It is absolutely crazy how the fighting game makers are all dialing it back in tandem. No one seems to want to make things challenging.
I want Marvel 4 to drop and have the most ridiculous difficulty curve ever seen. Allow Dante to have twice as many special moves, and Zero to have a Lightning Loop inside of his Lightning Loop
It’s a strange catch - 22, because if you ask me, I’m not sure any of the games in the latest capcom fighting collection are harder to play than sf vi. I actually do better in ranked mode of those old games (the only game in the collection I have experience in from back in the day is X-men Children of the Atom and a pinch of MVC), but for example marvel super heroes vs capcom or x-men vs street fighter are so easy to pick up. In SF VI I keep forgetting that my opponent can just hold parry when I go for oki. They can go for parry when I go for cross up. let’s say they time the parry perfectly, that still doesn’t give them any frame advantage. What it does give us is a scramble. This feels like busy work if you ask me.
Similarly guilty gear strive has wall breaks so if you get the corner carry and your oki combo it often results in the wall breaking and you get another scramble.
I think SF VI does a better job being a modern fighting game than strive (which dramatically changes from season to season, and the latest season pleases very few people). But in either case I miss the old fighting games.
KOF XV could have been much more popular, I think the gameplay is actually superior to SFVI or Strive but it had broken match making and it frankly looks low budget (even tho they have access to $$ after the Saudi investment).
I’m hoping for the best for the next SNK game.
going back to mortal kombat, if I wanted this game to be more technical I would probably buff movement to allow for more active defense, and I’d do away with the dial a combo system. It’s stupid I have to dial in a whole string and special before I know what my opponent is doing. But that’s balanced by making the defense in MK very passive and movement kind of shitty.
the thing is MK is so fucking cool. I’m old enough to remember when the game came out and the cultural relevance it used to have.
but if I was working at NRS the two things I’d change to make the game more technical is more agile movement for the defender and more hit confirmable offense for the aggressor.
otherwise MK1 is kind of old fashioned which I enjoy. i can’t replicate what dexydawg does with mileena and khameleon although I can execute optimal confirms for ed in sf vi or Millia in strive that I’ve seen in tournament play. The assist system is cool in concept and conceit but in practice it just makes for a developer headache. Ghost Face is such a cool character but because it’s still 1 v 1 we can’t let the infinites rock because that would be unfair. If MK1 was more like a true tag game we could have these awesome OP characters and assists and infinites because everyone has two/three characters.
anyways I do love MK1. But I also see what
@M2Dave is saying about how making a 1v1 assist fighter is just making a kusoge that doesn’t cater specifically to tag players or traditional 1v1 fighting game players.
these fighting game developers are all taking risks and changing up their games to put new players and legacy players on equal footing. But at what cost. Honestly I think Guilty Gear AC+R with strive graphics would be a superior guilty gear game to strive, and I think you could say the same for Tekken 6 and SF IV. But I’m 41, haha probably not the player they’re thinking of when they make these games.