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Things I Don't Like About Classic Fighting Games 

LordKnight
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#guiltygear #streetfighter #fightinggames
We started positive by sharing what I liked about classic fighting games and modern fighting games, so this time we wrap up by talking about things I don't miss from the past.
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22 авг 2024

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Комментарии : 115   
@kenja0685
@kenja0685 Год назад
I loved opening up my physical copy of Blazblue only to see a flyer inside advertising the next version releasing in Japanese arcades a day later.
@whymebruhcmon
@whymebruhcmon Год назад
LMAOO that's cursed
@solairefan5420
@solairefan5420 Год назад
Man thank god CF2 was an uptade
@YashaAstora
@YashaAstora Год назад
The thing I definitely don't miss is the immense balance issues. So many old games feel like their creators don't even think about how their characters stack up to each other. Every old FG had that one character whose moveset was so nonfunctional that they're damn near useless, and then that one whose moveset was so fuckin' busted you wonder how they didn't notice. People complain about balance these days but the fact that you can pick any character you want and not feel like you're playing half a functional character is great.
@valeoncat13
@valeoncat13 Год назад
I don't think it's a matter of them "not noticing" and more of just the disconnect between in-house testing and public competition. When developers make games, regardless of the genre, the all of what they consider balanced is going to depend on who's actually testing the game out in the end. And especially in the 90s-2000s a lot of that testing was coming from very select group of people. And thinking about how many fighting game techniques/traits were discovered over time, it means most of those testers were probably playing at a level waaaay lower than the "average" competitive player. So a weak useless character and an overpowered monster, might look balanced in the hands of someone who's not trying to push the game to its limits.
@no_nameyouknow
@no_nameyouknow Год назад
Part of it is devs paying more attention to balance for sure, but a big factor is patches. Games didn't used to get patches, they got title updates like once a year or maybe 6 months. That was the chance to balance. Also, devs probably were not as tuned into to community feelings about balance, which is a blessing and a curse, now they know exactly what people think, what they hate, what they think is OP etc.
@perfectlap9379
@perfectlap9379 Год назад
Older fighters are no less more unbalanced than newer games on release. Newer games just have patches
@Snooopysniper12
@Snooopysniper12 Год назад
almost every game is that way still
@pochoboto
@pochoboto Год назад
Reading this made me automatically think of Mvc2 as u can basically call that game X men vs. Sentinel
@chungusumungus4004
@chungusumungus4004 Год назад
One thing that always turns me off of older titles are mash-based mechanics. Mash to air tech, mash to escape stagger/freeze, mash to reduce damage, etc. Mash-based mechanics feel inelegant and result in some awkwardness where mashing can get you punished as you escape the combo/freeze/whatever and accidentally get a button.
@saxtonnova
@saxtonnova Год назад
like mash to get out of stun ?
@supernebula101
@supernebula101 Год назад
To the point of things "just working" in modern fighters: I was watching some Strive footage where someone was playing Bridget, and they landed her Rock the Baby super after a juggle at the wall with the opponent's hurtbox juuuuust in range to fall into it, and the whole thing connected. For some reason I thought "Man, if this were an older game, that super would've landed like three hits and then they would've fallen out because of spacing," but they took the time to program it to vacuum the opponent in. For an example of just that: Remy's flash kick super in 3rd Strike. Sometimes, depending on where the opponent gets hit, you'll just get, like, half the hits of the super. I think there's even some scenarios where he can land the first few hits and get punished. It just fails to juggle properly because the character wasn't playtested enough I guess that's a better word for it, then, "playtested." Most modern FGs feel like they're playtested to an extent that you don't get those kind of straight up feels bad moments.
@Gensolink
@Gensolink Год назад
super failing on air hit is definitely something I really dislike. And now that you mention 3rd strike had a lot of jank supers. As to your point that it's play tested I think fg devs are more experienced and some stuff kinda became common sense. Like if you look at some very old fighting games you see stuff that's not implemented that would be common sense otherwise (like turning around automatically)
@braden_m
@braden_m Год назад
Reminds me of Testament’s sprite super - it dropped all the time on release but obviously they patched it up real fast which was nice
@herbbirb3766
@herbbirb3766 Год назад
whats ironic is that blue nocturne has some of the best vacuum in the game but is punishable when used as an anti - air, even if you're correct. Would you believe me if I said remy was the last character developed for 3rd? Because he is.
@mrblooper1994
@mrblooper1994 Год назад
Gio's air super still drops on weird angels especially a bit far from the corner
@zonkrt3463
@zonkrt3463 Год назад
Legit only thing I dislike is mashing for defensive mechanics. Not like pressing a button to interrupt their string, but things like mash to tech, wiggle to get out of your stun, etc., because it always ends with me pressing a button or direction I don't want by the time I recover. Pretty much anything else I can adapt to after enough time if the game is fun. Edit: Yeah and all the out-of-game stuff like netcode and delay launches too, I agree.
@Gensolink
@Gensolink Год назад
preach
@kalecraft8906
@kalecraft8906 Год назад
I'm with you. It really pisses me off that Smash Bros still uses mash mechanics after all this time
@Dhamphyre
@Dhamphyre Год назад
My dash macro died in a Strive loser’s finals on Friday and I realized how much I rely on it now. Obviously there’s the inherent disadvantage of not having one while your opponent does, but I figured I could tough it out and make it work old school. Didn’t work out so good.
@LegendaryO34
@LegendaryO34 Год назад
Yeah, adjusting your muscle memory mid set destroys your mental stack. I had a similar top 8 experience irl. I've kept spare buttons in my stick ever since
@YourIdeologyIsDelusional
@YourIdeologyIsDelusional Год назад
...How did your dash macro die?
@Dhamphyre
@Dhamphyre Год назад
*really
@free_playstation_2
@free_playstation_2 Год назад
I feel like my biggest pet peeve in older FGs is the lack of even a slight buffer in certain scenarios I believe that links should be hard, and link reliant combos need some practice, but there's a point where a link becomes REALLY difficult to nail down even after hundreds of hours of play. Ken's 4MK SA3 link in 3rd Strike is an easy enough hit confirm, but it's a one frame link (only on crouchers, standing opponents getting hit always block the super) if the second hit isn't meaty, and if you press too late by either mistiming the input or pianoing and missing the right frame, you burn a bar and you die, as SA3 is punishable on block and competent opponents can potentially red parry the 2nd / 3rd hits and get a jump-in punish. And then there's a couple of silly examples of 1f links, such as Xrd Pot's _character specific, very low CH 6P anti air_ which, from what I've seen in Frankentank's video, needs 6P, HFB into a frame perfect j.P, and it's one of the few meterless routes that leads into any form of okizeme from Pot.
@saltyluigi4011
@saltyluigi4011 Год назад
you can piano the super
@brian_cream
@brian_cream Год назад
You know what i really can't stand about old fighting games? How they didn't tell you fucking shit. Some old games didn't even have the decency to tell you your movelist. Even now i'm only mildly satisfied with the state of modern FG ingame tutorials. Like why did it take decades for devs to add a small text box with a description of what a move does and how to best utilize it in the command list. SFV came out in 2016 and there's no ingame way to check the properties of moves. Devs until now have been super comfortable assuming every player has their dustloop equivalent open 24/7 and they have to put in no effort. Good news is this seems like it's becoming a thing of the past.
@Gensolink
@Gensolink Год назад
and let's not mention secret moves being a thing FOR SOME REASON
@AkibanaZero
@AkibanaZero Год назад
What? You didn't think it was fun trying to guess what every install VT actually does in SFV? /s
@ITNoetic
@ITNoetic Год назад
I won a P4A day 1 tournament cause I had been labbing the import version on my JP Xbox for a month. I didn't lose a set til GFs but still won after the bracket reset. I took my copy to every event I could before then, but I was the only one able to just lab mad hard. And since it didn't have usable netcode, labbing was all I could do. I don't have time to get good at fighting games nowadays, so I'ma carry that W with me always. The $20 I won bought me a pretty tasty burger afterward IIRC
@no_nameyouknow
@no_nameyouknow Год назад
It's strange that Plus R has no input buffer and I had no trouble doing combos in that game. Gatling is part of it I'm sure.
@jakesmith9745
@jakesmith9745 Год назад
Coming from SSBM to strive was weird because of the buffer, sometimes your brain just understands no buffer and it makes it feel more smooth. But to other people it feels clunky and that’s where we get the “old games feel weird” discourse
@donut2111
@donut2111 Год назад
Yea oddly enough the lack of a buffer doesn't really feel like it's a problem. When I play something like 3s though you really feel it
@LLL74123
@LLL74123 Год назад
It's easy to be nostalgic but I really like how inputs feel now compared to in most old fighting games and how we don't have completely useless or not even functional characters. What I really despise in modern games is having to put up with random, for a lack of a better term, "casual" mechanics such as 1 button specials/supers, type lumina shield, homing dash, autocombos that automatically do inputs or my personal least favourite SCVI reversal edge. I feel like there was way less of this before.
@no_nameyouknow
@no_nameyouknow Год назад
I was not very pleased with SCVI. Reversal edge is kinda silly IMO. Hey let's just interrupt your game with an RPS minigame. Same with Type Lumina I guess, but I don't play that game so IDK>
@LLL74123
@LLL74123 Год назад
@@no_nameyouknow Yep, the pacing is just ruined everytime RE hits and it gives so much meter even if you loose the rps that you can spam instant 1 button supers. Type Lumina is like the light version of RE, pacing isn't ruined but the forced rps still sucks.
@Inojin67
@Inojin67 Год назад
type lumina shield got nerfed
@Eldred91
@Eldred91 Год назад
Reversal edge got nerfed and is a pretty niche option now thankfully. Low level players will still try to spam it but you can blow them up pretty easily with break attacks.
@fiethsing9988
@fiethsing9988 Год назад
We are entering the golden age for people outside the popular arcade hubs. Which is good because fuck having to move somewhere to be able to enjoy a game genre.
@Franko_L_L
@Franko_L_L Год назад
I'm always surprised at how the lack/scarcity of imput buffer is never brought up as a reason for someone to not play older games. It's such a clear dealbreaker for me
@zebgordon354
@zebgordon354 Год назад
It can be a good thing once you’ve put some time into the game
@Franko_L_L
@Franko_L_L Год назад
@@zebgordon354 How though?
@no_nameyouknow
@no_nameyouknow Год назад
@@Franko_L_L Because you will be more consistent with your combos and players with less experience will drop more often. It's a skill ceiling thing, some people like that aspect of fighting games, the more time you put in, the more likely you are to win. To put it another way, it let's you feel your own personal progress more. Combos that you used to drop, you can now pull off nearly 100%. Feels good to improve and see that improvement in game.
@Franko_L_L
@Franko_L_L Год назад
@@no_nameyouknow That extra time you are putting in is not in matches, but in training mode. I don't find grinding execution all that fun. Also, do even pros get near 100% consistency? That's kinda generous
@hypebeastmemer272
@hypebeastmemer272 Год назад
I miss the old grab from Ac+r, it felt hard to do but was more rewarding in my opinion
@bakedbrownie69
@bakedbrownie69 Год назад
So uh can we please get some of that rollback for DBFZ
@no_nameyouknow
@no_nameyouknow Год назад
Haven't you heard? It's in the works. Coming sometime soon. Or soonish, IDK look it up the info is out there.
@bakedbrownie69
@bakedbrownie69 Год назад
@@no_nameyouknow oh really? I actually googled it before I commented and didn't find anything, I'll check again. Just to clarify, I know they announced rollback but I haven't seen a single update about it since that announcement
@Hillthugsta
@Hillthugsta Год назад
Having Rollback is no guarantee that it's going to be good.
@noboty4168
@noboty4168 Год назад
@@Hillthugsta It will guarantee that it will be better than the current offering. You have to try really hard to screw it up. Capcom did the impossible with SF5, but it was the exception, and even among Capcom games, SF5 was the exception, as Marvel Infinite's rollback was fine.
@IAmEnormous
@IAmEnormous Год назад
Buffer. Tekken has spoiled me so much. I genuinely don't understand what a game gains from having a super difficult buffer window. Sure, for combos I'll concede that devs sometimes only want certain damage & oki for certain levels of play, but at the very least make the reversal window generous, nobody should have to hit a 1f link to backdash on wakeup- as if oki wasn't miserable enough already! Then throw in pressure situations? Freaking Susano, gotta lab the timing for every punish if you happen to be playing against one that likes to play risky with Drive moves, but the timing is _different if he unlocks a seal or not._ I am going to LOSE IT!!!
@agni2051
@agni2051 Год назад
My mans, you do half circle forward forward for IAD? What's the sitch lmao
@ElvisMaximus1
@ElvisMaximus1 Год назад
It's to time the IAD. Because there's no input buffer if you input the motion too fast you'll not get the IAD at all If you input additional motions into it you'll delay when you input the actual dash which can end up auto timing your IAD. Especially if it's not strict, it just can't be done too early which is true of a fair amount of IAD combos Though, if we're being real that is a pretty cursed version of it lmao
@Pen7Ninja
@Pen7Ninja Год назад
The biggest issue with Persona 4 Arena wasn't so much the fact that it got released here months later than even the USA version. That was still super normal at the time. Look at BBCT: NA release June 2009. EU release April 2010 BBCS: NA release July 2010. EU release December 2010 Arcana Heart 3: NA release April 2011. EU release August 2011 BBCP wasn't so bad with only a month between regions. Notably this is only an anime game issue. We got SF4 a whole 3 days later than NA. But whatever, we import, we get Japanese PSN cards, whatever. The huge issue with P4A was that it was the ONLY PS3 game to be region locked. Every other game we could just import but P4A specifically... the JP version only worked on a JP console. The NA version only worked on an NA console. JP release - 26th July 2012 NA release - 7th August 2012 (12 days) EU release - 10th May 2013 (276 days or 9 months) That's 9 months where the only way to play the game is to import an entire console or mod chip your console. Our community (Perth, Western Australia) did have 1 NA console and 1 modded console that could play it but nobody wanted to play a game they couldn't practice online. Then when the game came out 9 months later, all the hype was pretty much dead. About 4 months later we started to get trailers for Ultimax and our community was pretty mad...
@McP0WERFIST
@McP0WERFIST Год назад
When you brought up persona, interesting fact was that persona 4 arena was one of the few ps3 games that were region locked I believe, so European players couldn't even import the game. They just had to wait!! :(
@ZodiacMustDie
@ZodiacMustDie Год назад
not just 1 of few, literally the only game in the entire ps3 library. atlus spite was insane
@Tremuoso
@Tremuoso Год назад
Biggest thing I don’t miss about the classic pre Sf4 era is how big the gulf of character privileges can be
@Peter-pb7uo
@Peter-pb7uo Год назад
If we want to get nit picky Specials actually have a “1f buffer” (except johnny’s ground specials) in the sense that they can be negative edged in the ggxx engine. Enjoyable video though, I have similar grievances with old games despite loving them.
@no_nameyouknow
@no_nameyouknow Год назад
Not really the same thing as an input buffer. Especially if you play on pad. This only works as a buffer if you press and release the button frame perfectly. I get your point though.
@Halaa_
@Halaa_ Год назад
Older games being console only or arriving on console way earlier was really annoying. I'm mainly a PC player and had to wait like a full year for UNIST to drop on PC, and series like Tekken were completely inaccessible to PC players up until relatively recently. It's nice that we all get games at the same time not only per region now but also per platform. Hoping crossplay becomes more of the norm in the future so fighting games are as accessible to everyone as possible.
@MarcelVincent
@MarcelVincent Год назад
delay based net code still gives me nightmares i miss having no input buffer.. though I don't at the same time. SF4 really did start the "modern" era of input shortcuts and such MVC2 will forever be one of my favourite fighting games.. right on the edge of old and moderm for me
@kyleolson8977
@kyleolson8977 Год назад
The delay based netcode on Street Fighter II was really bad in 1991. It took around a decade before you could input commands.
@Eon_Kain
@Eon_Kain Год назад
3rd Strike character balance rings pretty true for that last part.
@ricniclas
@ricniclas Год назад
...I don't like throwing with close buttons, that's the only thing I don't like about KoF XV
@ErrorGaming64
@ErrorGaming64 Год назад
How do you feel about games with customizable input buffers like MultiVersus does? I think this will add a few different OSes people can do with different buffer configs, but it may work in a modern 2d fighter
@dyrr836
@dyrr836 Год назад
Europe had it even rougher with Persona because it was one of the very very few region locked PS3 games.
@DragynFyre12
@DragynFyre12 Год назад
LK doing a fucking Behemoth Typhoon to IAD lmao
@bobjones1872
@bobjones1872 Год назад
Sadly we'll probably never get a game like +R or Xrd ever again because everything has to have a Dash macro nowadays. The macro forces the design of the game to fundamentally change a lot. It simply would break a game like Xrd.
@ErrorGaming64
@ErrorGaming64 Год назад
Modern fighting games are a lot better with 30 frames default buffer :))
@ErrorGaming64
@ErrorGaming64 Год назад
Looking at you multiversus
@pieoverlord
@pieoverlord Год назад
I'm with the thumbnail: fuck the stick wiggling and button mashing for optimal play. Fighting games already fuck up your hands.
@kylekiske_
@kylekiske_ Год назад
A dash button changes a game entirely. It's not a modern or classic thing. It changes how a game is played entirely. 🤦‍♂️
@ItzTally
@ItzTally Год назад
the 100k dream is close...
@pikachuattack542
@pikachuattack542 Год назад
I want the next Blazblue game to have Tager as a top tier.
@HS_Gomikubi
@HS_Gomikubi Год назад
7:08 Oh yeah when's the next SBO Watchalong? AC era hype train let's goooooo
@johng6521
@johng6521 Год назад
I really don't miss how GXXAC+R had some characters that make you look at a spread sheet when you're learning them cause too many of their combos are character specific due to the weight and hurt boxes and y-axis based hit stun mechanics. Especially since some strong characters don't require you to do this as much. Its weird if you really like a character who deals with it and you want to play in tournaments with them and can't remember which combo they have that works vs a certain character so you google it before a match, I really appreciate that they toned that down in GGXrd and Blazblue.
@innocentorphan1213
@innocentorphan1213 Год назад
Bad anti airs. Some old games it was invincible dp or gtfo, some chars just had no options against stupidly strong jumpin buttons.
@noboty4168
@noboty4168 Год назад
Having gotten to play SF6 during the closed beta and also being around for the SF4, Skullgirls, and Blazblue days, I can say that I definitely do not miss dash macros not being a part of the game. If I had any bad thing to say about SF6, it would be the lack of a dash macro. Basic movement should be as easy can be, and dash macro allows for that. It's also less murder on my hands than standard dashing.
@YungFalcon2246
@YungFalcon2246 Год назад
banger video!
@Spade327
@Spade327 Год назад
you should invest in a new webcam, that one looks kinda old
@kamachunoFGC
@kamachunoFGC Год назад
idk Gg series known as fast game. Dash macro is good for me. I dont like fast fighting games.
@noboty4168
@noboty4168 Год назад
I feel the same and that is why I am drawn to the likes of Street Fighter and appreciated Strive's slower pace compared to the games before it. However, ever since they increased the pace back in june, I can barely keep up.
@TylerrTazer
@TylerrTazer Год назад
Macros save my hands
@jonnysac77
@jonnysac77 Год назад
As a +R player, the lack of buffer is very annoying and takes a while to get used to although I don't think there's ever been a better time to enjoy classic fighting games, a lot of them have better netcode and matchmaking than most new fighting games
@Gonzakoable
@Gonzakoable Год назад
2:40 this is why playing GL is so good for you, it teaches you legacy skills!
@GamersUniteYT
@GamersUniteYT Год назад
I heavily prefer older fighting games because they aren't simplified like current fighting games are. Fighting games are meant to be a test of skill...where's the skill at if you're just gonna simplify everything
@Tomatonator
@Tomatonator Год назад
Simplification, or quality of life changes? Dash macros for instance open up all different kinds of new tech imo. Not trying to trash your preference, just curious about what specifically upsets you. In my mind, simpler execution means more focus on the mental aspects of the game. I agree that difficult execution is defo impressive, I just also don’t think simpler is inherently worse
@GamersUniteYT
@GamersUniteYT Год назад
@@Tomatonator simplification like I said. The best way I could probably explain this is comparing dbfz to DBZ budokai 3 DBZ budokai 3s combo system heavily relies on you being able to guard cancel (how it works is you cancel one move and go into another combo and yes this can potentially lead to infinites but only if you're skilled enough in that regard) if you don't know how to successfully pull off a guard cancel your combos are gonna be very (and I mean VERY) limited plus some moves have a longer stun time then others so it's up to you to figure out what combos work based on how much stun they do. Now mind you I'm only barely scratching the surface with this there's people who know way more about the game then I do Edit: I'm not gonna go into detail about dbfz because I'm pretty sure we all know how that plays
@championredd
@championredd Год назад
Cringe scrub
@GamersUniteYT
@GamersUniteYT Год назад
@@championredd yeah ok whatever you say
@LordKnightfgc
@LordKnightfgc Год назад
Players make the game hard
@SuperSuccessfulTroll
@SuperSuccessfulTroll Год назад
dash macros suck
@Limit02
@Limit02 Год назад
Why
@Tomatonator
@Tomatonator Год назад
HARD disagree. Also, yeah, why?
@donut2111
@donut2111 Год назад
@@Tomatonator not the other guy but the usual argument against dash macros is how much it inherently changes the game. Just like how a one button DP inherently changes a game vs needing a motion input. There's a bunch of cool mechanics that become either too easy or too boring if you could just macro it out, like BBCF Naoto getting powered up specials if he's micro dashing before doing them. Or Slayer timing backdash cancels to give his specials invul. It's why a macro doesn't fit every game just like how not every game needs a 1 button DP.
@Tomatonator
@Tomatonator Год назад
@@donut2111 oh I agree one hundy, especially in slayer’s case, I just meant games now that have them built in from the beginning, which is one of the things I think op has a problem with
@donut2111
@donut2111 Год назад
@@Tomatonator Them being built in from the beginning still has the same problem for people though. It won't be broken but it also means you won't get the potentially cool mechanics available in games like Xrd or bbcf
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