[HN Gopher] Visualizing fighting game mechanics (2020)
       ___________________________________________________________________
        
       Visualizing fighting game mechanics (2020)
        
       Author : skadamat
       Score  : 157 points
       Date   : 2023-12-14 13:29 UTC (9 hours ago)
        
 (HTM) web link (janezhang.ca)
 (TXT) w3m dump (janezhang.ca)
        
       | JKCalhoun wrote:
       | I kind of noped out of the fighting game craze when they
       | descended on the arcades in the 90's (?). To my eye they had
       | abandoned the twitchy interactivity I had come to expect playing
       | standard arcade games like Tempest, etc. Rather than a fire
       | button and a spinner you had a joystick plus what amounted to a
       | numpad of buttons. It seemed like maybe a game accountants or
       | payroll managers would enjoy.
       | 
       | (To this day, though I have built close to a dozen MAME cabinets,
       | I have never included the numpad of buttons you would need to
       | play fighting games. Besides never getting into the genre, I
       | think they clutter up the console and create confusion for other
       | games: Metal Slug as an example, which of these six buttons is
       | the grenade button?)
       | 
       | <rant \>
       | 
       | Reading this article gives me a new appreciation for the fighting
       | game genre. I had never thought of it as something closer to a
       | fast-paced Magic, the Gathering. (Still not sure it's my kind of
       | game though.)
        
         | Tyr42 wrote:
         | Maybe try something like Yomi which removes the twitchiness
         | from it while trying to capture the ability to read the
         | opponent.
         | 
         | (It's a card game from a street fighter dev)
        
         | ZephyrBlu wrote:
         | > _I had never thought of it as something closer to a fast-
         | paced Magic, the Gathering_
         | 
         | Very confused how you got that impression from this article.
         | The cards are a just a way to visualize information. Fighting
         | games don't play like a fast-paced card game, they are
         | fundamentally different.
        
           | jncfhnb wrote:
           | Hmm no they kind of do. The basic insight with most fighting
           | games is that once you are competent you know everything that
           | opponent can do and the list of viable options is discrete
           | and small with fairly standard flowcharts.
           | 
           | Tekken is a bit more nebulous than this.
        
             | haste410 wrote:
             | That's not something unique to fighting games. That's the
             | concept of playing the metagame.
        
             | ZephyrBlu wrote:
             | This makes no sense. For one, a large component of real-
             | time games is mechanics and execution. Also, the idea of
             | being able to mindlessly "flowchart" a real-time game at a
             | competitive level is absurd. It assumes a non-interactive
             | opponent. If it was true there would be no such thing as
             | yomi.
             | 
             | There are also a lot of other fundamental differences
             | around resource management, opponent interaction, etc. They
             | are only similar on the most basic level.
             | 
             | What level have you played card games and fighting games or
             | another real-time game at?
        
               | jncfhnb wrote:
               | Oh please. You can absolutely flow chart fighting games.
               | That is in fact the entire concept behind combos-
               | sequences of moves that your opponent can't do anything
               | during outside of more modern combo breaker mechanics.
               | 
               | Yeah there's niche dynamic considerations for making
               | these combos work for slightly different distances and
               | weights and heights and power meters and whatever. But
               | for 99% of the player base you're going to be best off
               | learning a few bread and butter ideas and then executing
               | on them without much variation.
        
               | irobeth wrote:
               | > That is in fact the entire concept behind combos-
               | sequences of moves that your opponent can't do anything
               | during outside of more modern combo breaker mechanics.
               | 
               | You can flow chart combos, sure, but that's not the whole
               | fighting game; most people who play fighting games
               | competitively will tell you that knowledge of combo
               | theory is maybe 20% of what makes you good at a game
               | 
               | The rest is a dance of turn-taking, knowing when you are
               | in advantage or disadvantage state and behaving
               | accordingly, and 'neutral' - your behavior during the
               | times where you aren't performing a combo or being
               | pressured by your opponent
               | 
               | Outside of advantage and disadvantage and neutral lies
               | 'oki' - your behavior during the period where you have
               | finished a combo, aimed at gaining advantage or at the
               | very least, preventing disadvantage (by returning to
               | neutral in a controlled form)
               | 
               | Samurai Showdown is an example of a fighting game with
               | extremely limited combo/oki mechanics and a heavy
               | emphasis on neutral play -- most characters have only 2
               | or 3 hit combos which anyone can perform and the entirety
               | of the depth in its gameplay is inside 'neutral' - the
               | spacing between characters, the choice of when to attack
               | and when to defend, when to throw, when to parry, etc.
               | 
               | Blazblue is an example of a fighting game with an
               | extremely deep combo system, every character has a unique
               | archetype and mechanic, and combos can last tens of
               | seconds, and set-ups to turn 'lost neutral' into 'lost
               | neutral again' are abundant
               | 
               | The difference between a good combo and bad combo in
               | Samurai Showdown can be like 5% of your life bar, meaning
               | if you don't have 'good combos' then you might need to
               | 'win neutral' 1 more time to win the match (compared to
               | if you could perform good combos)
               | 
               | The difference between a good combo and bad combo in
               | Blazblue is maybe 50% damage (2500 vs 4500) meaning you
               | need to 'win neutral' maybe 3 more times than if you did
               | a 'good combo' every time you 'won neutral'
        
               | ZephyrBlu wrote:
               | > _But for 99% of the player base you're going to be best
               | off learning a few bread and butter ideas and then
               | executing on them without much variation_
               | 
               | Yes, this is why it's not at all interesting to talk
               | about things that apply to 99% of the playerbase. Because
               | mindlessly spamming one thing really, really well is an
               | effective strategy against the vast majority of the
               | playerbase in any game.
               | 
               | If this is the level that you think about games at then
               | yes, all games are very similar. The nuances in shape and
               | feel of a game's meta are what make it different and
               | interesting, but those only start coming into play at a
               | pretty high level of competence relative to the rest of
               | the playerbase. At least top 20%, probably more like top
               | 5-10% or higher.
        
               | jncfhnb wrote:
               | Shrug. Watch the finals of different game tourneys and
               | see the best of the best and tell me it's not bread
               | dripping with butter still.
               | 
               | There are interesting edge cases that only the pros can
               | make use of, but it's still samey.
        
               | araes wrote:
               | MtG, mentioned earlier, tournament play is very similar.
               | Unless they're draft, they usually devolve into all the
               | decks everyone knew about on Top8 several weeks before
               | release. People can say there's very conscious strategy
               | or tactics, except there's not. Because of the mass
               | share, aggregate reviews, and mob think, it all
               | homogenizes quickly each season.
               | 
               | 4 of with 36 non-land, and 24 land in mid-range, means
               | you're really only choosing 9 cards unless its a weird
               | deck. Often the whole season devolves into something like
               | "[Delver's the best/Sword Crow's the best/ect...], all
               | other choices are failure." Hasbro doesn't really care
               | unless sales go down. Hasbro's only motivation is selling
               | cards. If humans buy, Hasbro sells.
               | 
               | Standard Draft still tends to devolve into most pursuing
               | 1st strat, 2nd strat, ect... depending on what gets
               | grabbed nearby.
               | 
               | EDH or Commander is usually viewed as the most variety,
               | simply because there's far too many combinations with
               | only 1 of each among 100.
        
               | robertlagrant wrote:
               | You can flow chart chess games as well. It's just
               | reductive to think that's all there is to it.
        
               | datagram wrote:
               | People absolutely flowchart fighting games at a high
               | level. Combos are, unsurprisingly, completely non-
               | interactive in most games, but there's also a term
               | specifically for non-interactive offense: setplay
               | https://glossary.infil.net/?t=Set%20Play
               | 
               | The goal of an optimal strategy in fighting games is
               | generally to reduce the amount that you have to read your
               | opponent as much as possible, ideally to zero. Obviously
               | the developers don't want this to be fully possible, but
               | players generally try to get as close as they can. Even
               | at the highest levels, you can have rounds that go like:
               | canned opening -> combo -> setplay -> combo -> setplay ->
               | combo.
        
             | orbital-decay wrote:
             | _> once you are competent you know everything that opponent
             | can do and the list of viable options is discrete and small
             | with fairly standard flowcharts_
             | 
             | This can be applied to any high-skill competition,
             | basically - from FPS to F-1.
        
               | jncfhnb wrote:
               | Inevitably true on some level. Although I think card
               | games and FGC share a deeper similarity on the number of
               | discrete steps that one player will plan to execute ahead
               | of time as a sequence.
               | 
               | I've long imagined a fighting game where rather than
               | combos, the receiving player has an array of defensive
               | options that vary from trying to mitigate the damage,
               | roll out, or seize the initiative back after each hit
               | more like a kind fu cinema fight. Make the whole damn
               | thing a constant mind gamr
        
               | CocaKoala wrote:
               | You're imagining the Guilty Gear series, which gives you
               | a variety of defensive options in the system - you can
               | jump, double jump, or super jump to avoid something with
               | different take-off timings, jump arcs, and speeds; you
               | can block, instant block, or faultless defend to change
               | the amount of chip damage, block stun, and pushback in an
               | effort to throw off your opponent's timing; you can dead
               | angle while blocking to try and recover initiative; you
               | can backdash or throw out a move that's invulnerable on
               | startup in an attempt to get your opponent to whiff.
        
               | jncfhnb wrote:
               | Nah. Guilty Gear is cool but I mean fundamentally a
               | fighting game with no hitstun.
        
             | irobeth wrote:
             | > once you are competent you know everything that opponent
             | can do
             | 
             | This reads a little like saying "you are competent at chess
             | when you know all the moves the pieces can make"
             | 
             | In Chess, knowing your opponent's available moves might
             | make the difference between an absolute beginner and a 300
             | rated player
             | 
             | Knowing some opening theory might make the difference
             | between 300 rating and 1000 rating
             | 
             | But I don't know that I'd call a 300 rated player
             | 'competent', or even say that they 'know how to play'
             | versus 'know the rules of Chess'
             | 
             | It's consistency in knowing _what are good options_ and
             | _what are likely choices_ that makes a competent
             | /good/great player in any game (most fighting games are
             | perfect information, too!)
        
               | jncfhnb wrote:
               | No, it's not like chess. Chess has much more entropy.
               | Moves are made one at a time. There's much, much more
               | stateful considerations to the game.
               | 
               | In fighting games only a handful of options are
               | particularly relevant at any time. often times
               | characters' entire thing revolve around one move, like a
               | fireball. It's not to say that spamming fireball is a
               | viable strategy, but all decisions need to be made in the
               | context of remembering that they have a fireball more
               | than anything.
        
               | dmonitor wrote:
               | >often times characters' entire thing revolve around one
               | move, like a fireball
               | 
               | People absolutely _hate_ when a character 's entire thing
               | revolves around one move. They're usually a low-tier
               | character, and when they aren't low-tier they are just
               | annoying to play against.
        
               | Narishma wrote:
               | Only beginners tends to complain about that. It's usually
               | extremely easy to deal with people who spam a single
               | move.
        
               | irobeth wrote:
               | one notable exception to this is the grappler archetype,
               | where their 'close proximity command grab' is a massive
               | tool which you always need to respect
               | 
               | the mere presence of the grappler causes a pressure on
               | your decision-making process, since you always have to
               | respect this option from them
               | 
               | but _even here_ , the grappler has more tools than just
               | 'grab you', they have an entire neutral kit still, as
               | well as specials oriented around space control and
               | 'trapping you' in the range where their grab is effective
        
               | jncfhnb wrote:
               | You didn't read what I wrote
        
             | OkayPhysicist wrote:
             | Fencing is the same way, especially foil. I personally find
             | the lower levels of olympic play the most interesting,
             | because by the time you get to the semifinals and finals,
             | most of the competitors have surpassed human reaction
             | speed. At that point, the game boils down to a lightning
             | fast game of rock-paper-scissors.
             | 
             | Each fencer basically decides whether they're going to make
             | a straight lunge, a parry-riposte, or a disengage-lunge. A
             | straight attack loses to a parry, a parry loses to a
             | disengage, a disengage will lose to a straight attach due
             | to right-of-way.
        
         | toast0 wrote:
         | I think Tekken is 4 buttons, and Neo-Geo is 4 buttons, so I'm
         | not sure your numpad rant quite applies. I've seen some Neo-Geo
         | layouts with a 2x2 layout instead of the traditional swoosh, so
         | I think it would be ok.
         | 
         | Personally, I've got lots of room, so if I were a multi-cade
         | person, I'd build out different machines for different layouts.
         | 
         | Something for classic single joystick games with two buttons on
         | either side (although that might not be perfect for everything,
         | some games had three buttons on one side). Something for
         | trackballs, hopefully a layout that's reasonable for missle
         | command and two player marble madness. Something with three
         | buttons each for four players (guantlet/turtles/nba jam). A
         | 4-button Neo Geo layout, which might be enough for the two
         | player two and three button games too; would need to try and
         | see. A 6-button 2x3 layout. If I played MK, their 6-button
         | layout with run, although since I don't play MK, I might put
         | the pre-run games on the street fighter layout with the column
         | in the middle both being block; definitely saw that in arcades.
        
         | starkparker wrote:
         | A lot of replies to this feel like they're missing that you're
         | closer to the target audience for this than people already
         | familiar with fighting game conventions. One of the first
         | things researched to establish requirements for this project
         | was compiling and categorizing questions from beginners.
        
         | ChainOfFools wrote:
         | I just cannot imagine investing the energy, time and resources,
         | especially when you're a kid, with limited spending money, into
         | these games that will just beat you down and take all of your
         | money for weeks on end before you get even a moderate level of
         | competitive skill.
         | 
         | I understand the attraction of mastering a difficult challenge
         | for the sake of the challenge itself, but there's just too
         | strong of a pragmatic streak in me to justify that challenge
         | being something that doesn't generalize into any other aspect
         | of life, and is almost completely a time sink. Plus a massive
         | dose of what feels like an intoxicating and gratuitous level of
         | violence and aggression, which I suppose one gets desensitized
         | to after a while but I'm not sure that makes it any better.
         | Always baffled me to see my otherwise quiet, good natured
         | friends stand in front of these machines for hours when there
         | were so many other, to my mind, more curiosity- inspiring games
         | available at the time. To each their own I guess.
         | 
         | I chose to take up dance instead, and in addition to satisfying
         | the need to master a difficult challenge, have greatly enjoyed
         | the actual full body contact with one's erm, "sparring
         | partners," that comes with it as well.
        
         | opan wrote:
         | Modern arcade controllers are pretty standardized. The 8
         | buttons on the right are your four face buttons and four
         | shoulder buttons. That plus your 8-directional dpad means they
         | work for just about any 2D game or 3D game that doesn't need
         | analog sticks or a mouse.
         | 
         | The left half of the 8 buttons is where the four face buttons
         | go, in their standard positions more or less, but rotated
         | slightly. Top two are the west and north buttons, bottom two
         | are south and east buttons. This means PlayStation Cross and
         | Xbox A are the same button, but in Nintendo layout that button
         | would be the B button (gets even more confusing when you
         | consider that PS3 can use Cross or Circle for confirm depending
         | on the region).
         | 
         | For the other four you have your triggers on the bottom and
         | bumpers on the top, but right is before left. You may think
         | that's backwards and confusing, but I think of it as putting
         | the more important action first / on the stronger finger. You
         | see the same with standard pad controllers vs the mouse. Left
         | click on a mouse and right trigger on a controller both tend to
         | be your primary fire. With that in mind you'd probably just
         | treat it like a standard xinput controller for the bindings.
         | 
         | I've pretty much just gotten into arcade controllers this year
         | thanks to the new leverless (4 buttons replace the 4-switch
         | stick) arcade controller trend + accompanying DIY scene.
         | They're fun for fighting games, platformers, puzzle games,
         | shmups, whatever they can work for pretty much. With the modern
         | firmware options you can even emulate an analog stick if
         | required for a game. I've been using them for as many games as
         | I can lately. They even make arcade controllers with extra
         | buttons now to play Smash Bros and other platform fighters
         | (e.g. Rivals of Aether).
        
       | BaculumMeumEst wrote:
       | One thing that's very tricky about these kind of simplified
       | visual explanations of fighting game mechanics is that you don't
       | capture all the strategic implications of move properties.
       | 
       | The visualizations make simple scenarios clear, for example if
       | you block a sweep point blank (or whatever a highly punishable
       | tekken equivalent would be, a snake edge or a hellsweep or
       | whatever), then you are at advantage and can land a strong
       | punish.
       | 
       | But many moves that are highly disadvantageous on block are not
       | punishable when used at their furthest effective range, because
       | the opponent does not have a far reaching & fast enough move to
       | punish it.
       | 
       | At higher levels of play, this kind of knowledge of move
       | properties is actually used against you. There are characters who
       | have uninterruptable block strings that ends in a disadvantageous
       | move, but the string has significant pushback on block.
       | 
       | Players will use these strings to push the opponent to a
       | deliberate spacing where it looks like they can land a long range
       | normal to punish the last move of the blockstring. But the string
       | is designed to place the opponent just outside of the range of
       | that normal, where it looks like it will connect, but it it will
       | not. In this situation, the person who did the "unsafe"
       | blockstring can watch their opponent's character model, visually
       | confirm the startup animation of the attempted punish, and punish
       | _that_ move's recovery on reaction. Tricky tricky!
        
         | cultureswitch wrote:
         | I think I follow the gist of what you're talking about and it
         | doesn't sound all that advanced at all. Deliberately missing
         | out getting blocked to make the opponent think they have an
         | opening is not a particularly high level play in other games.
         | It still baffles me that traditional 2D fighting games and
         | Tekken in particular are so complex and that it is so hard to
         | even pull off a specific move due to control schemes that are
         | maximally unergonomic.
         | 
         | Compare this with the simplicity of Mount & Blade Warband which
         | achieves greater depth, in 3D, with a very simple and intuitive
         | control scheme.
        
           | jncfhnb wrote:
           | Pulling off moves is very easy. Pulling off specific
           | sequences of moves is not.
        
             | RomanAlexander wrote:
             | That's not true. Geese Howard's pretzel move is very
             | difficult on its own. Even high level players mess up
             | EWGFs. Complicate all this even further by playing in an
             | arcade with a square gate. And not to mention the extreme
             | moves like pentagram input from arcana hearts 3.
        
               | jncfhnb wrote:
               | Much More the exception than the norm
        
               | yamazakiwi wrote:
               | Some inputs are hard but I don't see this as a problem.
               | There are many characters in most FG's so I don't see a
               | problem with some characters having challenging or even
               | extremely challenging inputs. Some players enjoy that
               | challenge, and if you don't, you don't have to play that
               | character, you can play one that fits your playstyle.
        
           | BaculumMeumEst wrote:
           | It is a simple concept, but I'm calling it "advanced" in the
           | sense that people don't really do stuff like that except in
           | the higher ranks of ranked play, because its effectiveness
           | depends on your opponent actually being aware that they
           | "should" be pushing a button in a certain situation.
           | 
           | In lower ranks, people are more concerned with the other
           | strategic aspects of the game; there is a lot of stuff going
           | on all at the same time.
           | 
           | > It still baffles me that traditional 2D fighting games and
           | Tekken in particular are so complex and that it is so hard to
           | even pull off a specific move due to control schemes that are
           | maximally unergonomic.
           | 
           | The mechanical difficulty of certain actions is a deliberate
           | design choice. The game tests not only your strategic
           | decision making, but also your ability to execute difficult
           | inputs, both under pressure, all at once.
        
           | SliceOfWaifu wrote:
           | Motion inputs aren't arbitrarily difficult. They're
           | intrinsically tied to the game's balance. Basic special
           | uppercut moves like the Shoryuken use the
           | forward->down->downforward motion to ensure the player cannot
           | hold back to block during the motion. The player must commit
           | to use their strong special uppercut move frames before
           | they've actually unleashed it. Guile's Sonic Boom projectile
           | requires the player to "charge" the move by holding back for
           | a couple of seconds before being able to unleash it. This
           | creates a risk factor, since the opponent is then
           | incentivized to cross up Guile to make him lose his charge.
           | However, this is where Guile's special uppercut, the Flash
           | Kick, comes into play. The Flash Kick can be simultaneously
           | charged along with the Sonic Boom, to disincentivize the
           | opponent from attempting to jump over Guile. Mapping any of
           | these moves to a single button press is a balancing
           | nightmare. Street Fighter 6 has a "Modern" controls option
           | that does exactly this, and it comes at the cost of a big
           | chunk of the character's available movelist. Even with that
           | huge tradeoff, the Modern versions of several characters are
           | still considered high tier. Even then, you hardly see any
           | Modern control players in the upper echelons of Ranked
           | matchmaking because, ultimately, it's way easier to learn the
           | motion inputs than it is to have a solid gameplan.
        
             | Blackthorn wrote:
             | Street fighter isn't bad at all but some games and some
             | characters are just absurd for no particular reason. Ivy in
             | later Soul Calibur games is a good example, she has two
             | command throws with pointlessly arcane inputs that even
             | have a second, better mode when you do them frame perfect.
             | So everyone who plays Ivy just grinds and grinds until they
             | can do it in their sleep. There's no particular balance
             | reason for that (also Soul Calibur has a block button so
             | the usual balance rules don't apply), it's just a "you must
             | be this tall to play this character" barrier.
        
               | yamazakiwi wrote:
               | Conversely, characters like Carl Clover in BlazBlue. The
               | difficulty of controlling 2 characters seperately but in
               | tandem is challenging but not difficult to input
               | inherently.
               | 
               | Once you get used to the input style the complexity makes
               | the character and thus the game more fun and interesting.
        
               | SliceOfWaifu wrote:
               | You just said yourself that doing them frame perfect
               | yields a better version of the move. The input is
               | difficult because of the potential reward. It's like
               | doing perfect EWGFs in Tekken. I played Ivy in
               | SoulCalibur II, and could do the Summon Suffering input
               | pretty consistently if I buffered it during another
               | attack. It led to a fun mixup since the other player
               | would hear my joystick switches actuating as I did the
               | motion, and crouch to avoid the throw. Instead of
               | finishing the input, I'd hit them with her 2 A+B overhead
               | instead. God, I love SCII. It's a shame the sequels kept
               | trying to reinvent the wheel with the gameplay.
        
           | chupasaurus wrote:
           | Tekken never was a 2D fighting game. M&B doesn't have more
           | than 5 moves with any weapon IIRC.
        
           | dclowd9901 wrote:
           | This is why I always like soul calibur. The control language
           | of the game is consistent across characters and when you go
           | to perform a move, you generally understand what's going to
           | come, only variables like range, height and speed change
           | (thanks to the dynamics of the weapons). Stances play a part
           | too.
           | 
           | Probably considered "cute" to the fighting game community, I
           | think it's a great option for those of us who don't care over
           | the minutia of frame counting.
        
           | wodenokoto wrote:
           | I played a lot of tekken 1, but never enough to join any
           | tournaments (had one heard of any in the internet less early
           | 90s)
           | 
           | But what I remember being very special about tekken was how
           | easy and logical the moves where.
           | 
           | It was one button, one limb and more or less only buttons
           | that controlled limbs involved in a move was used. It was
           | quite easy to learn many moves without consulting the manual
           | because they flowed well with the characters.
           | 
           | This was in stark contrast to street fighter and mortal
           | combat where things were as cryptic as cheat codes.
        
             | bluedino wrote:
             | >> I played a lot of tekken 1, but never enough to join any
             | tournaments (had one heard of any in the internet less
             | early 90s)
             | 
             | Our local Aladdin's Castle regularly held tournaments and I
             | had friends who ended up making all the way to the national
             | level through those
        
           | robertlagrant wrote:
           | I don't think the game you cite is the same type of game.
           | It's even simpler to control units in Sim City, but that's
           | just because the game isn't about fine-grained, high speed
           | control of one character.
        
           | reactordev wrote:
           | Did you just compare Tekken to Mount & Blade Warband? Ummm,
           | not even the same thing man. M&B does just basic collision
           | detection, there's no combos, counters, supers, throws,
           | finishers... get out of here with that nonsense. I get what
           | you are saying (simple systems craft complex experiences) but
           | that's not a good analogy. Use Mortal Kombat instead.
        
           | wavemode wrote:
           | "I think I follow the gist of what you're talking about and
           | it doesn't sound all that advanced at all" could probably go
           | down as a copypasta, perfectly emblematic of someone speaking
           | confidently and dismissively about something they've never
           | done, seen, or even studied very closely.
        
           | yamazakiwi wrote:
           | In Mount & Blade you don't make nearly as many decisions or
           | utilize raw mechanical skill, it is mostly strategy and
           | preparation. Mechanical challenge is part of what makes
           | fighting games, fighting games.
           | 
           | >Compare this with the simplicity of Mount & Blade Warband
           | which achieves greater depth, in 3D, with a very simple and
           | intuitive control scheme.
           | 
           | Most of M&BW depth is outside of the combat system (whereas
           | fighting games are generally only comprised of a combat
           | system) thus making them hard to compare directly. Simplicity
           | is a not a good first principle for developing a successful
           | fighting game combat systems historically. Simple = Less
           | Skill Expression
        
         | uncletaco wrote:
         | Just play Dhalsim boom you can punish the block string with a
         | standing low kick that closes the distance.
         | 
         | Now laugh as they call you anti fun.
        
           | BaculumMeumEst wrote:
           | I really would, but I could never land those TK teleports
           | consistently (assuming that's still a thing in 6)
        
             | datagram wrote:
             | Teleport is now just 3 punches or 3 kicks (no motion), so
             | TK teleports are actually very easy.
        
         | taneq wrote:
         | If you're interested in this, can I recommend Dave Sirlin's
         | excellent "Playing To Win" series? One of the few articles that
         | I've read that permanently changed the way I think about games,
         | both from the player's and the designer's point of view.
         | 
         | Edit: https://www.sirlin.net/articles/playing-to-win This is
         | the overview but read the whole thing start to end, seriously.
        
       | yaseer wrote:
       | This is pretty interesting.
       | 
       | I play a lot of games, but never got into fighting games.
       | 
       | Seeing the strategy "laid out" might be a useful way to
       | understand the mechanics rather than figuring them out with trial
       | and error.
       | 
       | Trial an error can be fun (e.g Zelda), but it's always been
       | something that stopped me getting too far with this genre.
        
         | coldpie wrote:
         | If you want to give it a try, Street Fighter 6 is really,
         | really good. Aside from just being an amazingly well thought-
         | out fighting game[1], it's also got a big player base so you'll
         | have plenty of other noobs to play with in the ranked
         | matchmaking mode, and the networking code is perfect[2] so you
         | can just hop on and start having fun.
         | 
         | If you do decide to jump in, just remember that you will be
         | terrible at the start. Everyone is. No, you don't have to
         | understand frame data and have a bunch of sick combos and
         | understand all of the mechanics to play online. Just hop in,
         | the game will match you against players that are about at your
         | level. SF6 is my first fighting game, I started at the very
         | bottom of the ranked ladder (like literally, the very bottom)
         | and now I've played more than 80 hours this year and I've just
         | now started breaking into the "good" ranks (Platinum). In the
         | lower ranks I had no combos and never used the super gauge at
         | all and still won and had a great time. Don't stress too much
         | about your rank, just think of it as a way to match you with
         | good quality opponents.
         | 
         | Anyway. Can't recommend it highly enough.
         | 
         | [1] Here's a very in-depth overview:
         | https://words.infil.net/w04-sf6review.html
         | 
         | [2] They use rollback networking, which is the gold standard
         | for online multiplayer games
         | https://arstechnica.com/gaming/2019/10/explaining-how-fighti...
        
           | lukaszkorecki wrote:
           | To add to it - the frame meter in SF6 training mode is an
           | equivalent of the cards presented in the article, but built
           | into the game.
        
           | grog454 wrote:
           | The second article mentions delay based and rollback both of
           | which seem to be appropriate for peer to peer graphs, but
           | there is a third option: server authority. I created a game
           | with mechanics very roughly analogous to fighting games
           | (nebulous.io) where there is no client side prediction, no
           | rollback, and a 20hz update loop. Clients just render what
           | the server reports (with some smoothing). I never get
           | complaints about fairness, and players can quickly learn to
           | adapt to their latency to servers located in different
           | regions. Its as well now as it did in 2015, when a
           | significant portion of players used 3g or worse cellular
           | connections.
        
             | starburst wrote:
             | I suggest you read again about rollback input based
             | deterministic simulation, it is the superior option by far,
             | especially for competitive, you have in practice "no lag".
             | 
             | That you never got any complaints doesn't means your
             | solution doesn't have plenty of issues, also 20hz is pretty
             | low.
             | 
             | There is a reason why no multiplayer fighting will even be
             | considered competitive if they don't use rollback netcode
             | in this day and age.
        
             | dmonitor wrote:
             | This?
             | 
             | https://play.google.com/store/apps/details?id=software.simp
             | l...
             | 
             | You think this is roughly analogous to a fighting game?
        
       | catapart wrote:
       | I have no previous introduction to this kind of graphing, so I
       | find this to be very very cool! I'm glad we're mapping out these
       | odd, sort of "combine-able abstractions" like timing coupled with
       | input and previous state, in a visual way. I don't know if this
       | is actually useful for anything, but I certainly hope so! And, if
       | not, it at least seems translatable to some really neat artwork.
       | I'd definitely put up a poster of something that described, say,
       | the hadoken, if it were well designed.
        
       | ranting-moth wrote:
       | Back in the day me and my buddy spent ages playing Mortal Combat
       | on a PC. I decided to learn all the combos (crazy fast keyboard
       | patterns). The combos gave you disproportional damage wielding
       | power.
       | 
       | I spent hours and hours practicing it when we were playing. My
       | buddy won pretty much every single game, while laughing at my
       | combo attempts.
       | 
       | Then I mastered it one day. I won every single game. Buddy said
       | this combo shit wasn't fair and refused to play the game ever
       | again!
        
         | SliceOfWaifu wrote:
         | The problem with playing competitive games casually is that the
         | moment one player actually bothers to learn anything about the
         | game, it immediately ruins the experience for the other player
         | if they're unwilling to do the same.
        
           | ranting-moth wrote:
           | Yep. Even worse when you can pay to get better, like MTG, or
           | Magic The Money Gathering as I'd like to call it.
           | 
           | Once someone in your group starts hunting down those rare
           | (and expensive) cards, everyone else will have to do the same
           | or give up playing.
        
             | scubbo wrote:
             | Thankfully, printer ink (just about) remains cheaper than
             | Magic cards.
        
               | thaumasiotes wrote:
               | You don't need printer ink. You can print them in
               | grayscale, or cut some index cards to fit into sleeves
               | and write the name of the card you want in pencil.
        
               | yamazakiwi wrote:
               | I use a bag of coins I've collected, each coin represents
               | whatever card I need at the time.
        
               | ranting-moth wrote:
               | Just do it mentally and keep the game in your mind.
               | 
               | "I summon the Whoore Of Babylon, 70/30 flying. You're
               | finished".
        
           | dfxm12 wrote:
           | No game is perfectly balanced & no players are perfectly
           | balanced either. I don't know about mortal kombat, but home
           | versions of games had handicap features built in for
           | situations like this. You can also do some out of game
           | handicaps like "I get one free move" or "you can't use this
           | special move".
           | 
           | If nothing else, the variety keeps things interesting.
        
       | pockybum522 wrote:
       | As far as a visualization and alternate means of teaching, at
       | least at a getting started level, this is awesome.
       | 
       | As someone who has picked up many fighting games and been
       | immediately overwhelmed by having no clue what's going on or even
       | where to start, I just mash buttons. Even just seeing what's
       | possible, how to access it, and basics of how it works is really
       | neat.
       | 
       | I guarantee you if someone was trying to teach me a fighting game
       | and had this handy, it would go about twice as well as them
       | saying "push these buttons to do this" which is the usual means.
       | 
       | I love alternate visualizations and unorthodox teaching aids.
       | This ticks all those boxes.
        
       | jrmurray wrote:
       | For an amazing fighting game guide/tutorial I can't recommend
       | https://ki.infil.net enough. Its centered around Killer Instinct
       | but describes general fighting game concepts really well. It has
       | really great visuals/inline videos
        
       | jncfhnb wrote:
       | Tekken feels particularly bad to play if you don't know what
       | you're doing imo. It's the least approachable.
       | 
       | Unexpected shoutout to Thems Fighting Herds, the mlp fan spinoff
       | turned OC quadruped fighting game. Regardless of your care for
       | the aesthetics, the single player story was extremely good imo.
       | 
       | Enemies were NOT just random CPUs but unique characters with
       | formulaic strategies. Wolf that just does crouching attacks so
       | you need to learn to block and prefer crouches. Snake that zones
       | with projectiles so you need to learn to approach. Grapple bear
       | so you need to learn to zone and avoid grabs. Something else with
       | mixups so you need to learn to standing block sometimes.
       | 
       | And the enemies are pretty merciless. If you button mash without
       | doing a combo they punish you hard from level 1. It is
       | immediately taught that you must be trying to learn the game and
       | not cheese your way to victory with lucky spammy shit or random
       | attacks.
       | 
       | The bosses are cool too. Giant non standard shaped enemies with
       | interesting attacks that all respect your usual defensive options
       | while also being vulnerable to hit stun. A lot of fighting game
       | bosses decide to crank up the bullshit rather than making them
       | teaching moments.
       | 
       | Idk, I thought it was cool
        
         | SliceOfWaifu wrote:
         | Compared to other 3D fighters like SoulCalibur, Dead or Alive,
         | Bloody Roar, etc, Tekken is completely unintuitive for a casual
         | button masher. Tekken, like Virtua Fighter, requires you to sit
         | down in Training Mode for hours just to learn a single
         | character's basic moveset, BnBs, and gameplan. Compare this to
         | 2D fighting games, where all you gotta do is learn the basic
         | Street Fighter 2 movelist, and you can quickly figure out how a
         | character plays by taking one glance at their movelist. The
         | funny thing about this is that Tekken hardly has any motion
         | inputs, which is what most casual players are intimidated by
         | when picking up fighting games.
        
           | uncletaco wrote:
           | You know I find that funny. When I want to mash in tekken I
           | just remember each button corresponds to a limb. If I want to
           | do the thingy that uses both legs then press the two leg
           | buttons with a direction. If I want to do a left right left
           | combination I press left right left punch in order. You can
           | mash around with a character to see where it leads you to get
           | really good basic understand imo.
        
             | chowells wrote:
             | But if you've played another fighting game before, Tekken
             | feels clunky as hell. If you don't know all of your
             | character's common strings, you quickly find yourself in
             | situations where you're just stuck in move recovery for
             | ages. There isn't a common design pattern of making every
             | stopping point in the string feel natural.
             | 
             | I think that in contrast to Soul Calibur, this happens
             | because the attacks are so fast. Watching for every string
             | to stop at every move makes block punishing too hard in
             | Tekken, if everything in the string was around the same
             | level of frame disadvantage on block. Soul Calibur, by
             | contrast, has most moves enough slower that you can
             | identify the string ending in time to block punish when
             | possible. But as a side effect, attacks in Soul Calibur can
             | recover when they look like they recover. (For the most
             | part. There are always weird exceptions.) So as a result,
             | even when you don't know the game, attacks feel far less
             | clunky than Tekken.
             | 
             | Combine that with Tekken's really bad movement (until you
             | learn the mechanics that exploit the way input is handled),
             | massive move lists, and very little input portability
             | between characters, and you get a really frustrating
             | experience that's mostly unique to starting to play Tekken.
        
               | SliceOfWaifu wrote:
               | This is exactly what I meant.
        
         | rochak wrote:
         | Thanks for warning me on Tekken. I was really digging the
         | character design and all in the upcoming Tekken 8 but given I
         | possess dexterity of a 10 year old, I should probably skip it
         | and fighting games in general.
        
           | SliceOfWaifu wrote:
           | Tekken 8 just released a free demo on PS5 (comes out on other
           | platforms in a week). Try it out. You might end up liking the
           | game.
        
       | notnmeyer wrote:
       | > Tekken is a Japanese fighting game that has been around since
       | the late 80's.
       | 
       | wait, what? the first tekken was released in 1994... wasn't it?
        
         | stronglikedan wrote:
         | The very, _very_ late 80 's?
        
         | firebat45 wrote:
         | You mean nineteen eighty-fourteen.
        
       | snarfy wrote:
       | I don't like the flower petals to represent startup time. They
       | show numbers for every other stat. They should just show 10 for a
       | 10 frame jab, not two flowers.
       | 
       | And for the uninitiated, frame data is important to know what
       | beats what. If they do a move that is -12 on block and you block
       | it, a 10 frame jab is a guaranteed punisher, assuming they are in
       | range. Conversely if it's +12 on block there is no move you can
       | do that is safe and it's best to block or duck any follow up.
        
       | redrobein wrote:
       | I'm a long time fighting game fan and recently discovered YOMI
       | Hustle[1] a turn based fighting game. I think it works really
       | well for teaching fighting game mechanics, strategy etc., whilst
       | not having to worry about the execution of the moves itself. It's
       | pretty fun, and there's an old version free on itch with
       | multiplayer support. I recommend trying.
       | 
       | [1] https://ivysly.itch.io/your-only-move-is-hustle
        
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