and thank you for putting 'My Will' in there too. :3
Holy crap, I didn't know vgcats had ever been animated. That's just weird.
Add to the characteristics of female fighting game characters, that they MUST all have at least one kissing-motif attack. Or in Mortal Kombat, they must have at least one kissing-motif fatality. And not just one female character. Oh no. Every single female character, and in every single game.
I liked their Akuma and Cammy getups.
There is a certain irony to it
Since Dan's Otoko Michi has priority over Akuma's Shun Goku Satsu
Meaning Dan if properly played will own Akuma
I agree, why can't they make fighting games easier
If you really think about it, Fighting Games' controls don't make allot of sense.
And character distribution in terms of type and strength are typical and off balance in power.
Super Smash Bros' formula works but too many characters are broken.
In Smash, the controls are good. EX: Control Forward means your reach is further, but leaves you vulnerable to counterattacks if you miss.
But the characters are WAY too off balanced.
There HAS to be a way to make a fighting game that is casual but amateurs vs experts depend on the basics of blocking, dodging, and extending your reach vs short range attacks. Like the old school ways but with better graphics.
Like...an extended attack should be countered with a duck then executed with a short ranged attack.
A Rock, Paper, Scissors effect. Certain attacks should be dodged or blocked a certain way and vise versa.
Instead, too many people are just spamming the same overly powerful moves over and over again. Executing cheep moves of putting you in the corner and beating you while your down.
In the end, people just having fun by winning with cheep moves.
Sure, there are some REALLY good fighters, but what do you accomplish learning a whole bunch of memorized button combinations?
Does it really simulate a fighting game experience?
Or does it show your good at memorizing?
Because once a new fighting title comes out, you'll have to memorize ANOTHER 100-200 button and control combinations per character.
Fighting games DO NOT simulate fighting games with their ridiculous button combination controls. Only in graphics and animation.
Intention of the moves should be easily incorporated into the controls and easier to learn.
Or perhaps in the future, as sensor motion becomes more popular and polished, a person's stamina to move their arms or legs would incorporate with the gameplay.
THAT would simulate a real fighting game.
It may limit the possible combination of special moves, but in the end, it would make fighting games more like a fighting game.
Instead of just memorizing a bunch of button combinations.
*That's my biggest gripe.
Fighting games LOOK cool. But to play it todays way is illogical.
Hear hear, bro! I've stopped playing fighting games a long time ago. I occasionally play Brawl with a bud, but the only fighting games I own is Soul Calibur V and Virtua Fighter 5. VF5 actually has a pretty deep fighting mechanic since you're able to control certain moves and string together custom combos and have a more "fighter" feel to it as opposed to games like Soul Calibur where most people memmorize the combos (as you've mentioned) and whip them out as often as possible.
I think the new Mortal Kombat has taken a step in the right direction as far as fighting styles go.
This is hilarious
I like the comics