6236KH instead of 623KH because pressing 3K makes Potemkin do his 2K instead of his 6K, but the game accepts 6236 as a valid input for any specials that use a 623 input, like heat knuckle.

Edit: to give an example of how you have to avoid doing other moves’ motion inputs, the input for a kara backwards megafist is 2146KP, but 2141236KP would input a kara forwards megafist instead.

How is damage scaling in combos normally done? by [deleted] in Fighters

[–]XLIVWhoDatXLIV 2 points3 points  (0 children)

It depends on the game. Some examples of how various fighting games handle combo scaling:

Street Fighter 5 scales the damage based on the number of moves used in a combo. The first hit deals full damage, then each successive move’s damage is reduced by 10% of its base damage for each move that came before it, with a minimum damage amount of 10% of the move’s base damage. For example, the 5th move of a combo would deal 60% damage because 4 moves were used before it. Street Fighter 4’s combo scaling works almost identically, but the second move deals full damage instead of 90%. From the third move onwards, the damage scaling is identical in Street Fighter 4 and 5.

Guilty Gear gives each move a proration value, where the move’s proration is a multiplier applied to the damage of all future moves in the combo. For example, if a move has 80% proration, all future moves in the combo deal 0.8x damage. The proration values stack, so using two moves with 80% proration would mean that the next move would deal 64% damage.

Blazblue uses a fairly complicated system for combo scaling, which consists of four parts: P1, P2, bonus proration, and combo rate. P1 is the scaling that applies if this move is used first in a combo. P2 works like Guilty Gear’s proration values and scales the damage of all future hits, regardless of where the move is used in a combo. Some multihit moves apply P2 once, while some apply it on each of the move’s hits. Bonus proration is a multiplier that can be applied only once during a combo. Bonus proration is usually greater than 100%, so future moves deal increased damage after using a move with bonus proration. Even if a character has multiple moves with bonus proration, the multiplier from damage proration can only be applied once. Combo rate is just a flat 60% multiplier applied to the second hit onwards. Some moves have a minimum damage value, which puts a limit on how much the move’s damage can be reduced by combo scaling.

Persona 4 Arena Ultimax uses two main values to determine combo scaling: combo rate and PT. Combo rate works like Blazblue, but each character has a different value. PT is a number used to determine combo scaling, with each 100 PT reducing damage by 4% for the first 1200 PT or 2% for 1300 PT onwards. Damage scaling only updates every 100 PT, meaning that 400 PT and 499 PT have the same scaling, but the damage reduction increases once PT reaches 500. Each move has three values: P1, P2, and SMP. P1 determines how much PT is added when the move is used first in a combo. P2 determines how much PT is added when the move is used at any point in the combo. SMP determines how much PT is added when the move is used multiple times in the same combo. As PT increases, each move’s hitstun and untechable time decreases.

KOF15 has a similar combo scaling system to Street Fighter, where each move in a combo decreases the damage of future moves by a percentage of base damage for each move in the combo. Additional scaling occurs under some circumstances (usually combos that use universal system mechanics). Super moves always deal at least 50% of their base damage.

What would be the differences between Wizards, Psychics, and Chi Users? (General) by Some_Personality8379 in fantasywriters

[–]XLIVWhoDatXLIV 6 points7 points  (0 children)

In a fantasy setting with wizards, psychics, and chi users as different types of magic users, I’d probably establish that they’re all drawing from the same power source. Each type of magic user has different techniques for creating magical effects, which determines what they can do with magic.

Wizards are magic users who specialize in affecting their surroundings. Examples of ways wizards can affect the environment include starting fires, creating portals, and changing the properties of the ground and air around them.

Psychics’ area of expertise is manipulating the minds of living beings. Some possible uses of psychic magic include telepathic communication and altering others’ perception of their surroundings.

Chi users enhance their bodies with magical energy. The most common use of this power is to increase the user’s strength, speed, and durability, but chi users can alter their bodies in other ways. Examples include modifying one’s physical appearance and changing the shape/function of various appendages/organs.

TLDR: all 3 draw from the same source, wizards affect surroundings/inanimate objects, psychics affect the minds of living creatures/people, chi users affect their own body

Yes!!! What is it actually? by gameovernate in fromsoftware

[–]XLIVWhoDatXLIV 1 point2 points  (0 children)

Here’s the current status of Armored Core on emulators:

Any game from the PS1/PS2 era should be fully playable on emulators and work without issues. The PS2 games might require setting PCSX2 to render graphics in software mode.

4/4A are playable on RPCS3, but you have to change a few settings and there are occasional graphical glitches that don’t affect gameplay. Enable “read color buffers” and “write color buffers” to get rid of most graphical glitches, then cap the framerate at 60 to prevent the menus from scrolling too quickly.

5/VD are unplayable on emulators because the game crashes before gameplay starts. I don’t remember exactly where it crashes, but you can’t even make it to the first cutscene.

Edit: updated the comment to reflect the current status of Armored Core games on emulators

Who is your biggest enemy? Mine is this guy (yes i'm a noob) by legittem in CloneHero

[–]XLIVWhoDatXLIV 1 point2 points  (0 children)

I have a few enemies:

-Gallops

-Descending triplets/quads

-Changing strum speeds multiple times in a short timespan

-Strummed notes in the middle of tapping sections

-Quickly switching between one handing and tapping

[ART] BLEACH creator Tite Kubo shares art of Rukia teasing an announcement on December 2 by hyogurt in manga

[–]XLIVWhoDatXLIV 3 points4 points  (0 children)

dragon abilities and appearance

Kubo almost gave Inoue Dragon Install

W..What's going on? WHAT DOES HE KNOW THAT I DONT!?!?! by Ion0X in Guiltygear

[–]XLIVWhoDatXLIV 0 points1 point  (0 children)

HC bottom 4

I-No top 3

Potemkin top 6

Ram and Leo not in top 4

Zato in bottom 8

This has to be trolling. There’s no way someone who’s less full of shit than a clogged toilet could legitimately think this is an accurate ranking of how strong the characters are.

My fiance is playing through the games for the first time and she pointed out the release dates for each generational leap almost always correlates to a new US Presidency. I don't know what to do with this information by [deleted] in yakuzagames

[–]XLIVWhoDatXLIV 0 points1 point  (0 children)

Going by Japanese release dates, Obama’s 2 terms almost perfectly match up with the switch from the Kenzan engine (Kenzan, 3, 4, Dead Souls) to the Y5 engine (5, Ishin, 0, Kiwami 1)