What do you want from fighting games this year? Thanks for your patience while I work on new videos by the way. Been a busy and weird few months, but excited to make some new stuff for the channel! - Esteban
First I would really like to see a new Marvel fighting game. One that is entirely focused on the Marvel universe like Injustice. With a cool story mode maybe based on Secret Wars or something. I would also like some sort of new fighting game IP with a bunch of different licensed characters but more in the traditional Player vs Player like MK, Street Fighter etc I’m sure there is some company with the rights to many different characters. Maybe it could be a free live service game with some base characters and the others you have to buy. Basically for example if the RU-vid series called “Death Battle” was a game I would love that concept.
Fighting games still need to implement +R's replay control feature, but apparently the only other ones to implement it are certain games on Fightcade. This should be a standard feature! +R got it 3 years ago!
Killer Instinct not only has this, but you can record your gameplay to create an AI that plays like you, and it shows you the analytics for your match before asking if you want to add that match to the AI's library of knowledge of you.
_Maximum_ analytics. This is why intellectual property laws need to be fully abolished anywhere and everywhere ASAP. Look this up if you’re unfamiliar.
With how popular online tourneys got during the pandemic I want to see the lobbies actually evolving into something that works. Stuff like spectator slots, instant rematches or access to stage and character selects, anything that can help slim downtimes and keep the action going with as few loading screens at possible. Tekken in particular was particularly plagued by this, with horrible loading times to boot, the only improvement in that regard was being able to opt out of a game without having to wait the full 30 seconds to refuse a match.
I'm actually with GuileWinQuote on stats. I normally don't care for numbers or frame data in fighting games, but performance based stats would be incredible
Another thing I think might be interesting is dedicated in-game tournament modes. Games like LoL, Rocket League, and even Valorant have in-game tournaments that run on a schedule every day/few weeks, and they offer a way for players to explore competitive online play in a context that's different from your typical ranked ladder. I think this sort of system would really cater to the hype moments that high stakes lend to fighting games, while also making tournaments accessible to people who may not want to enter traditional offline or netplay events.
I think fighting games need better single player modes. Fighting games need better tutorials, one that’s basic and one that’s in-depth that also explains the terminology of the specific game you’re playing so when you hear neutral, Dp and etc you’re aware of what’s going on
@@CHEYMIX more prizes? Explain lol because now you have my attention. More prizes for winning like in a casual 1v1 or like matches vs the computer throughout the various modes? and what would the prizes be outside of gear, costumes, customization items and in game currency?
@@djhero0071 I agree, admittedly I think VF4 was ahead of its time, but it is unfortunate that VF4 came out at a time where the analytical breakdown side of these took a backseat to pretty much everything else
Fighting games are like 15 years behind other mainstream competitive games. We just got functioning online. Maybe in 2035 we will get advanced stats like CS:GO 360 or Dota plus for fighting games.
@@Holdbacktoblock that's awesome! I doubt you have it but I ended up getting double jeopardied by Cindy, and when she beat me in losers in the most disrespectful way possible, I literally refused to shake her hand and called her an asshole. She laughed and then I started laughing cause it was a great moment, and I really hope by some stroke of luck you were able to record that moment. Can't wait to see the def jam project come out!
Great as always! I’d love to see more single player content that gets new players involved. I’ve tried getting friends into fighting games and they had the most fun with Granblue’s multiplayer coop story mode. Street fighter 6 looks really promising this way, but I think it can be a gateway to getting more involved with the games and the scene.
SF6 does 120fps in menus and the world tour mode, but the demo says that fighting grounds and battles are locked to 60 max. I would love for all of the game to be 120 if possible. I love that there's a lot of discussion about QoL features, because I think that's what fighting games have been lacking compared to other genres.
High-functioning online, an arcade mode, and a training mode is all any fighting game *needs.* What they *should* have is about to be challenged like never before by Street Fighter 6. Only time will tell if it's enough to please everyone and meaningfully grow the FGC and genre in the process.
I'm very, very, curious about the experiment that is Street Fighter 6. If they can tie all of this extra single player stuff into fighting game staples like training/arcade mode I think we'll have something special on our hands
On the point of detailed statistics, there is that project someone is working that uses an AI to analyze your replays and then gives you really useful stats on things like how many times you successfully anti-aired a jump in, etc. I think tools like those could be incorporated into games more. They even are a little bit already, like being able to watch Tekken replays and then the game pausing to show you when you could've punished a blocked move. Just more tools to help players of all skill levels practice and find their weaknesses more effectively.
This is an amazing video! I love the suggestions here, and will also recommend +R's replay takeover feature like other comments did. But you mentioned about totally-sustainable insane prize pots that hopefully won't disrupt an already-fragile environment. You're the first I know that brought up the bigger pot pools (CPT's mainly) as a possible concern. Can you expand on that please?
Hmm it's a bit hard to talk about without looking at the whole ecosystem of fighting game tournaments. I'll admit it's a bit of a gut feeling, but maybe this is something I can dive into in a future video if I can get some hard numbers/folks with better insight to talk about.
@@Holdbacktoblock I'd definitely love to see a video about that in the future. I had a few immediate feelings when I saw that prize pool and not a lot of them were good, so I think it'd be great to see some discussion on that.
All I want is Soulcalibur VII. I don't care if it has bad netcode or whatever. I just some sort of acknowledgement from Bandai about Soulcalibur (and not rumors).
The fighting games genre need gameplay mechanics innovation, something that makes the games feel more immersive, because these games feel to play the same way for ages.
Same on all platforms sounds nice. For some reason there is so common to have something wrong with one version of the game sadly. Been unconsciously ingoing the stats foe so long so it was nice seeing them brought up. Matchmaking has been a problem lately but like Krackatoa has been saying it has been done amazingly before. It really sucks to waste time looking for matches when all you want to do is play.
Modern fighting games need to decouple game logic from the renderer's actual frame-rate. Killer Instinct handled variable 120+fps perfectly, its just absurd that SF6 is still capped to 60fps.
This is not special for all fighting games, but they all could have similar modes that im gonna describe. In smash bros and platform fighters, there are many mechanics and items that can be used and exploited in such a way, to create minigames. I want smash bros and platform fighters in general to have multiple minigames, and that those are playable online. The argument is, we always have the same type of gameplay, 1v1, or item madness, but you can use all of the mechanics avaibale to create unique game modes with special set of rules programmed, brawlhalla is a great example of the potential that minigames can become for this genre. And in the case of more traditional fighting games, things like Tekken ball or a crazy tag team based game mode wouldn't damage the playability with friends and family, you can create a game mode where only certain moves are allowed, or that you can take off the opponents movement options, forcing him to think of other ways to win. The sky is the limit, we have the mechanics available, do we have the open mind to start experimenting and adding them in the multiplayer options?
You may want to look into the Extreme Battle mode for Street Fighter 6. It probably won't be 100% what you're looking for, but there's a bunch of interesting mini-game modes in there that you can play local/online. I hope this is just the start and folks start to return to this idea of thinking, however.
@@Holdbacktoblock thanks for the attention and sharing! I didn't knew about this mode! I'll check it out ♥️! I just want the main companies to expand their multiplayer options, Tekken ball and other ideas like volleyball melee(melee mod) could be so much fun for casuals and competitives alike 🙏
Fighting games need to figure out decoupling the game's logic from frame rate, like every other modern game worth its salt (the multiplayer ones, at least). One player dropping frames shouldn't make things worse for the other player - both of their inputs should still go through, all the actual "X move is happening, characters are at positions Y and Z" should be running continually and consistently at whatever rate is appropriate (whether that's 60 Hz or something else), regardless of whether the game looks like a slideshow. It's not like fighting games are simulating orbital mechanics, just about any processor made in the last three decades should be able to move some hit- and hurtboxes around in response to buttons, and determine whether they overlap, without breaking a sweat. And for peripheral makers: Where on earth are you even finding microcontrollers that cap out at 125 and 250 Hz USB polling rates? 1000 Hz isn't some techno-wizardry, it's the USB 2.0 HID spec!
The statistics thing is a must! A lot of stupid shit talk dies on the vine when good stats are available for both individuals and the whole playerbase.
Hard disagree with lord knight at the end. Let the PC version have less delay, there is no need for consistency. If console hardware cant be the same, let it do what it can, without affecting PC. Tournaments announce what platform they are running before the event, so its on the tournament players to practice and adapt to the platform. Zero upside in holding back the casual PC community. If it affects crossplay, let PC have an option to turn it off.
Don't know about stat screens. They seem a little impractical. Just using Street Fighter as an example, you have 6 attack buttons and each one has a crouching and jumping variant. Some of them also have command normals tied to them (lets say 3 per character). Then you have to measure whether or not those hit, whiffed, led to a combo, were blocked, punished or counter hit. That's 21 attacks with 6 conditions to measure for each giving us 126 data points for each player per match. And that's before we account for throws, specials, supers, and any game specific mechanics. It's just too much, especially since there's so little down time between matches in a set.
The guy talking about how we desperately need "stats" really surprised me. It's mostly an unnecessary feature because those things are what you register in your mind as you play your opponent. We call it "reading the opponent" or "downloading them." You collect data or "stats" in your head as you're fighting. If a player can't do that on their own - a stat feature isn't gonna help them get better. It would be interesting for commentary however. As for the players, it would be misleading because just cos they didn't tech 5 times last game, doesn't mean they won't the next.
@@Holdbacktoblock GuileWinQuote is right, we need stats. More specifically, we need statistics on specific basic interactions, like failure to tech throws, getting hit by crossups, getting hit by high-low mixup, etc. These need to be tracked per player and per match as part of the replay files, then used to power a training mode offshoot that takes players through how to relive those moments and fix those chronic mistakes. Most new players have “win more” as their goal without understanding the smaller steps required to get there, and a mode that would walk them through small improvements that are custom-tailored for their struggle would help tremendously. Not only would this be be a feedback-based mode (as feedback would be different for each player depending on individual need) to help build the “small improvements are small victories” mindset that leads directly to “win more,” but it normalizes the concept of labbing and being okay with rewatching yourself doing poorly as a necessary tool used to become stronger.
More and better single player content (SF6 looking good so far). We need to capture casuals with a full Game, not just a fighting game. Casuals don't only want matchmaking... hell, I want more than just matchmaking.
tbh i get latency/ping numbers but often theyre not accurate. id add to that good idea with being able to RATE the connection after a match if it was something unexpected or maybe unusually good. also you didnt answer the question in what you wanna see loll. just goals for yourself which is great! humanlike AI...been saying since forever, that does NOT input read. And does it the honest way. Im very curiousis sf6 is using input reading for level 8 AI. Seriously. And if so, when, and how often. Secondly...AI used in oboarding in a more fun way. Get rid of tutorials now. Give us mini games that shows us the game
i been saying for years that commentators specifically need post match emphirical data, or even live spectator mode data, akin to what starcraft and conventional boxing matches do.
It's been tried a few times with 3rd part tools, but no one has been really able to nail the workflow. I do think it is needed for better storytelling both in and out of matches
Melee gets away with it because they run on modded consoles/game files, but I agree, average openings, damage/combo per starter, and other data like that really helps tell the story of a match
mainstream fighting games are too focused on esports, balance, and microtransactions instead of looking and sounding cool. increasing sizes of development teams and larger budgets are one reason for this, the fighting game scene is on its way to becoming extremely homogenized i pretty much only play old fgs now cause the new ones kinda suck, i didn't even grow up with the old ones so it's not like im nostalgia blind
I'll agree that there is a certain kind of edge that older fighting game titles have that newer ones are missing. Hopefully someone can bring that stuff out in a new title someday.