When you get right down to it, all fighting games are really just pong clones. 2d, player on either side, fighting to score points/damage, easy to learn but hard to master, ect
@@Is-wunny I played 5 waaaaay back when I didn't understand anything. Played an emulated version of the GBA Tekken and all I can hear whenever people mention the game is "Weeeeird!"
I think when scrubs say "infinite combo" what they usually mean is pressure loops. Getting a combo into knockdown then hitting them again because they guessed wrong = all one combo If only skullgirls had an "infinite prevention system." It would be such a good game.
In mkx with goro (on launch) you could do 90% off of one mistake and the opponent couldn't do anything to try and reset. Even using bar to try and combo break was damn useless and only changed that 90% into about an 87%. It's one of the first close to true infinites I experienced and hope to experience that as rare as possible because it's simply feels unfair and not remotely fun. To sum it up: these near infinites are a permanent scar on a game that can make people bitter towards it even after it gets fixed and dats no gud.
@@Flourikum ngl id rather die to goro in 1 combo than be humiliated by an Xrd Ramlethal juggling me from one corner to the other for 30 seconds straight landing 60 hits combo and dealing 30% of my health at best. Bitch, I spend half of the round AFK and that's the best damage you could get of it?
@@Flourikum Yeh getting 90 percented by good isn't a nice feeling but to be fair it's not exactly an easy thing to set up if the other player is paying attention
In regards to the "why is it taking so long to develop" question: On Twitter, a professional 3d model creator for video games showed a model in-progress asked their followers how long do they think it takes for a model to be completely game-ready (Textures, animations, ect). A lot of people replied between 1 and 3 months. The actual answer was about a *year*. So that kind of puts into perspective how long development takes and how difficult and complex game development is.
@@noticeme6412 I have to study that, too. Animation must work like paths, I guess. Literal paths where you go from a standing animation to a say light punch animation. I wanna study Game Dev after I am done with VFX and drawing, can't wait!
I think the funniest thing I saw from a League player was them calling an assist, a gank. "Gank" is a league term, and what's funny is that it's not completely inaccurate. It actually got me thinking about when the FGC and the League community come together, what will the common jargon be? Will FGC jargon be dominant, or will the FGC people start calling the characters, "Champions?" If Lee Sin is put into the game, will people start pulling off "InSecs?" Will the FGC call them "InSecs"?
Gank is actually a good way to call assists now that i think about it, makes it easier to league players understand the concept of an assist and it fits with a league game, maybe they will also call supers ultimates
@@pretzels1208 I think he is refering to the fact that the people that came from LoL will call an assist "gank" because, I am sure gank still is a term used before WoW
"Why does it take so long to make a fighting game?" Man, I hope all the stuff we learned about how people make fighting games, and how you could make fighting games, that we learned when Skullgirls turned to crowd-funding after their publisher got caught in a lawsuit has been saved in a comprehensive manner somewhere on the internet. Like the SRK article(?) of Seth Killian (early FGC guy, former community manager at Capcom, the guy who said "rare footage of Daigo actually angry") confirming that Lab Zero was saving time and money on how they implemented the sketched animation frames directly into the play-testing of the game kind of doing everything at the same time as they went in a practical way instead of doing every part by itself before putting everything together only to take it apart again to make all the necessary adjustments. He also said that the amount of money Lab Zero was asking for to complete the remaining work on their character (Squigly) was only enough to cover the cost of Ryu's fist through forearm. And then we have the stuff from SNK about how they painstakingly painted over 3D models to make their classic sprite--based KOF characters before they made the switch back to 3D models. All the stuff in the Guilty Gear GDC talk that was mentioned. All I've said isn't even taking into account how the actual games work, and what work has to be done to make sure that throwing an air kunai (physical projectile properties?) into the opponent's fireball (do energy projectiles have different values?) doesn't just freeze the game mid-match. Edit: Oh yeah, the Skullgirls devs used to just stream sessions of animating transitional frames going from crouching to standing and in and out of the looping idle animation. How nostalgic. Edit 2: Okay, you brought up the indiegogo campaign, yup.
I've barely ever played any fighting games and was genuinely shockes at that comparison, Tekken and Project L are so different just by looking at them that in terms offighting games they couldn't be further apart. A fast paced, floaty, power focused tag fighter powers, no Z axis and probably huge hitboxes vs a slow, heavy, martial arts based fighter that uses the Z axis abd has some of the most detailed hitboxes I've ever seen from a game
Although I don’t think it’s bad that there’s no motion inputs, it kinda makes me sad not having them because I genuinely think it just makes combos more fun.
@@z1u512 As a RTS player, this is extremely funny to me. I'm pretty sure the average fighting game fan would have a brain aneurysm if they were expected to pay attention to more than one thing going on at the same time.
@@Noelle808 I agree, he isn't right however fighting games take an insane amount of brainpower at any level above complete beginner. I think it takes different skillets and Z1U5 is the real braindead coma patient
I'm more curious about the business beyond this. For all the releases we've been having over the last few years, are fighting games that profitable that it picks the interests of Riot Games? Not to diss on the genre, but fighting games are incredibly demanding to develop and are not exactly known for being the microtransaction gold mines investors are so hungry for. That said, League is above all a valuable intellectual property, so maybe branching into fighting games can work. In that sense it is like Dragon Ball Fighterz, in that a good fighting game can piggyback onto valuable IP to make a profitable game. And Riot Games probably has the deep pockets necessary to make such a high risk-high reward move.
Incredibly demanding to dev? Sure, but you realize the head devs of Project L are literally the guys who created roll back netcode AND EVO? They also have several MVC veterans amongst their roster. So as far as the demands of dev go it seems they have it covered. As far as investments? This is Riot we're talking about, this game is going to be LITTERED with mtx. Which won't be a bad thing. If any thing I've always felt Riot does fine with their mtx. Skins, other minor cosmetics. Pretty sure they'll have mtx for your bars and loading screens. It'll make money. Riot is one of the few companies that actually does mtx right.
Riot knows how to make money. And as long as it is the same as in LoL I see no problem with it. I mean, in LoL the skins are much more then just a visual - it is different SFX\GFX - it really feels worth buying (or grinding for)
@@tonysmith9905 Yeah, it shows my age that my interest in fighting games peaked around late 90s, early 2000s, too late to get a proper arcade experience (at least in my country), too early for decent netcode. I never even realized the lag issue was solved until lockdown forced me into gigantic youtube random walks when I stumbled upon jmcrofts and a seemingly lagless experience.
I mean, your last point is what's really important here. Riot has both deep pockets and has been on a hot streak recently when it comes to shoving the League IP into new genres. While deving a fighting game is indeed a high risk move, Riot can afford to do so and know that the more genres they can slam dunk, the better established they can make themselves and the more likely they'll one day compete directly with the likes of EA and Actiblizzard.
Bro. Just the amount of code in ONE character is INSANE... you have code for if they jump, plus the code that says how they look when they do it. What happens if dodged. Hits. Etc. Its HUGE...
MY problem with tag games is simple: Its a mess. There is no neutral, some random scumbag just throws 2 assists and runs at you. Just mashing 24/7, assist throwing, and all. And we have plenty of example. MvC, Skullgirls and all. It feels awful.
9:09 - "I think that in a game aimed for beginners, you should not have to sit through a 30 seconds combo that you have no response to" Me: *Starts getting flashbacks to Killer Instinct 2013 200-hit ultra combos*
I think there are some bad eggs, but some of these questions are good to ask. I really like the #4 question, if you didn't know otherwise, fighting games seem a lot simpler to make than something like LoL. I'm excited for the influx of new players, new people to join the community.
I feel like fighting game players are actually the most diverse gamers out there. Like most or almost all fighting game players played and are not super pro, but at same time not bad at FPS, RPG's, MOBA, RTS, Battle Royale, and other types of games. But whenever I meet someone who mainly focus on FPS, MOBA and such. I notice they have almost 0 knowledge or clue in games outside of that genre.
This video just popped up in my recommended again and it’s kind of funny that 5 and 2 ended up still being points of controversy in the alpha even after all this time. I overall didn’t mind most of the things that others dislike but I’m interested to see how the game will be the next time we see footage/play the game.
with this video I'd say the FGC doesn't know about fighting games.... its pretty obvious that people that hasn't played or is not into fighting games don't know about them, like the tekkenlike guy, but the other questions seemed pretty opinionated from FGC people 1.- hate zoners 2.- copy smash, SF is trash 3.- I hate infinites! 4.- tag games are trash! tell me if this are opinions from moba players or from FGC
@@jeremyroberts8822 then who else will? If these people doesn't play fighting games how will they talk about infinites and tag games with this security exposed in the video? This totally sound like what a scrub says
The first Tekkenlike I played in-depth, learning crossups, blockstrings, execution heavy combos was Dragon Ball, and actually how I found the channel. With only QCF/B and 22 motions you could do so much, it was exciting. I'm really optimistic about the speed and freedom of Project L. DNF Duel is right behind, as I'm just a huge ArcSys fan, but we know nothing about it yet. Strive is massively fun, but it feels kinda linear. The example I use is always Gohan leg loops. Not necessary, but a dopamine-inducing pleasure to do. Nothing in Strive is quite as captivating.
I don't understand why leaving seems to be such an issue in fighting games. If you leave or disconnect then you lose, simple as that. What's the issue?
The animation in Arc Systems Works games take into consideration the costume. If you're gonna animate the costume, you can't have skins that look nothing like one another. Otherwise, it's gonna look like skin swap. Also they don't do interpolations (automated motion between two keyframes), although I don't know whether that is 100% or only most of the time, so anyway every element in the skin that has an specific motion has to be done by hand. If I got anything wrong, feel free to correct me.
The number I've heard for game development is that it costs about $10,000 per month per developer. That includes, like salary and insurance and the cost of renting space and all that, and of course that's just a baseline number and it varies based on a million different factors, so not every game dev is making $120K a year, but as a rough figure for napkin math it works. So that means making one fighting game character would take five people three months to do, which... honestly sounds about right. Especially once you consider the amount of hours that means- probably 6-800 hours per person, and if you have one on animation, one on balance, one on code, etc. that sounds about right for the amount of detail that goes into this.
I'm just hyped for Project L and try to explore its characters. Hopefully they bring the classic slow grappler archetype to the mix. I can imagine Tahm Kench being that "function" lol. Great vid 👍
So project L is gonna be like a smash LoL, sick, even tho I only play LoL I used to love Mario games as a kid so this is a cool crossover with Nintendo. Hopefully bring in shotos like Jin from smash in it
that last one about making it a smash like platform fighter is a really weird one now that theres already going to be tight market for those with the nickelodeon one and the WB one
dude, when you talked about how expensive and time consuming making FG characters is, really got me thinking how expensive street fighter 6 characters must have been.
Rev 2 has a skin for elphelt. Also, marvel 3 had skins, and that game had a very similar art style, with the cell shading. So yeah. It's gonnna have skins. Now, I am curious if the skins are gonna be original to do cross prom with league, or if the skins will be already existing skins from the game. Either way, I'm hyped. Edit: Also Skullgirls doesn't have infinits. It literaly has a system to prevent them. It technacly does if you happy birthday, but that's also an intentional mechanic.
It’s certainly not the first game to go that route for moves. First I ever played was Ranma 1/2: Hard Battle on the SNES (it was actually the Super Famicom version, but I can’t be bothered to Google that right now lol). And it was fun as hell playing against other people. The GameCube version of Capcom vs SNK had it, as did Tatsunoko vs Capcom. And those are two of my favorites (though I do turn the simple controls off on the CvsSNK game, as I was used to the Dreamcast version and playing with the simple controls actually made me play worse). We just won’t know how well this game implements it’s move system until it releases or we get a playable beta.
every strive character having different animations for hit/block/guardcrush when crouching, standing and aerial is a good example of the insane detail that goes into a fighting game
@@MicroBihon I think that’s just them wishing their possible main to be top tier. Like, I’d want a character I main in league to be top tier so I can see them, but Im not sure if they’re even getting into the game at all.
Making a fighting game is like making a limited edition grand piano. The manufacturers take a long time because the spend a lot of time perfecting every single nook and cranny of the product. As a result only a handful get made every year and they are very expensive.
I accidently* stepped on some toes on reddit about the simple input thing. Some people get really heated about it. The toxicity is unreal, just insane amounts of salt and built up anger.
Question: who's the shoto in this game? Every fighting game has one, like Terry, Kazuya, and Akira from Virtua Fighter ;P No but seriously, in high school when Skyrim was coming out a friend of mine dismissed it as an "Oblivion ripoff". We had to let him know it was a sequel. Oh no, I just realized how many people ate gonna call Elder Scrolls 6 a Skyrim ripoff...
A shoto isn’t a standard thing, the only 3 actual shotos are ken, ryu, and Dan, other characters like akuma and evil ryu are more like hybrids, if you really wanted to you could call them shotos, it with their extra moves it’s a stretch. Shoto is more so just a street fighter term
As for the time it takes to make it, tweaking game mechanics is probably huge as well. One small change in the overall mechanics might need a lot of testing as it can change the entire game balance.
I feel like you can get a good idea of how hard making a game is by looking at movies. When you overwork, under pay and put unrealistic deadlines on your vg artists the quality suffers, something we see on screen. I imagine games are the same and Game companies aren't known for treating their staff well.
Making a Tekkenlike League of Legends game is a pretty good idea; while I was watching Arcane, I was thinking to myself “This would make an amazing Hack-and-Slash or Beat ‘Em Up” but I guess a Tekkenlike form suits it just as well. Ekko versus Jinx is a good explanation as to why it fits.
I'm an absolute scrub at fighting games, i love em but i suck, so in tag games i don't tag characters in and out, i use one and when it dies the next character comes. I understand their use, from catching people off guard/applying preassure in neutral to extending combos but i don't much care about combos, i like the back and forth in neutral better and in neutral i don't like having to pay attention to cooldowns. Which is one of the things i like about Skullgirls, that it gives you the option.
The game looks pretty cool to me, and I don't even play League of Legends. I know how League plays because my friend always plays it. The free to play aspect is where I get turned off at. I'd rather spend $60 and get a full game where I can unlock costumes and other content. With free to play, watch them charge like $10-$30 per skin and say "well it's free, $60 for 2 skins completely justifies it costing as much as a fully paid game such as Tekkenlike, even though that game has way more costumes".
OP: "Does it have lifebars?" People are like: "Yeah..." OP: "It's a Tekkenlike!" OP: "Does it have bears?" People are like: Sees Volibear "Maybe?...." OP: "That's a Tekkenlike for sure."
The Strive modding community lives on skins, it's honestly fun to switch up the game visuals at times, not to mention the folks that edit meshes for skins have years of Unreal experience to make sure animations that Team Red makes are intact
On the framerate/hitstop issue, there is a clear stutter here vs most other fighting games I've tried in the past. For instance while guilty gear's animation 'poses' are a low framerate, the characters still move smoothly. When jumping for example, they might stay in the same 'pose' for a few frames, but the whole character is moving up or down smoothly. Project L seems to have everything at a lower framerate (too lazy to check if that includes the camera or if scrolling will be smooth), not only when jumping, but for instance when darius entered from the right side for an assist, one frame there was no darius, the next frame he was halfway to the center, the next frame he was fighting. That's a bit jarring and made it even a bit hard to read what was even happening. I'm pretty sure it would've looked way better if there were more frames of him traveling there, even if he was in an unchanged pose dragged through the air.
It feels like dnf duel but with the caveat of having the support and/or swap to a second character, which gives much more depth. As an example playing with a second character that has a support “skill” that helps the main character compared to a support character that does better against the enemy the “dominates” the main “starting” character you use.
Thinking this game might have TOD combos because it has assists is kinda valid. I haven’t seen a game that had assists, not have TOD combos. SG, PR, BB and MvC all have TOD combos
I feel like the first one is a misinterpretation You cannot leave league matches under any circumstances without a chance of being banned And the pressure of being stuck in a match for 10-55 minutes is a pain that every league player has felt So yeah if every player got banned for rage quiting in fighting games over half the community would be snapped
We should be playing this game with support for at least a decade with at least 2 updates with new characters, skins, stages and stories for a single player mode every year!!!!!
Given that league is big on skill shots I personally felt it would be a better translation as a plat fighter, but I’m sure it’s gonna be sick regardless
On one hand, Project L can bridge the gap between Fantasy Strike and Street Fighter, creating a game that can bring large amounts of new players to join and stick with fighting games. On the other hand, LoL players and Riot Games
I've never liked this misguided preconception that just because there's no motion-based inputs in a fighting game, it means it's easy for beginners to body a pro, like that's underestimating or undermining a lot of factors that make a pro great at whatever game they play in. For example, King of Fighters is undoubtedly my most favorite fighting game franchise of all time, I'll forever love this series to death. Unfortunately I don't play the games most of the time because of their ridiculous motion-based inputs (ex. Geese's infamous pretzel input Raging Storm), because idk if this is a shock to you (hopefully not), but motion-based inputs are just more reasons to get a hospital check-up because you're probably gonna develop Carpal Tunnel Syndrome. It's the reason why I've taken a long break from playing KOF games, and I can't even say the same thing for league which has a lot of mouse-clicking. Despite all that, just because I've known the ins-and-outs of a game's motion inputs doesn't mean I can beat someone like Dakou even in a Kyo Kusanagi 1v1.
It really is an odd mindset that some of the FGC has, yeah. Motion inputs work in games that are balanced around them, but the idea that *not* having motion inputs automatically makes a game less strategic is factually wrong and outdated. There are plenty of other ways to balance complexity and strategy without motion inputs (Battle for the Grid being a great example).
I think Tag games are alright, but I honestly do prefer non tag fighters in general. The reason why is that tag fighters usually end up being system heavy fighting games, which to me makes the game and characters much less varied and interesting. BBTag is a kind of game where I love 3/4ths of the roster and games included, 2 of them being my favourite, but I couldn't get into the game at all because the characters were, for good reason, watered down and fit into the system of BBTag.
for me the problem of tag system is that i lose track of wtf is going on...In MVC i always found myself lost in combos when too much stuff was going on at the same time.
Were there any tekkenlike's even on PS1? Every 3d fighter pretty much tried to be more like virtua fighter and evolve from that kind of game. I don't think any fighter to date has emulated tekken's 4 button input and movement style.
Bro, online is gonna be nutty. Like I used to play league hard (Shen/Kindred main). Let me tell you what, these hot takes their community keep making is just the tip of the iceberg. The rage quit and salt compilations will be pure fuckin' gold. Especially since you can't pin the L on your random teammate.
THIS IS GOING to be A GOOD COMMUNITY and i applaud you for being interested in a fighting game BUT im going to have to correct community problems here 1: if people could just quit in the middle of matches then you wouldnt have a played game, in some cases not true but in the extreme. yes. 2: marvel vs capcom is better than your fighter 3: i thought hype was getting better, i cant belieive this. 4: theres no way to fight zoners without an air dash or double jump is very perceptive....air dash forward tatsunoko nice feature 5: changeing colors is changeing skins. 6: dont worry be happy now and harry belafonte music for you, please. ill take my own advice for my next words 7: it takes so long to make a video game because making a game is harder to conceptualize than any job is, coding is literally not an artform but it does make art and takes years upon years to master especially towards oppressed people via not being given the right opportunities and game companys just not shareing there "secrets on game development" just gotta tough it out. no one is more talented then pocs though 8: there are always motion inputs but not always a double jump or an air dash or in the worst case O_O no air block 9:constant freeze frame is probably you getting used to it, unless your computers lagging then try to save some of your files to a usb. 10: fighting games where originally made by japan and also tekken is too, so all those 2d fighters you see, homegrown originally, but everybodys welcome. 11: Street fighter is still good, good begginng type game and you wont stop loving it for years to come after, but yeah play some ps3 fighting games, those are best. 12: i think project l is going to be not just a branching step up for riot and us, i think its important, i think its a game where it proves a talented group does make good games even outside of its genre, but yeah Im going to play the original league because im interested now, fighting games are really hard to make and im not a label.
I am so happy they didn't take the Smash route. I like Smash but it's not a proper fighting game imo, it's fun as heck though! Tekken is what I play mainly, I was never really into 2D fighting games but I will give this a go for sure.
Not a fan of tag based fighters for the exact reasons you mentioned. Fighting games nowadays always going the route of special inputs it feels like companies are making games for seasoned players and e-sports and neglecting the casual crowd. When I heard Project L was going to be a tag fighter I was kind of dejected but the simplified button scheme aimed at an easier barrier for entry has me excited so we'll see. Edit: #3 is the gatekeeper that nobody likes.
Random poster: this game won’t have skins. Look at Strive. Meanwhile… Me looking at a guy releasing a way too well done Adachi skin mod for Happy Chaos literally on Day Zero of the character coming out: Yeah… sure buddy.
i mean stuff like this will inevitably happen. people who never played a moba will call so many other mobas "like league of legends" even though if you played different mobas you see that there are a lot of huge differences between the games in this genre that are as striking as the difference between 2d and 3d fighters.
hot take. I cant wait for all the zoners and short characters that will hopefully eventually be in this game. and I cant wait for all the waifu characters. also with special inputs being the way they are I think it will make the caster characters more translatable from league to Project L. the ability to spam some of the abilities that might be core to a caster without inputting 5 quarter circles a second will be really nice on my carpal tunnel ridden wrists. another reason for the simplified inputs is probably all the keyboard gamers were gonna get coming from league. i prefer keyboard over pad when playing fighting games and it makes some characters with odd inputs or inputs that need to be spammed really hard to play. simplifying is probably them trying to minimalize a problem that doesn't need to be a problem alongside it being a general design choice.
I also prefer 1v1 games over tag ones Generally, but that comment is just stupid. I actually love learning multiple characters and all the different match-up combinations and synergies you can take advantage of in tag fighters, and I think it's the perfect way to reward players for having more game knowledge, but i'm just not as fond of how the neutral is played in Most tag games. Assist-based tag games like MvC and DBFZ tend to have the offensive player do a string and use assists or resources like meter to cover their recovery And begin a new string, letting players continue gluing block strings together until they run out of resources (which can be a While in a game where you can store meter for Up to 14 EX attacks or 7 Vanishes, Plus having 2 assists per combo/string normally and more during sparking) or the defender Forces them to stop. It's a generalization since basically All fighters will be more nuanced than that and have some grey-er areas, but in General i usually prefer 1v1 games for that reason. But it's pretty obvious that's just a preference for which Flavor of player interaction you prefer, and trying to claim that one is 'Better' just sounds like the commenter got their Shit stomped in when playing DBFZ so they chose to cry about it instead of figuring out what they were doing wrong.
#3 is honestly the most insane take to me. Because...this is League of Legends. LEAGUE OF LEGENDS. There are no inputs. You hit QWER and the corresponding skill comes out. You don't need any motion inputs. Skill execution in general is among the lowest of any competitive game. And yet if you asked any one of these people if them and 4 of their buddies could beat TSM, they'd tell you hell no. Because they understand that being "Good" at a game has relatively little to do with execution in the grand scheme of things(some more so than others), and there's so many other vectors for being better.
Most of the people scared of moving to simpler inputs just come off as either elitist, or scared of learning they arent as good at the mind games part of fighting.
"It's 2D with one player on each side so it must be a Tekkenlike"
Ah yes Fallout 4 is my favourite Counter Strike game
wtf man Fallout is a Doomlike get your fax straight.
Bruh, it has stats. Clearly, it's a Baldursgatelike.
Ah thanks asshole now I have to go play Fallout 4
Doom
When you get right down to it, all fighting games are really just pong clones. 2d, player on either side, fighting to score points/damage, easy to learn but hard to master, ect
My father neglected me and left me emotionally scarred, he was so Tekkenlike.
Yooooo, I don't even play Tekken but isn't that like Heihashi's whole family thing?
@@chillaxboi2109 lmao, it is
@@Is-wunny I played 5 waaaaay back when I didn't understand anything. Played an emulated version of the GBA Tekken and all I can hear whenever people mention the game is "Weeeeird!"
did he throw u to an active volcano tho?
I knew it, not tekkenlike
@@cerdi_99 twice
“I used to play league”
I’m so happy for your recovery ❤️🩹
"Back in my day, we walk forward and block projectiles" I am loving this quote and I don't know why
hilarious how happy chaos came out after this
@@Hawko1313
"No Happy Chaos, you can't just corner-spam projectiles and win!"
*"CAN YOU HEAR IT? THE PULSES OF THE LIVIIIING"*
tell that to schoolkids in Texas
UI goku players be like
@@JustAnotherMike_ The ironic rythm is a grand orchestra!
I think when scrubs say "infinite combo" what they usually mean is pressure loops. Getting a combo into knockdown then hitting them again because they guessed wrong = all one combo
If only skullgirls had an "infinite prevention system." It would be such a good game.
Skullgirls does have infinite protection, but not reset protection
In mkx with goro (on launch) you could do 90% off of one mistake and the opponent couldn't do anything to try and reset. Even using bar to try and combo break was damn useless and only changed that 90% into about an 87%. It's one of the first close to true infinites I experienced and hope to experience that as rare as possible because it's simply feels unfair and not remotely fun.
To sum it up: these near infinites are a permanent scar on a game that can make people bitter towards it even after it gets fixed and dats no gud.
I leave fighting games for that reason...
@@Flourikum ngl id rather die to goro in 1 combo than be humiliated by an Xrd Ramlethal juggling me from one corner to the other for 30 seconds straight landing 60 hits combo and dealing 30% of my health at best. Bitch, I spend half of the round AFK and that's the best damage you could get of it?
@@Flourikum Yeh getting 90 percented by good isn't a nice feeling but to be fair it's not exactly an easy thing to set up if the other player is paying attention
In regards to the "why is it taking so long to develop" question:
On Twitter, a professional 3d model creator for video games showed a model in-progress asked their followers how long do they think it takes for a model to be completely game-ready (Textures, animations, ect). A lot of people replied between 1 and 3 months. The actual answer was about a *year*. So that kind of puts into perspective how long development takes and how difficult and complex game development is.
Cause you also have to do rigging too, which takes awhile.
@@noticeme6412 I have to study that, too. Animation must work like paths, I guess. Literal paths where you go from a standing animation to a say light punch animation. I wanna study Game Dev after I am done with VFX and drawing, can't wait!
That seems kinda inefficient? Arcsys said that it used to take them 6 months for a character when they were learning to make xrd.
@@seokkyunhong8812 Bro, is that your name? Damn, you are lucky you can just put your name without the fear of someone having it.
@@seokkyunhong8812 Yeah. Being slow is not something to brag about lol.
I think the funniest thing I saw from a League player was them calling an assist, a gank. "Gank" is a league term, and what's funny is that it's not completely inaccurate. It actually got me thinking about when the FGC and the League community come together, what will the common jargon be? Will FGC jargon be dominant, or will the FGC people start calling the characters, "Champions?" If Lee Sin is put into the game, will people start pulling off "InSecs?" Will the FGC call them "InSecs"?
gank is not a term that came from league btw. it came from WoW and it just means fighting with a number advantage, like a 2v1.
"Hey bro, check out this sick fuzzy gank mixup I found..."
Combo? You mean chain CC?
Gank is actually a good way to call assists now that i think about it, makes it easier to league players understand the concept of an assist and it fits with a league game, maybe they will also call supers ultimates
@@pretzels1208 I think he is refering to the fact that the people that came from LoL will call an assist "gank" because, I am sure gank still is a term used before WoW
I swear, many of the Leage of Legends players will blame their teammates and try to report them fr
I can see it already.
"x6 Ekko on my team, never ganked bot, didn't even farm, trash player"
Fighting Game players blame the game's system or how strong a character is on the tierlist, what's your point?
@@entropy7705 theres gonna be no one for the toxic lol kids to be yelling at mid match lmfao
When you die, you start over. As you play, you gain super bar, therefore growing stronger. This is clearly a roguelike
"Why does it take so long to make a fighting game?"
Man, I hope all the stuff we learned about how people make fighting games, and how you could make fighting games, that we learned when Skullgirls turned to crowd-funding after their publisher got caught in a lawsuit has been saved in a comprehensive manner somewhere on the internet.
Like the SRK article(?) of Seth Killian (early FGC guy, former community manager at Capcom, the guy who said "rare footage of Daigo actually angry") confirming that Lab Zero was saving time and money on how they implemented the sketched animation frames directly into the play-testing of the game kind of doing everything at the same time as they went in a practical way instead of doing every part by itself before putting everything together only to take it apart again to make all the necessary adjustments. He also said that the amount of money Lab Zero was asking for to complete the remaining work on their character (Squigly) was only enough to cover the cost of Ryu's fist through forearm.
And then we have the stuff from SNK about how they painstakingly painted over 3D models to make their classic sprite--based KOF characters before they made the switch back to 3D models.
All the stuff in the Guilty Gear GDC talk that was mentioned. All I've said isn't even taking into account how the actual games work, and what work has to be done to make sure that throwing an air kunai (physical projectile properties?) into the opponent's fireball (do energy projectiles have different values?) doesn't just freeze the game mid-match.
Edit: Oh yeah, the Skullgirls devs used to just stream sessions of animating transitional frames going from crouching to standing and in and out of the looping idle animation. How nostalgic.
Edit 2: Okay, you brought up the indiegogo campaign, yup.
good comment… you having to explain who Seth Killian is made me feel hella old tho lol
I'm not reading all of that but I think you are right 👍
I've barely ever played any fighting games and was genuinely shockes at that comparison, Tekken and Project L are so different just by looking at them that in terms offighting games they couldn't be further apart. A fast paced, floaty, power focused tag fighter powers, no Z axis and probably huge hitboxes vs a slow, heavy, martial arts based fighter that uses the Z axis abd has some of the most detailed hitboxes I've ever seen from a game
Although I don’t think it’s bad that there’s no motion inputs, it kinda makes me sad not having them because I genuinely think it just makes combos more fun.
It's gonna be too hard for riot fans tho, their games gotta be so simplified even a braindead coma patient can play it
@@z1u512 As a RTS player, this is extremely funny to me. I'm pretty sure the average fighting game fan would have a brain aneurysm if they were expected to pay attention to more than one thing going on at the same time.
@@Noelle808 bruh not saying Z1U5 is right because he isn’t, but thats literally every interaction in fighting games. I’m sure it’s the same for League
@@Noelle808 I agree, he isn't right however fighting games take an insane amount of brainpower at any level above complete beginner. I think it takes different skillets and Z1U5 is the real braindead coma patient
you can't do motion inputs AND hold down a full size job. . . that's so Tekkenlike. . .
"The games not coming out for like 2 more years!"
It's been 84 years...
I'm more curious about the business beyond this. For all the releases we've been having over the last few years, are fighting games that profitable that it picks the interests of Riot Games? Not to diss on the genre, but fighting games are incredibly demanding to develop and are not exactly known for being the microtransaction gold mines investors are so hungry for.
That said, League is above all a valuable intellectual property, so maybe branching into fighting games can work. In that sense it is like Dragon Ball Fighterz, in that a good fighting game can piggyback onto valuable IP to make a profitable game. And Riot Games probably has the deep pockets necessary to make such a high risk-high reward move.
Incredibly demanding to dev?
Sure, but you realize the head devs of Project L are literally the guys who created roll back netcode AND EVO? They also have several MVC veterans amongst their roster. So as far as the demands of dev go it seems they have it covered.
As far as investments? This is Riot we're talking about, this game is going to be LITTERED with mtx. Which won't be a bad thing. If any thing I've always felt Riot does fine with their mtx. Skins, other minor cosmetics. Pretty sure they'll have mtx for your bars and loading screens. It'll make money. Riot is one of the few companies that actually does mtx right.
Riot knows how to make money. And as long as it is the same as in LoL I see no problem with it. I mean, in LoL the skins are much more then just a visual - it is different SFX\GFX - it really feels worth buying (or grinding for)
@@tonysmith9905 Yeah, it shows my age that my interest in fighting games peaked around late 90s, early 2000s, too late to get a proper arcade experience (at least in my country), too early for decent netcode. I never even realized the lag issue was solved until lockdown forced me into gigantic youtube random walks when I stumbled upon jmcrofts and a seemingly lagless experience.
Riot's monetisation strategy is probably gonna be the same as usual : sell skins and build a strong esports scene.
I mean, your last point is what's really important here. Riot has both deep pockets and has been on a hot streak recently when it comes to shoving the League IP into new genres. While deving a fighting game is indeed a high risk move, Riot can afford to do so and know that the more genres they can slam dunk, the better established they can make themselves and the more likely they'll one day compete directly with the likes of EA and Actiblizzard.
You, a MOBA fool: It's a Tekken clone
Me, an intellectual: It's a Tatsunoko vs. Capcom clone
Bro. Just the amount of code in ONE character is INSANE... you have code for if they jump, plus the code that says how they look when they do it. What happens if dodged. Hits. Etc. Its HUGE...
MY problem with tag games is simple: Its a mess. There is no neutral, some random scumbag just throws 2 assists and runs at you. Just mashing 24/7, assist throwing, and all. And we have plenty of example. MvC, Skullgirls and all. It feels awful.
I saw the thumbnail and knew this was gonna be a banger; keep up the great work man!
9:09 - "I think that in a game aimed for beginners, you should not have to sit through a 30 seconds combo that you have no response to"
Me: *Starts getting flashbacks to Killer Instinct 2013 200-hit ultra combos*
I think there are some bad eggs, but some of these questions are good to ask. I really like the #4 question, if you didn't know otherwise, fighting games seem a lot simpler to make than something like LoL.
I'm excited for the influx of new players, new people to join the community.
No motion inputs no play.
Also I like how that one comment says that skull girls has infinites when it literally has a infinite prevention system.
That discussion of hit stop reminded me of Fighting Vipers, with the instant replay on big hits.
I feel like fighting game players are actually the most diverse gamers out there. Like most or almost all fighting game players played and are not super pro, but at same time not bad at FPS, RPG's, MOBA, RTS, Battle Royale, and other types of games. But whenever I meet someone who mainly focus on FPS, MOBA and such. I notice they have almost 0 knowledge or clue in games outside of that genre.
What?
This video just popped up in my recommended again and it’s kind of funny that 5 and 2 ended up still being points of controversy in the alpha even after all this time. I overall didn’t mind most of the things that others dislike but I’m interested to see how the game will be the next time we see footage/play the game.
with this video I'd say the FGC doesn't know about fighting games.... its pretty obvious that people that hasn't played or is not into fighting games don't know about them, like the tekkenlike guy, but the other questions seemed pretty opinionated from FGC people
1.- hate zoners
2.- copy smash, SF is trash
3.- I hate infinites!
4.- tag games are trash!
tell me if this are opinions from moba players or from FGC
>SF is trash
based
They sound like scrubs, anyone remotely decent at an fg would agree with jm here
Hating zoners sounds like something the FGC would say but the rest doesn’t IMO
@@jeremyroberts8822 then who else will? If these people doesn't play fighting games how will they talk about infinites and tag games with this security exposed in the video? This totally sound like what a scrub says
@@kanavi2 are lapsed players considered a part of the fgc? 2,3, and 4 could come from former fgc players who left to go play moba's ;}
As a HUGE Skullgirls fan, the "infinite" part broke me, it's literally in the tutorial called "infinite prevention" or something like that.
The first Tekkenlike I played in-depth, learning crossups, blockstrings, execution heavy combos was Dragon Ball, and actually how I found the channel. With only QCF/B and 22 motions you could do so much, it was exciting. I'm really optimistic about the speed and freedom of Project L. DNF Duel is right behind, as I'm just a huge ArcSys fan, but we know nothing about it yet. Strive is massively fun, but it feels kinda linear. The example I use is always Gohan leg loops. Not necessary, but a dopamine-inducing pleasure to do. Nothing in Strive is quite as captivating.
Brotha you did not just call dbfz a tekkenlike
I'm hype with you though no hate, just thought that was funny
Oh I said it as a joke lmfao Like in the video.
@@aaronmikeborda3777 Oh lmao you had me reelin there for a sec
I don't understand why leaving seems to be such an issue in fighting games. If you leave or disconnect then you lose, simple as that. What's the issue?
The word “tekkenlike” sent rage through by body
The animation in Arc Systems Works games take into consideration the costume. If you're gonna animate the costume, you can't have skins that look nothing like one another. Otherwise, it's gonna look like skin swap. Also they don't do interpolations (automated motion between two keyframes), although I don't know whether that is 100% or only most of the time, so anyway every element in the skin that has an specific motion has to be done by hand. If I got anything wrong, feel free to correct me.
Thanks.
The number I've heard for game development is that it costs about $10,000 per month per developer. That includes, like salary and insurance and the cost of renting space and all that, and of course that's just a baseline number and it varies based on a million different factors, so not every game dev is making $120K a year, but as a rough figure for napkin math it works. So that means making one fighting game character would take five people three months to do, which... honestly sounds about right. Especially once you consider the amount of hours that means- probably 6-800 hours per person, and if you have one on animation, one on balance, one on code, etc. that sounds about right for the amount of detail that goes into this.
Back in the Tekken 6 days, there was a Korean Bryan player named SunChip. He transitioned to LoL if i'm not mistaken.
I'm just hyped for Project L and try to explore its characters. Hopefully they bring the classic slow grappler archetype to the mix. I can imagine Tahm Kench being that "function" lol. Great vid 👍
So project L is gonna be like a smash LoL, sick, even tho I only play LoL I used to love Mario games as a kid so this is a cool crossover with Nintendo. Hopefully bring in shotos like Jin from smash in it
that last one about making it a smash like platform fighter is a really weird one now that theres already going to be tight market for those with the nickelodeon one and the WB one
dude, when you talked about how expensive and time consuming making FG characters is, really got me thinking how expensive street fighter 6 characters must have been.
Rev 2 has a skin for elphelt. Also, marvel 3 had skins, and that game had a very similar art style, with the cell shading. So yeah. It's gonnna have skins. Now, I am curious if the skins are gonna be original to do cross prom with league, or if the skins will be already existing skins from the game. Either way, I'm hyped.
Edit: Also Skullgirls doesn't have infinits. It literaly has a system to prevent them. It technacly does if you happy birthday, but that's also an intentional mechanic.
League players make tier lists of patches without actually playing the patched version so im not too suprised by this
And fgc don't?
It’s certainly not the first game to go that route for moves. First I ever played was Ranma 1/2: Hard Battle on the SNES (it was actually the Super Famicom version, but I can’t be bothered to Google that right now lol). And it was fun as hell playing against other people.
The GameCube version of Capcom vs SNK had it, as did Tatsunoko vs Capcom.
And those are two of my favorites (though I do turn the simple controls off on the CvsSNK game, as I was used to the Dreamcast version and playing with the simple controls actually made me play worse).
We just won’t know how well this game implements it’s move system until it releases or we get a playable beta.
every strive character having different animations for hit/block/guardcrush when crouching, standing and aerial is a good example of the insane detail that goes into a fighting game
Same guy who said motion inputs make the game easier is the same guy getting mixed three ways from Sunday by ekko
As a FGC player who plays league, league players are a different breed. Easily have some of the worst takes.
Agreed, I even had one who says Ahri should be top tier becuz Kda blah blahblah
@@MicroBihon I think that’s just them wishing their possible main to be top tier. Like, I’d want a character I main in league to be top tier so I can see them, but Im not sure if they’re even getting into the game at all.
Making a fighting game is like making a limited edition grand piano. The manufacturers take a long time because the spend a lot of time perfecting every single nook and cranny of the product. As a result only a handful get made every year and they are very expensive.
I accidently* stepped on some toes on reddit about the simple input thing. Some people get really heated about it. The toxicity is unreal, just insane amounts of salt and built up anger.
Question: who's the shoto in this game? Every fighting game has one, like Terry, Kazuya, and Akira from Virtua Fighter ;P No but seriously, in high school when Skyrim was coming out a friend of mine dismissed it as an "Oblivion ripoff". We had to let him know it was a sequel. Oh no, I just realized how many people ate gonna call Elder Scrolls 6 a Skyrim ripoff...
A shoto isn’t a standard thing, the only 3 actual shotos are ken, ryu, and Dan, other characters like akuma and evil ryu are more like hybrids, if you really wanted to you could call them shotos, it with their extra moves it’s a stretch. Shoto is more so just a street fighter term
@@aidanpupilis2979 I was kidding, hence the ;P. I wanted to make fun of the Smash community (which I am a part of) And there's also Sean from SF3.
Probably gonna be Vi, the basic punch first, ask later character.
@@CrocvsGator I would consider him a hybrid with his tackle grab and overhead flipkick
@@CrocvsGator yee i would say sean isnt a shoto
As for the time it takes to make it, tweaking game mechanics is probably huge as well. One small change in the overall mechanics might need a lot of testing as it can change the entire game balance.
I feel like you can get a good idea of how hard making a game is by looking at movies. When you overwork, under pay and put unrealistic deadlines on your vg artists the quality suffers, something we see on screen. I imagine games are the same and Game companies aren't known for treating their staff well.
Fighting game player: “that match lasted an entire minute, so long”
Moba players: “that match lasted an entire hour, so short”
You didn't need to add fighting games in the title. League of Legends players don't understand is perfectly accurate
Making a Tekkenlike League of Legends game is a pretty good idea; while I was watching Arcane, I was thinking to myself “This would make an amazing Hack-and-Slash or Beat ‘Em Up” but I guess a Tekkenlike form suits it just as well. Ekko versus Jinx is a good explanation as to why it fits.
"Back in my day, we walked forward and blocked" Subbed
With all the SF6 hype and news, I seriously forgot about this game...
Good
It's like people forget devs can study the history of the medium and thereby avoid the pitfalls of the past.
I got into an heated argument at work today with my boss, it definitely felt Tekkenlike
I'm an absolute scrub at fighting games, i love em but i suck, so in tag games i don't tag characters in and out, i use one and when it dies the next character comes.
I understand their use, from catching people off guard/applying preassure in neutral to extending combos but i don't much care about combos, i like the back and forth in neutral better and in neutral i don't like having to pay attention to cooldowns.
Which is one of the things i like about Skullgirls, that it gives you the option.
I never thought about hitstop, just seemed natural.
The game looks pretty cool to me, and I don't even play League of Legends. I know how League plays because my friend always plays it. The free to play aspect is where I get turned off at. I'd rather spend $60 and get a full game where I can unlock costumes and other content. With free to play, watch them charge like $10-$30 per skin and say "well it's free, $60 for 2 skins completely justifies it costing as much as a fully paid game such as Tekkenlike, even though that game has way more costumes".
skullgirls has infinites? bruh the game has an actual combo breaker mechanic... its super hard to infinite in the game
OP: "Does it have lifebars?"
People are like: "Yeah..."
OP: "It's a Tekkenlike!"
OP: "Does it have bears?"
People are like: Sees Volibear "Maybe?...."
OP: "That's a Tekkenlike for sure."
I can't WAIT for SF vs LOL 2! or for short lolsf2
that axe guy stole zasalemels up forward 2 punch.
The Strive modding community lives on skins, it's honestly fun to switch up the game visuals at times, not to mention the folks that edit meshes for skins have years of Unreal experience to make sure animations that Team Red makes are intact
On the framerate/hitstop issue, there is a clear stutter here vs most other fighting games I've tried in the past. For instance while guilty gear's animation 'poses' are a low framerate, the characters still move smoothly. When jumping for example, they might stay in the same 'pose' for a few frames, but the whole character is moving up or down smoothly.
Project L seems to have everything at a lower framerate (too lazy to check if that includes the camera or if scrolling will be smooth), not only when jumping, but for instance when darius entered from the right side for an assist, one frame there was no darius, the next frame he was halfway to the center, the next frame he was fighting. That's a bit jarring and made it even a bit hard to read what was even happening. I'm pretty sure it would've looked way better if there were more frames of him traveling there, even if he was in an unchanged pose dragged through the air.
It feels like dnf duel but with the caveat of having the support and/or swap to a second character, which gives much more depth. As an example playing with a second character that has a support “skill” that helps the main character compared to a support character that does better against the enemy the “dominates” the main “starting” character you use.
Thinking this game might have TOD combos because it has assists is kinda valid. I haven’t seen a game that had assists, not have TOD combos. SG, PR, BB and MvC all have TOD combos
I feel like the first one is a misinterpretation
You cannot leave league matches under any circumstances without a chance of being banned
And the pressure of being stuck in a match for 10-55 minutes is a pain that every league player has felt
So yeah if every player got banned for rage quiting in fighting games over half the community would be snapped
We should be playing this game with support for at least a decade with at least 2 updates with new characters, skins, stages and stories for a single player mode every year!!!!!
“Skullgirls with infinite combos”
Skullgirls: had infinite combo prevention since day one 😒
i love how people will judge a game as if its out.
especially the zoner stuff
5:35
Skullgirls uses an IPS system that makes it so you cant even do infinites. At that point, the dude just doesnt like long combos
thanks for the vid, I really enjoyed this!! I find your breakdowns of ALL the things really entertaining plz make more!
New fighting game call DnF duel look pretty sick too.
Given that league is big on skill shots I personally felt it would be a better translation as a plat fighter, but I’m sure it’s gonna be sick regardless
On one hand, Project L can bridge the gap between Fantasy Strike and Street Fighter, creating a game that can bring large amounts of new players to join and stick with fighting games. On the other hand, LoL players and Riot Games
I've never liked this misguided preconception that just because there's no motion-based inputs in a fighting game, it means it's easy for beginners to body a pro, like that's underestimating or undermining a lot of factors that make a pro great at whatever game they play in. For example, King of Fighters is undoubtedly my most favorite fighting game franchise of all time, I'll forever love this series to death. Unfortunately I don't play the games most of the time because of their ridiculous motion-based inputs (ex. Geese's infamous pretzel input Raging Storm), because idk if this is a shock to you (hopefully not), but motion-based inputs are just more reasons to get a hospital check-up because you're probably gonna develop Carpal Tunnel Syndrome. It's the reason why I've taken a long break from playing KOF games, and I can't even say the same thing for league which has a lot of mouse-clicking. Despite all that, just because I've known the ins-and-outs of a game's motion inputs doesn't mean I can beat someone like Dakou even in a Kyo Kusanagi 1v1.
It really is an odd mindset that some of the FGC has, yeah. Motion inputs work in games that are balanced around them, but the idea that *not* having motion inputs automatically makes a game less strategic is factually wrong and outdated. There are plenty of other ways to balance complexity and strategy without motion inputs (Battle for the Grid being a great example).
I think Tag games are alright, but I honestly do prefer non tag fighters in general. The reason why is that tag fighters usually end up being system heavy fighting games, which to me makes the game and characters much less varied and interesting. BBTag is a kind of game where I love 3/4ths of the roster and games included, 2 of them being my favourite, but I couldn't get into the game at all because the characters were, for good reason, watered down and fit into the system of BBTag.
for me the problem of tag system is that i lose track of wtf is going on...In MVC i always found myself lost in combos when too much stuff was going on at the same time.
Were there any tekkenlike's even on PS1? Every 3d fighter pretty much tried to be more like virtua fighter and evolve from that kind of game. I don't think any fighter to date has emulated tekken's 4 button input and movement style.
Bro, online is gonna be nutty. Like I used to play league hard (Shen/Kindred main). Let me tell you what, these hot takes their community keep making is just the tip of the iceberg. The rage quit and salt compilations will be pure fuckin' gold. Especially since you can't pin the L on your random teammate.
THIS IS GOING to be A GOOD COMMUNITY and i applaud you for being interested in a fighting game BUT im going to have to correct community problems here 1: if people could just quit in the middle of matches then you wouldnt have a played game, in some cases not true but in the extreme. yes.
2: marvel vs capcom is better than your fighter
3: i thought hype was getting better, i cant belieive this.
4: theres no way to fight zoners without an air dash or double jump is very perceptive....air dash forward tatsunoko nice feature
5: changeing colors is changeing skins.
6: dont worry be happy now and harry belafonte music for you, please. ill take my own advice for my next words
7: it takes so long to make a video game because making a game is harder to conceptualize than any job is, coding is literally not an artform but it does make art and takes years upon years to master especially towards oppressed people via not being given the right opportunities and game companys just not shareing there "secrets on game development" just gotta tough it out. no one is more talented then pocs though
8: there are always motion inputs but not always a double jump or an air dash or in the worst case O_O no air block
9:constant freeze frame is probably you getting used to it, unless your computers lagging then try to save some of your files to a usb.
10: fighting games where originally made by japan and also tekken is too, so all those 2d fighters you see, homegrown originally, but everybodys welcome.
11: Street fighter is still good, good begginng type game and you wont stop loving it for years to come after, but yeah play some ps3 fighting games, those are best.
12: i think project l is going to be not just a branching step up for riot and us, i think its important, i think its a game where it proves a talented group does make good games even outside of its genre, but yeah Im going to play the original league because im interested now, fighting games are really hard to make and im not a label.
I am so happy they didn't take the Smash route. I like Smash but it's not a proper fighting game imo, it's fun as heck though!
Tekken is what I play mainly, I was never really into 2D fighting games but I will give this a go for sure.
FGC: Fuck LoL but it's gonna be Mahvel!
LoL: I'm not gonna touch this tekkenlike game
as someone who plays both fighting games and league this whole project L thing is just funny
So, Riot tries to have an fps, a moba, and now a fighting game at the same time. I will look forward to what they will offer next.
Don't forget a card game.
Not a fan of tag based fighters for the exact reasons you mentioned. Fighting games nowadays always going the route of special inputs it feels like companies are making games for seasoned players and e-sports and neglecting the casual crowd. When I heard Project L was going to be a tag fighter I was kind of dejected but the simplified button scheme aimed at an easier barrier for entry has me excited so we'll see.
Edit: #3 is the gatekeeper that nobody likes.
Twisted fate is a really cool take on a Mishima
Skullgirls literally has a thing called Infinite Prevention System...
Tekkenlikes are my favourite type of game. Just like how Toy Story 2 is my favourite Citizen Kane-like.
Waiting on Project L: "Why does it take so long to make a fighting game?"
Playing GGST: _*laughs in Arcsys' cookie cutter copy-paste FG assembly line_
I've heard that Project L will have a character that will use leg kicks. It's pretty much Tekkenlike...
Random poster: this game won’t have skins. Look at Strive.
Meanwhile… Me looking at a guy releasing a way too well done Adachi skin mod for Happy Chaos literally on Day Zero of the character coming out: Yeah… sure buddy.
That smash comment got me 😂
I’m SOO happy they didn’t do smash, it would end up up like another Nickelodeon and die 🥺
i mean stuff like this will inevitably happen. people who never played a moba will call so many other mobas "like league of legends" even though if you played different mobas you see that there are a lot of huge differences between the games in this genre that are as striking as the difference between 2d and 3d fighters.
Please Riot give us a 2player VS 2player TAG mode like MK9 !!!! PLEEAASSSSEEEEE !!!!
i feel like ahri wil be like hard to go in but will do fire in combos or she will end like bayoneta from super smash
hot take. I cant wait for all the zoners and short characters that will hopefully eventually be in this game. and I cant wait for all the waifu characters. also with special inputs being the way they are I think it will make the caster characters more translatable from league to Project L. the ability to spam some of the abilities that might be core to a caster without inputting 5 quarter circles a second will be really nice on my carpal tunnel ridden wrists. another reason for the simplified inputs is probably all the keyboard gamers were gonna get coming from league. i prefer keyboard over pad when playing fighting games and it makes some characters with odd inputs or inputs that need to be spammed really hard to play. simplifying is probably them trying to minimalize a problem that doesn't need to be a problem alongside it being a general design choice.
The thumbnail fucking killed me
I also prefer 1v1 games over tag ones Generally, but that comment is just stupid. I actually love learning multiple characters and all the different match-up combinations and synergies you can take advantage of in tag fighters, and I think it's the perfect way to reward players for having more game knowledge, but i'm just not as fond of how the neutral is played in Most tag games. Assist-based tag games like MvC and DBFZ tend to have the offensive player do a string and use assists or resources like meter to cover their recovery And begin a new string, letting players continue gluing block strings together until they run out of resources (which can be a While in a game where you can store meter for Up to 14 EX attacks or 7 Vanishes, Plus having 2 assists per combo/string normally and more during sparking) or the defender Forces them to stop. It's a generalization since basically All fighters will be more nuanced than that and have some grey-er areas, but in General i usually prefer 1v1 games for that reason. But it's pretty obvious that's just a preference for which Flavor of player interaction you prefer, and trying to claim that one is 'Better' just sounds like the commenter got their Shit stomped in when playing DBFZ so they chose to cry about it instead of figuring out what they were doing wrong.
#3 is honestly the most insane take to me. Because...this is League of Legends. LEAGUE OF LEGENDS. There are no inputs. You hit QWER and the corresponding skill comes out. You don't need any motion inputs. Skill execution in general is among the lowest of any competitive game. And yet if you asked any one of these people if them and 4 of their buddies could beat TSM, they'd tell you hell no. Because they understand that being "Good" at a game has relatively little to do with execution in the grand scheme of things(some more so than others), and there's so many other vectors for being better.
Most of the people scared of moving to simpler inputs just come off as either elitist, or scared of learning they arent as good at the mind games part of fighting.