Visualizing fighting game mechanics (2020)
janezhang.ca
janezhang.ca
The visualizations make simple scenarios clear, for example if you block a sweep point blank (or whatever a highly punishable tekken equivalent would be, a snake edge or a hellsweep or whatever), then you are at advantage and can land a strong punish.
But many moves that are highly disadvantageous on block are not punishable when used at their furthest effective range, because the opponent does not have a far reaching & fast enough move to punish it.
At higher levels of play, this kind of knowledge of move properties is actually used against you. There are characters who have uninterruptable block strings that ends in a disadvantageous move, but the string has significant pushback on block.
Players will use these strings to push the opponent to a deliberate spacing where it looks like they can land a long range normal to punish the last move of the blockstring. But the string is designed to place the opponent just outside of the range of that normal, where it looks like it will connect, but it it will not. In this situation, the person who did the "unsafe" blockstring can watch their opponent's character model, visually confirm the startup animation of the attempted punish, and punish _that_ move's recovery on reaction. Tricky tricky!
Edit: https://www.sirlin.net/articles/playing-to-win This is the overview but read the whole thing start to end, seriously.
It's not meant for high levels of play. We have to start somewhere. I think it is perfectly a suitable to help beginners think about +/- frames or other situational info before getting into matchup specific strats.
I always go at it roughly like this: Figure out what buttons to use in what situations, get executions of special moves down first, learn a few bnbs/block strings (and other offensive strategies), oki situations, then once I really master the character do I worry about match up specifics, mind games, etc.
Compare this with the simplicity of Mount & Blade Warband which achieves greater depth, in 3D, with a very simple and intuitive control scheme.
I also said the other half of that: that the result is that people grind until they can do it 100% in their sleep, and thus all it forms is a "you must be this tall to play this character" barrier.
Unlike the example in Street Fighter it actively works against having a balanced game, since now you have to nerf the move because the people who ground it frame-perfect are too strong, which wouldn't have affected anyone who didn't stick their nose to the grindstone but now they get to eat the nerf too, so the character ends up about level with other characters when you're frame-perfect, which isn't demanded of other characters. We saw this exact antipattern happen with Ivy in Soul Calibur 6.
There's an argument to be made that the arcane input provides a tell to the opponent when it's used outside of a buffered section in some other move's lag, but that same argument would work with a less pointlessly arcane input, like a double half circle.
Once you get used to the input style the complexity makes the character and thus the game more fun and interesting.
In lower ranks, people are more concerned with the other strategic aspects of the game; there is a lot of stuff going on all at the same time.
> It still baffles me that traditional 2D fighting games and Tekken in particular are so complex and that it is so hard to even pull off a specific move due to control schemes that are maximally unergonomic.
The mechanical difficulty of certain actions is a deliberate design choice. The game tests not only your strategic decision making, but also your ability to execute difficult inputs, both under pressure, all at once.
>Compare this with the simplicity of Mount & Blade Warband which achieves greater depth, in 3D, with a very simple and intuitive control scheme.
Most of M&BW depth is outside of the combat system (whereas fighting games are generally only comprised of a combat system) thus making them hard to compare directly. Simplicity is a not a good first principle for developing a successful fighting game combat systems historically. Simple = Less Skill Expression
But what I remember being very special about tekken was how easy and logical the moves where.
It was one button, one limb and more or less only buttons that controlled limbs involved in a move was used. It was quite easy to learn many moves without consulting the manual because they flowed well with the characters.
This was in stark contrast to street fighter and mortal combat where things were as cryptic as cheat codes.
Our local Aladdin's Castle regularly held tournaments and I had friends who ended up making all the way to the national level through those
Probably considered “cute” to the fighting game community, I think it’s a great option for those of us who don’t care over the minutia of frame counting.
Now laugh as they call you anti fun.
(To this day, though I have built close to a dozen MAME cabinets, I have never included the numpad of buttons you would need to play fighting games. Besides never getting into the genre, I think they clutter up the console and create confusion for other games: Metal Slug as an example, which of these six buttons is the grenade button?)
<rant \>
Reading this article gives me a new appreciation for the fighting game genre. I had never thought of it as something closer to a fast-paced Magic, the Gathering. (Still not sure it's my kind of game though.)
Personally, I've got lots of room, so if I were a multi-cade person, I'd build out different machines for different layouts.
Something for classic single joystick games with two buttons on either side (although that might not be perfect for everything, some games had three buttons on one side). Something for trackballs, hopefully a layout that's reasonable for missle command and two player marble madness. Something with three buttons each for four players (guantlet/turtles/nba jam). A 4-button Neo Geo layout, which might be enough for the two player two and three button games too; would need to try and see. A 6-button 2x3 layout. If I played MK, their 6-button layout with run, although since I don't play MK, I might put the pre-run games on the street fighter layout with the column in the middle both being block; definitely saw that in arcades.
The left half of the 8 buttons is where the four face buttons go, in their standard positions more or less, but rotated slightly. Top two are the west and north buttons, bottom two are south and east buttons. This means PlayStation Cross and Xbox A are the same button, but in Nintendo layout that button would be the B button (gets even more confusing when you consider that PS3 can use Cross or Circle for confirm depending on the region).
For the other four you have your triggers on the bottom and bumpers on the top, but right is before left. You may think that's backwards and confusing, but I think of it as putting the more important action first / on the stronger finger. You see the same with standard pad controllers vs the mouse. Left click on a mouse and right trigger on a controller both tend to be your primary fire. With that in mind you'd probably just treat it like a standard xinput controller for the bindings.
I've pretty much just gotten into arcade controllers this year thanks to the new leverless (4 buttons replace the 4-switch stick) arcade controller trend + accompanying DIY scene. They're fun for fighting games, platformers, puzzle games, shmups, whatever they can work for pretty much. With the modern firmware options you can even emulate an analog stick if required for a game. I've been using them for as many games as I can lately. They even make arcade controllers with extra buttons now to play Smash Bros and other platform fighters (e.g. Rivals of Aether).
I understand the attraction of mastering a difficult challenge for the sake of the challenge itself, but there's just too strong of a pragmatic streak in me to justify that challenge being something that doesn't generalize into any other aspect of life, and is almost completely a time sink. Plus a massive dose of what feels like an intoxicating and gratuitous level of violence and aggression, which I suppose one gets desensitized to after a while but I'm not sure that makes it any better. Always baffled me to see my otherwise quiet, good natured friends stand in front of these machines for hours when there were so many other, to my mind, more curiosity- inspiring games available at the time. To each their own I guess.
I chose to take up dance instead, and in addition to satisfying the need to master a difficult challenge, have greatly enjoyed the actual full body contact with one's erm, "sparring partners," that comes with it as well.
Very confused how you got that impression from this article. The cards are a just a way to visualize information. Fighting games don't play like a fast-paced card game, they are fundamentally different.
Tekken is a bit more nebulous than this.
Each fencer basically decides whether they're going to make a straight lunge, a parry-riposte, or a disengage-lunge. A straight attack loses to a parry, a parry loses to a disengage, a disengage will lose to a straight attach due to right-of-way.
This reads a little like saying "you are competent at chess when you know all the moves the pieces can make"
In Chess, knowing your opponent's available moves might make the difference between an absolute beginner and a 300 rated player
Knowing some opening theory might make the difference between 300 rating and 1000 rating
But I don't know that I'd call a 300 rated player 'competent', or even say that they 'know how to play' versus 'know the rules of Chess'
It's consistency in knowing what are good options and what are likely choices that makes a competent/good/great player in any game (most fighting games are perfect information, too!)
In fighting games only a handful of options are particularly relevant at any time. often times characters’ entire thing revolve around one move, like a fireball. It’s not to say that spamming fireball is a viable strategy, but all decisions need to be made in the context of remembering that they have a fireball more than anything.
People absolutely hate when a character's entire thing revolves around one move. They're usually a low-tier character, and when they aren't low-tier they are just annoying to play against.
the mere presence of the grappler causes a pressure on your decision-making process, since you always have to respect this option from them
but even here, the grappler has more tools than just 'grab you', they have an entire neutral kit still, as well as specials oriented around space control and 'trapping you' in the range where their grab is effective
There are also a lot of other fundamental differences around resource management, opponent interaction, etc. They are only similar on the most basic level.
What level have you played card games and fighting games or another real-time game at?
The goal of an optimal strategy in fighting games is generally to reduce the amount that you have to read your opponent as much as possible, ideally to zero. Obviously the developers don't want this to be fully possible, but players generally try to get as close as they can. Even at the highest levels, you can have rounds that go like: canned opening -> combo -> setplay -> combo -> setplay -> combo.
Yeah there’s niche dynamic considerations for making these combos work for slightly different distances and weights and heights and power meters and whatever. But for 99% of the player base you’re going to be best off learning a few bread and butter ideas and then executing on them without much variation.
You can flow chart combos, sure, but that's not the whole fighting game; most people who play fighting games competitively will tell you that knowledge of combo theory is maybe 20% of what makes you good at a game
The rest is a dance of turn-taking, knowing when you are in advantage or disadvantage state and behaving accordingly, and 'neutral' - your behavior during the times where you aren't performing a combo or being pressured by your opponent
Outside of advantage and disadvantage and neutral lies 'oki' - your behavior during the period where you have finished a combo, aimed at gaining advantage or at the very least, preventing disadvantage (by returning to neutral in a controlled form)
Samurai Showdown is an example of a fighting game with extremely limited combo/oki mechanics and a heavy emphasis on neutral play -- most characters have only 2 or 3 hit combos which anyone can perform and the entirety of the depth in its gameplay is inside 'neutral' - the spacing between characters, the choice of when to attack and when to defend, when to throw, when to parry, etc.
Blazblue is an example of a fighting game with an extremely deep combo system, every character has a unique archetype and mechanic, and combos can last tens of seconds, and set-ups to turn 'lost neutral' into 'lost neutral again' are abundant
The difference between a good combo and bad combo in Samurai Showdown can be like 5% of your life bar, meaning if you don't have 'good combos' then you might need to 'win neutral' 1 more time to win the match (compared to if you could perform good combos)
The difference between a good combo and bad combo in Blazblue is maybe 50% damage (2500 vs 4500) meaning you need to 'win neutral' maybe 3 more times than if you did a 'good combo' every time you 'won neutral'
Yes, this is why it's not at all interesting to talk about things that apply to 99% of the playerbase. Because mindlessly spamming one thing really, really well is an effective strategy against the vast majority of the playerbase in any game.
If this is the level that you think about games at then yes, all games are very similar. The nuances in shape and feel of a game's meta are what make it different and interesting, but those only start coming into play at a pretty high level of competence relative to the rest of the playerbase. At least top 20%, probably more like top 5-10% or higher.
There are interesting edge cases that only the pros can make use of, but it’s still samey.
4 of with 36 non-land, and 24 land in mid-range, means you're really only choosing 9 cards unless its a weird deck. Often the whole season devolves into something like "[Delver's the best/Sword Crow's the best/ect...], all other choices are failure." Hasbro doesn't really care unless sales go down. Hasbro's only motivation is selling cards. If humans buy, Hasbro sells.
Standard Draft still tends to devolve into most pursuing 1st strat, 2nd strat, ect... depending on what gets grabbed nearby.
EDH or Commander is usually viewed as the most variety, simply because there's far too many combinations with only 1 of each among 100.
This can be applied to any high-skill competition, basically - from FPS to F-1.
I’ve long imagined a fighting game where rather than combos, the receiving player has an array of defensive options that vary from trying to mitigate the damage, roll out, or seize the initiative back after each hit more like a kind fu cinema fight. Make the whole damn thing a constant mind gamr
(It's a card game from a street fighter dev)
Unexpected shoutout to Thems Fighting Herds, the mlp fan spinoff turned OC quadruped fighting game. Regardless of your care for the aesthetics, the single player story was extremely good imo.
Enemies were NOT just random CPUs but unique characters with formulaic strategies. Wolf that just does crouching attacks so you need to learn to block and prefer crouches. Snake that zones with projectiles so you need to learn to approach. Grapple bear so you need to learn to zone and avoid grabs. Something else with mixups so you need to learn to standing block sometimes.
And the enemies are pretty merciless. If you button mash without doing a combo they punish you hard from level 1. It is immediately taught that you must be trying to learn the game and not cheese your way to victory with lucky spammy shit or random attacks.
The bosses are cool too. Giant non standard shaped enemies with interesting attacks that all respect your usual defensive options while also being vulnerable to hit stun. A lot of fighting game bosses decide to crank up the bullshit rather than making them teaching moments.
Idk, I thought it was cool
I think that in contrast to Soul Calibur, this happens because the attacks are so fast. Watching for every string to stop at every move makes block punishing too hard in Tekken, if everything in the string was around the same level of frame disadvantage on block. Soul Calibur, by contrast, has most moves enough slower that you can identify the string ending in time to block punish when possible. But as a side effect, attacks in Soul Calibur can recover when they look like they recover. (For the most part. There are always weird exceptions.) So as a result, even when you don't know the game, attacks feel far less clunky than Tekken.
Combine that with Tekken's really bad movement (until you learn the mechanics that exploit the way input is handled), massive move lists, and very little input portability between characters, and you get a really frustrating experience that's mostly unique to starting to play Tekken.
Or, just preemptively jump earlier and get lucky? The neutral game in Tekken is much more complex and those are all, AFAIK, unsafe strings that will get you blown up. Combine that with the fact that tekken is 3/5 instead of 2/3 by default, and you're never going to win a game against someone that's competent if you don't know what you're doing.
> This is coming from someone who has played every SF since SF 2 and every Tekken since Tekken 2.
I'm a fairly competitive player in the games I focus on: I consistently make it out of EVO pools, and take games off of top players. I haven't played much Street Fighter since SF4, but I can still take games off of good players just playing basic guessies. I've actually put time into Tekken, and the defensive responses are all nonsense, and if you don't know them, you will just eat shit until you die. No button masher is going to be able to respond to Kazuya 50/50ing them with hellsweep and ff3, because the response makes no sense (step to his left??) and is not even a button you can mash.
It does not apply to top-players, obviously, but for players in the middle of the distribution curve Tekken can be hell.
The reason to play fighting games is strictly that you like the idea of honing the skill and playing competitive 1v1 matches to improve. Progression and reward is pretty different from other genres in this sense.
The main problem with Tekken is that it doesn't really document its systems with tutorials or a manual. Fortunately, YouTube will teach you more than enough. Tekken also tends to reward legacy knowledge more than most fighting games, so you'll probably find that Tekken 7 tutorials get you farther than you expect.
As someone who has picked up many fighting games and been immediately overwhelmed by having no clue what's going on or even where to start, I just mash buttons. Even just seeing what's possible, how to access it, and basics of how it works is really neat.
I guarantee you if someone was trying to teach me a fighting game and had this handy, it would go about twice as well as them saying "push these buttons to do this" which is the usual means.
I love alternate visualizations and unorthodox teaching aids. This ticks all those boxes.
And for the uninitiated, frame data is important to know what beats what. If they do a move that is -12 on block and you block it, a 10 frame jab is a guaranteed punisher, assuming they are in range. Conversely if it's +12 on block there is no move you can do that is safe and it's best to block or duck any follow up.
I play a lot of games, but never got into fighting games.
Seeing the strategy "laid out" might be a useful way to understand the mechanics rather than figuring them out with trial and error.
Trial an error can be fun (e.g Zelda), but it's always been something that stopped me getting too far with this genre.
If you do decide to jump in, just remember that you will be terrible at the start. Everyone is. No, you don't have to understand frame data and have a bunch of sick combos and understand all of the mechanics to play online. Just hop in, the game will match you against players that are about at your level. SF6 is my first fighting game, I started at the very bottom of the ranked ladder (like literally, the very bottom) and now I've played more than 80 hours this year and I've just now started breaking into the "good" ranks (Platinum). In the lower ranks I had no combos and never used the super gauge at all and still won and had a great time. Don't stress too much about your rank, just think of it as a way to match you with good quality opponents.
Anyway. Can't recommend it highly enough.
[1] Here's a very in-depth overview: https://words.infil.net/w04-sf6review.html
[2] They use rollback networking, which is the gold standard for online multiplayer games https://arstechnica.com/gaming/2019/10/explaining-how-fighti...
That you never got any complaints doesn’t means your solution doesn’t have plenty of issues, also 20hz is pretty low.
There is a reason why no multiplayer fighting will even be considered competitive if they don’t use rollback netcode in this day and age.
https://play.google.com/store/apps/details?id=software.simpl...
You think this is roughly analogous to a fighting game?
wait, what? the first tekken was released in 1994... wasn't it?
I spent hours and hours practicing it when we were playing. My buddy won pretty much every single game, while laughing at my combo attempts.
Then I mastered it one day. I won every single game. Buddy said this combo shit wasn't fair and refused to play the game ever again!
If nothing else, the variety keeps things interesting.
Once someone in your group starts hunting down those rare (and expensive) cards, everyone else will have to do the same or give up playing.
"I summon the Whoore Of Babylon, 70/30 flying. You're finished".