Analysis: Why Fighting Games Are Hard - lightslingergame.com

Analysis: Why Fighting Games Are Hard

Core-A Gaming
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Fighting games are known to be notoriously hard, but what do people mean by “hard”, and is there anything we can do about it?

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450 Comments

  1. Honestly I think GG Strive is doing a decent job here. Their mission mode will introduce you to all the basics and much, much more – however some of even the earliest missions are pretty damn strict for a complete newbie. Speaking from experience.

  2. But the hardest thing about fighting games is very obviously getting the devs to implement decent, modern, netcode solutions ;p

  3. The biggest accessibility issue with fighting games is the core of their appeal. They're 1v1 skill based competitions, and if you lose it's because you messed up, not because of your teammates or RNG or whatever, and a lot of people don't like having to own up to the fact they suck and need to work hard to not suck. Even in more accessible fighting games casuals just get salty and quit as soon as they run into someone who's way better than them and steamrolls them.

  4. I rage in street fighter because I do the controls for the ultra but it doesn’t work

  5. Hate the genre. Can’t even enjoy single player mode.

  6. The hardest thing of a fighting game it's satisfy my ego

  7. I get that one needs to lose but how much is too much? In fps ur win/ lose ratio doesn't really determine ur skill but ur kill/ death ratio does. Is there something similar in fighting games?

  8. Fighting games aren’t hard you just suck lmaoooooooooooo

  9. been down a rabbit hole with core-a fighting game vids recently…
    the hardest thing for me, is not being able to reliably string together inputs to do anything meaningful, and/or being able to literally put the controller down, and last longer in a fight

  10. I’m here after picking up GGStrive a couple days ago
    You can and should tackle the teaching tools and some training first, but when you throw yourself into the challenge of online play you may just be surprised at how much better you actually are.

  11. Honestly climbing a wall is like pulling off a hard combo in fighting games
    I am a brawlhalla and Tekken player and it's just hard

  12. Yes, its no obligation to the company to make the player evolve, but its their job to make a decent space where people can at least know the basics. Fighting games usually are the WORSE in training modes and tutorials for that comparing to basically any other genre. We should demand more, its a simple question of accessibility. If they can do, why not? It is important to think that, what maintains the cicle of these games, no matter how many pros as there, is the casual fanbase. Investing in a way to help educate these fans can make them stick to the game more than they naturally would by their own and it can signify more money in the bank too. We are not living in 1992 where the development teams were composed by 10 guys in a shed making simple games that were composed by 4 simple attacks. These games have huge studios behind them and they most of the time dont get these kind of feature because people always throw all the responsibility in the player to figure ALL on their own and let the developers runaway. Its like buying a car with a bunch of tech and dont give to the buyer a user's manual.

  13. The hardest thing in fighting games is finding a friend who actually wants to teach me

  14. Regarding one-frame links, I don’t think too many people are especially worried about not being able to do harder combos. It more comes down to the fact that games without input buffers simply feel worse to play. You never hear new players complaining about not being able to perform hard combos in Melee, but you always hear them talking about how the game feels clunky and unresponsive.

    My personal approach to this is to include buffers, but to also hard-code one-frame windows at the ends of moves to improve the damage, stun, frame data, whatever is most applicable to the next move in the combo. You’d have to delay your input until the exact frame that the move ends in order to receive this benefit, thus consciously giving up the buffer and risking a dropped combo. Not only does this open up new combo routes, but it also means that two players landing the same combo can still have varying degrees of success.

  15. Maybe you should make a video helping them past the spamming stage

  16. I expect to either experience winning streaks and horrible losing streaks. It’s just how it is. I think what’s worst is not necessarily getting beat—but there are certainly sore winners and losers that kill the vibe

  17. Then there’s me that can’t even do command inputs

  18. I like at 2:14 how you could’ve chosen ANY clutch 3, you chose Chandler Parsons out of all people. Not only that, but the Rockets also lost that game in OT 💀

  19. The hardest part of a fighting game for me is to actually having fun
    Like when you fight with a friend and your beating his ass when you win it's not as satisfactory as beating someone on the same skill level as you and going into ranked to try and find someone is like wanting to kill yourself because fighting games usually have really bad net code

  20. I think everything you said is true, but not everyone knows how to get better, is true that you wont get better by not losing, but if you don't know that canceling a move is a thing losing enough wont teach that. There is a use for better tutorials or databases to know that you can get better before practicing.

  21. The hardest thing is seriously finding people at your level. Either they're too low or they're way too high. And while losing is a part of the experience, it can still be pretty damn discouraging to get absolutely bodied by someone who is at a much, much, much higher level than you.

  22. No, I think the difficulty is the hard part. Sometimes I can't block in time before Mileena eats me alive. It is so infuriating. And on Injustice 2, that stupid boy scout Robin and Deadshot spam their annoying abilities, to the point where they widdle down not only my Justice League Superman, but my patience. You don't know how humiliating it is to get your ass kicked by an anime Robin when you're playing as an actual character.

  23. No its hard cuz I do know how to dl the moves because they be using letters like over h like wtf how do I fond h on my Xbox controller atleast mortal kombat and injustice use actual buttons

  24. The hardest part about fighting games is 1 getting my friends to play and 2 somewhat trying but at the same time not crushing them into orbit

  25. I love em but how can I play anything on mobile

  26. The hardest part of fighting games is actually gaining the confidence to leave single player and going online personally

  27. hardest thing in fighting games is having fun while being new, and without some good coach.

  28. The most necessary thing here imo is having an enviroment where you can get comfortable with how the game is played in an enviroment thats actually fun

    I disagree that single player is worthless as a training tool because in other genres like racing games and FPSes, it does tend to work pretty well. This is about teaching the core mechanics like spot dodges, high low blocking and basic combos, not stuff like frame traps or anything else thst explicitly needs another player

    Imagine if the only way you could learn the basic movement and combat mechanics in a FPS was in a training mode esc room or in online matches with people who already know how to play the game

    I 100000% agree that making the game easier isnt the point though, just needs to be fun to learn and atm you need to be a specific type of person to find it fun

  29. Smash Bros was designed to be simple and easy to learn, every other actual fighting game is basically: "you new here, and can only mash as you know nothing? Haha ggs I win"

  30. FIghting games just aren't fun to learn. That's the heart of the issue. It's not fun for most people to sit in a training room watching youtube videos and practicing combos. Other genres make it much easier to learn while actually having fun playing the game. Fighting Games famously just don't do this, and as a result the game basically sits you down and says, "Okay, I'm going to need you to not have fun for a few hours before you're allowed to enjoy this game" and as a result it becomes akin to the classic line of "Well it gets good 5 hours in" that some people say about long RPGs and the like, and I think it's a totally reasonable opinion held by a lot of people that having to wait so long for the game to get fun isn't worth it. And fighting games squarly fall into that category of game.

  31. the hardest thing is just pulling off moves consistently. i remember back in highschool after practicing one move for an entire hour i was only able to get that again one move bout half the time.

  32. Extra Credits failed to realize that one fighting game already did the tutorial story mode.

    MK Deception did that, and it got in the way of you just wanting to play the game, and if you already know the game and just wanna Unlock Shujinko, have fun sitting through the “repeat after me” and “pause the game to tell you that you can do massive damage at that moment”

  33. 5:25 That's where you lost me. Not every one learns from being bodied. Most people don't! Being bodied means you usually can't even react or move or fight back. You can't learn anything if you can't do anything. That might be how you learned to play, but thinking that that's a healthy way to teach people is a key reason why fighting games are rather niche. You're just scaring people off by doing that. Most people learn from gradual difficulty increase. Fighting opponents who are SLIGHTLY better than them, and fighting them until they match their skill or surpass their skill. The ol fashion ELO/solo queue climbing method. Not fighting someone who you can't even touch.

  34. It's not that hard actually unless you're aiming to win big which same with other genres like moba…..

  35. I think you somewhat touched on what I think the hardest thing in fighting games is but didn't quite go in depth on it. I think the hardest thing in fighting games is the floor to entry to have fun in the game, the main thing being like you said figuring out the execution, which on the surface can seem complicated but I think there's more to it than that.

    It's not just doing the moves that's hard, but trying to understand what you should do in any situation. When should I use this move or that move, what are my specials good for, "What should I do when my opponent does X?" Sometimes you just dont know what you're doing wrong or how to counter anything in the game, leading to the common situation of noobs (like myself) getting beaten by stuff like lariat spam or command grab cycles.

    I lost so many times to Ryu's online who would backup, spam fireball then shoryu me when I try to jump over them. It was the most frustrating thing and I felt like there was nothing I could do. Don't get me wrong I'm sure there were options but as a new player I had no idea what they were and it was exhausting to try to figure it out.

  36. My girlfriend and I are Martial Artists and we grew up with fighting games and play them occasionally now as adults.. We know the pain of having to lose to the likes of Omega Rugal in KOF 95 and to people who play fighting games with us as much as we do losing in tournaments for our respective Martial Arts..

    I would equate getting better at fighting games to the (neverending) journey you take as a Martial Artist.

    Afterall people often neglect the fact that a black belt, despite being something you earn, is but the beginning of your journey… Hence it being called a "Shodan" in Karate.

    So in both Fighting Games and Martial Arts it's ultimately up to YOU and no else to reach that level of skill you wish to attain. 🙏👊🥋❤️

  37. I think it's sad when the phrase "git gud" has to be broken down and explained with a video like this. It's really not even that deep just learn the damn game wins and losses that's literally how you get good at ANYTHING. In life. and the fact that needs to be explained is sad not saying you don't need a tutorial even Muhammad Ali had a coach but damn

  38. fighting games will never be fun for a casual player its the reason why its not a profitable game genre

  39. Fighting games really require knowledge. In order to improve you must analyze what you did wrong and what you could have done instead that would have led to a win, so you can do that next time. The big problem is not all games give you all the info for what you could have done.

  40. I think the hardest part is definitely losing a bunch and learning the game's innate rules when you start. You really gotta deal with how certain things about the game are unfair, and how punishing being in certain situations is. My friends usually bounce off because of that (and also because they don't know when to mash out of blockstrings.)

  41. where can i download rising thunder pls help i couldnt find a link that looked legit

  42. Guilty Gear Strive outsold rev 2 by a lot even though rev 2 is the deeper and more interesting of the two, so there is some value in making games more accessible from a business standpoint, which is what EC was trying to point out.

  43. Fighting games are hard because you have to actually think for yourself and be quick. You need quick reflexes and accurate timing with the perfect Combos.

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