Advice for Smash Players Picking up 2d Fighters

Do you have any advice for a smash player that wants to get into 2d fighters (especially stretch fighter 5) I’ve never played 2d fighter but I am thinking about trying it. Also what controller should I get for playing on pc

Only the same advice I have for players trying to get into traditional fighting games in the first place.
https://critpoints.wordpress.com/2015/03/20/street-fighting-for-beginners/
This links to a TON of other guides at the bottom. Please consult all of them, and the shoryuken wiki page for the particular fighting game you want to play.

What I’ll say is, the control system will not feel natural to you at first. You have access to more moves at a time, and it’s not going to be as obvious how all of them are used, because they all point in the same direction and they all come out and recover much faster. Learning what each of your normals is good for, getting them all down to the point where you know which one of them hits in which place at which range on command, and being able to identify what a normal is good for on a character you’ve never played before.

Practice anti-airing jump-ins. A great training technique is to record the bot doing something you want to practice against, like jumping in with a medium kick. A good thing to do is have the bot jab twice beforehand so you can react to the timing and simulate reading the move. Learn to use both normal anti-airs and special anti-airs. normals are good for reacting when you’re uncertain when they’ll jump, specials are good for reading, when you’re certain they’ll jump and when. You need both of these, you need to be fast and accurate at both of these.

Get down blocking. Blocking is absolutely critical, a lot of beginners don’t block enough. Block low all the time, then high when they’re in the air or doing an overhead attack. You can’t react to lows, but you can react to the other two, and lows deal more damage. As you get better, learn to fight standing up moving back and forth instead of being rooted to the ground in a blocking stance. Learn to do the block motion while jumping in, while attacking, while dashing, so you always do it the first instant after you stop. This will help you play charge characters too.

Learn what frame advantage/disadvantage is and how to identify which moves have it. Or look up framedata until you get the pattern. Learn when moves hit, how long they take to recover, etc.

You can use whatever controller you want. All major fight sticks have PC drivers. There are PS3 and PS4 drivers and wrappers to make them behave like 360 controllers (which is what most things on PC support). For 2d fighters the control choice doesn’t matter a great amount unless you plan to switch at some point.

Oh, and play a lot of people.

Favorite Footsies & Worst FG trend

What’s your favorite footie game from a fighting game? How about your least favorite?

I’m not totally sure about my favorite, I like a lot of them, I’m leaning on either Garou Mark of the Wolves or Street Fighter III 3rd Strike. Both of them get worse as you get better at the game unfortunately, due to parries and DP breaks/Guard Cancels, but I’m not at that level yet. I might want to get into Yatagarasu in the future because of its similarity to both of the above games, but I haven’t had an opportunity. Continue reading

Killer Instinct Combo Assist Mode

http://www.ultra-combo.com/growing-the-killer-instinct-community-combo-assist-mode/ thoughts on this? Its a game’s solution to getting in new players.

I read about this on Shoryuken, and in part brought up the KI combo system on twitter recently because I read it. Reminds me of the L cancel trainer in 20XX and 20XX TE, but it lacks the feedback indicating you did the input correctly.

In this case I guess they genuinely managed to decrease execution difficulty without any penalty to the decision-making game. I can’t honestly think of a downside to this. Good on them. It only really works with a combo system like Killer Instinct’s of course, but it’s a clever move. Perhaps the only trouble with it is the way that the same button can do auto-doubles and linkers back to back, makes it a bit less clear what’s going to happen when you press a button.

It also begs the question of why players shouldn’t play with this on all the time. I don’t have an answer there.

I still think better singleplayer content that teaches people the game is still the best method of bringing people in. If you give people the tools to bootstrap their way up, similar to having a mentor on hand, then you can get them into the game. Otherwise it takes dedication, research, and putting your nose to the grindstone a bit.

(In regards to KI) the mode can mess up manual timing. Manuals can replace Auto doubles in Combos. It can also screw with other characters combo traits. Manuals need a certain amount of time connect or else they become an auto double, topping it off any linker placed after a manual must be the Same strength or weaker. (Heavy manuals make Light mid and heavy linkers, light manuals make light linkers only) The heavier the manual the tighter the timing and the easier it is to react. Though the upside is 1-frame link manuals have 1-frame break windows

Uh, reading this over, I’m pretty sure it doesn’t affect manual timing at all. Like, if you want to do a manual after a linker, I’m pretty sure you’re capable of doing that with this system, because it’s just a matter of linking the manual, rather than canceling the linker with it. I don’t really see how the manual restriction makes a difference here, because this system doesn’t affect the timing or framedata of any of the moves. I mean, your rhythm might be different pressing the buttons, but otherwise manual timing should be the same relative to the move.

The only real drawback of this system that I can see is that if you have more than 1 linker or ender on any given button, you can only use the one they chose for assist mode, which is especially important for enders, because the enders have all different functions, like damage, corner carry, ground bounce, meter building, etc. Not sure, but I also think you can’t use Shadow moves, which are useful for extending combos, and can be used at any point in the combo, not just as a linker.

Though I don’t play KI, so I really don’t know. I’m basing what I say off the guides I’ve read.

Yeah you’re right it doesn’t. I was unclear with my thinking. http://forums.ultra-combo.com/t/growing-the-community-combo-assist-mode-discussion/3441/71 that post pretty much covers all concerns one could have about the combo assist system.

Yup. I read it.

High Execution in Fighting Games

Should fighting games have high executions?

Not the best worded question.

The simplest answer I can give is, yes, some things should be hard to do, other things shouldn’t be, these should ideally be in some way proportional to their role. If it’s a central character defining option, it should be more straightforward probably, as straightforward as can be managed with the control scheme. Like Eddie/Zato’s Shadow, there’s no way you could really make that simpler execution-wise without changing how the character functions.

That new game Rising Thunder is probably the elephant in the room here. I am in the alpha, and the design of the game does limit it. It has a 6 button layout, with 3 normals and 3 specials, meaning that you can’t get different versions of the specials by pressing different buttons, and many characters don’t have a normal anti-air (or in dauntless’ case, a sweep). It is a fun game, there’s no apparent flaws or mistakes in the character or system designs, and the characters are fairly unique. However by the nature of the way the game is designed, there’s just less moves and less way to combine the moves, because to get a more flexible system that allows for more differentiation between moves, you need to use command motions. It also leads to this effect where every character sort of feels like a charge character in that performing anti-airs or other hard punishes is only one button, so you can do it on reaction rather than buffering the input on anticipation. Crow has different versions of his flaming ring special (close, medium, far), but that’s about it. To get KoF hops, you have to add an execution barrier. To get high/low blocking, you’re adding something of an execution barrier. Sometimes you need execution-heavy things to implement a feature at all, or to differentiate between different functions of a single button.

Do games really need 1 frame links? Not really. If you have like, one 1 frame link somewhere or another in a place where it has a big reward for success, but isn’t integral to the character’s function, then go ahead. Hell, a lot of people didn’t really like the 3 frame FRCs in Guilty Gear AC+R, including Mike Z for one, because a lot of them came off as integral for how given characters play and it was a pain to have to work so hard for options that you should basically always be doing. Now I can gunflame pressure with Sol, which should be a fairly standard and easy thing to do (though that wasn’t one of the harder FRCs in AC).

Fighting games need some things to be high execution in order to balance them, like reversals, like 360s, like 720s, and those things attract people, in particular the 360s and 720s because they make the moves intrinsically work in this different way, where you need to buffer them with other movements, or be wary of jumping in the process of executing them. Reversals, you want those to be a somewhat risky proposition rather than something easy that people always have to respect, so that (unrelated: it feels soooo great to get a reversal super in Guilty Gear considering the input, HCB F + HS, and it’s a 1 frame window).

Something like shield dropping in Smash Bros, or moonwalking are probably harder than they reasonably need to be, but the multishine on fox and falco (frame perfect each time) are exactly as hard as they need to be. Moonwalking and shield dropping don’t provide very significant benefits and are best when players can do them consistently on demand. Shield dropping in particular is very difficult to do quickly, when it’s mostly useful for how quick it can be performed versus releasing shield and dropping.

Extra Credits on Fighting Games

https://www.youtube.com/watch?v=n_xG1Yg_QoM
Would you mind mocking this SPECIFIC extra credits video?

Sure, I’d love to.

Despite their praise of fighting games, Extra Credits have absolutely no goddamn idea how fighting games work, and as usual, they’ve done no research, no thinking, no introspection on this matter.

Probably my favorite highlight in this video is the part where they suggest slowing down time, and presenting in big flashing letters, REVERSAL OPPORTUNITY, when neither of the two characters is knocked down or in hitstun. The fact that they don’t actually know what a reversal is (or that they think it’s a counterhit), is absolutely pathetic. They reinforce this earlier in the video by showing a small woman hitting a big man when he attacks her after mentioning a mode where enemies can only be harmed with reversals.

They’re right on one thing, fighting games do need a tutorial mode and they need it more than a single player mode. They’re wrong about pretty much every other element of how to design a tutorial for them, and they very clearly didn’t consult any existing tutorial for fighting games whether online or ingame. Their proposals don’t teach players the rules of combos, they don’t teach players what basic normals are even good for.

Beyond that, locking off player’s moves until they unlock them is a TERRIBLE way to teach players. It’s one thing to have a specific section of a tutorial where some moves are emphasized by locking the others off, but requiring the player to grind to unlock moves means players will get used to fighting with incomplete versions of their characters, and develop bad habits. Most characters have sets of moves that work together or fill in for specific situations. If you play a fireball/anti-air character, but have the anti-air locked off, then you won’t learn to play correctly.
Not to mention, most fighting games don’t have an RPG-like system, and extrinsic rewards a shit.

Slow motion is bad, because players should be learning what things they can react to and cannot react to in what situations. Rewind is pointless and less effective than focused training. Also dumb to tell players directly the correct option.
Maj made a better proposal for a fighting game tutorial mode a long time ago on his website here: http://sonichurricane.com/?p=5849 Not to mention the skullgirls tutorials do a decent job of teaching you how to do all your characters’ moves, and what they’re useful for, as well as most of the systems across the board and things like mixups and blockstring pressure.

Something I’d personally add to Maj’s tutorial is having a dummy that straight up plays the basic fireball game with you, throws lots of fireballs, and anti-airs if you jump in when he’s not vulnerable. But I’d have the dummy get like a glint or jab first before throwing a fireball, so players can get a clue of when the dummy is about to do it, and get an idea of what timing they need to use in order to jump fireballs safely, simulate reading the fireball. This type of visual language can help signal other reads too in that mode.

The Guilty Gear missions mode is cool too, for having missions where you can only damage with combos over 2 hits, or where only supers deal damage, or where you’re not allowed to jump or use special moves. Especially the jump one, because the most frequent mistake beginners make is jumping forward.

In general the tutorials shouldn’t be these generic, they should be focusing in more on the actual skills required by the genre. A lot of them should have dummies that spam the same few moves so that players can get experience in breaking up common patterns (like fireball spam, blockstring pressure, spamming literally nothing but sweeps or low light kicks.) Teaching players the combo rules common to the genre. Teaching players directly how to do special move inputs by displaying them on the screen as people do them, and the framebuffer timer for the special as well, and instructions for what they did wrong when they do it. Specials are hard for a lot of beginners, and having a tool that can show them exactly what is going on inside the engine as they input movements would be extremely helpful. Hell, someone should make a tool like that on PC, that displays the player’s inputs as they do them, what move the current inputs are read as, and how long before the movement expires from the buffer.

This is just another case of EC not thinking ANYTHING through. Their recent episode on Speedruns is equally bad, I’m tempted to write something on that and post it to their forums.

Approaches to Fighting Game Balance

In a fighting game, should an OP character receive nerfs or should their weaknesses be amplified to balance out their strengths?

It depends on circumstance. Nerfs make the audience angry. Buffing the characters below them is sometimes more appropriate. Which is appropriate depends on circumstance.

The key thing is, it should be identified which matchups the character dominates in and why they dominate those particular matchups, then those elements of the character should be tweaked so those matchups are 5:5. If characters below them are having that type of trouble, then their options should be reconsidered as well. You really want to preserve diversity while giving every character a way to beat every other character’s options. Part of a way of preventing imbalance in advance is to give characters defensive options across the board that can be used to nullify most options you can give a character, for example Guilty Gear’s myriad array of defensive and movement options tends to allow characters to at least nullify their opponent’s offense.

For example, Bowser in Project M has a really great getup attack from ledge, it’s hard to punish in conventional ways because it’s so fast and far reaching and leaves him pretty safe. However it can be beaten easily by any character just by shielding near the ledge and grabbing him when the ledge attack is done. Characters have these universal defensive options, spot dodging, rolling, air dodging, that help give them options even in bad matchups. Obviously this isn’t going to solve everything, a bad matchup is still a bad matchup, but it can help. Even if your character doesn’t have some of the more specialized tools that another might have to win in a matchup, you can fall back on these universal tools frequently to at least prevent the opponent from gaining too much of an advantage.

Part of it also comes down to the direction the game wants to go in. Sometimes a character’s moveset combines to create a playstyle the development team doesn’t want, which happened for a LOT of characters in Project M 3.02. If you keep going too far in the awesome offensive direction, you end up with a game where everyone has such great combos that people become afraid to aggress, or you get Hokuto No Ken, and that isn’t always what you want.

On paper it sounds good to always buff the underdog, because people hate nerfs, but it’s a question of getting the game into the playstyle where you want it to be. On the other hand, don’t just hand out nerfs all the time or your playerbase will feel punished for improving with characters only to see them get nerfed, especially true with lower tier or lesser played characters.

Amplifying weaknesses to balance out strengths is a concept that only makes sense on paper, with a very one-dimensional understanding of character balance. Weaknesses tend to be situational to the matchup. The matchup tends to determine what counts as a weakness in the first place. Yeah a character might be vulnerable to up throw chaingrabs, but if their opponent doesn’t have an up throw chaingrab or a good followup on their up throw, then it doesn’t matter much. Sure a character might be susceptible to shield pressure, but amplifying that weakness will lead to them getting crushed in shield pressure matchups, but run unopposed in matchups where the opponent can’t do much shieldpressure.

If all the matchups are 5:5, then no character can be S tier.

The Purpose of Long Combos

What do you think of lengthy combos in fighting games? What purpose does getting stuck in a 90% combo in Marvel Versus Capcom or Guilty Gear or even Smash have?

I am not personally a fan of long combos. I think combo length in Guilty Gear and Smash is pretty reasonable on average. In Smash to get long combos you have to continuously read your opponent. In Marvel and Skullgirls it can get more drawn out. Skullgirls was designed with resets in mind which helps mitigate a bit of this, because to get real damage you need to reset continuously which gives people chances to break out.

The purpose of having combos in general is so that some situations can be punished with more damage than others. It creates this diversity between just footsies, wakeup situations, whiff punishes, jump-ins, or them whiffing a super or dragon punch. They can also vary depending on whether they are on the stage. Like in the corner in Skullgirls I can do this extremely beginner combo, s.HP (launch), j.HP, air dash forward, j.HP, j.HK (dunk) for a ton of damage. It’s certainly not the most damage efficient combo in the world, but it gets a lot more than my standard sequence midscreen (which replaces the third HP with an LK to catch them for the HK and allows for an OTG into another loop for ultimately more damage), however it doesn’t work anywhere outside the corner. If you whiff punish someone’s normal, you can’t link into another attack before canceling into special and/or super. If someone whiffs a dragon punch or super in front of you then you get a lot of time to perform a big attack that gets a lot of hitstun, and thus can be followed up into a lot.

There’s also this level of focus that goes into committing to a combo in a traditional fighter, and if you’re not punishing something, you don’t know if they’re going to block or not, so either you can confirm with low commitment moves, at the cost of damage, or you can risk going straight a combo which might be really unsafe on block.

If someone can get a 90 or 100% combo on you in a traditional fighter, it usually means spending a lot of your own resources in order to do so. This one Skullgirls introductory video showed how even though you can 100% a character on your opponent’s team with some effort, you end up expending all your resources to do so, and feed them a ton of meter in the process, which they can use to wreck you too.
Personally I’d like to see more work put into different ways that combos can be made more about reading the opponent in the future. This probably means increasing hitstun so combos require less tight timing, but allow people to react to what’s going on. Like making it so tech rolls in traditional fighters have a small vulnerability period at the end, making 2 juggle trajectories that have to be followed up differently, etc.

The purpose of getting stuck in a long combo is, you fucked up hard and really shouldn’t have done what you just did.

How should developers handle balancing in fighting games?

How should developers handle balancing in fighting games?

Prior to first release, it’s almost impossible to put out something balanced. The best you can do is playtest internally with skilled players. Try to set a baseline level of power on the character that is felt to be the one most representative of the spirit of the game, like Ryu in Street Fighter 2. Sirlin has a number of good balance related articles:

http://www.sirlin.net/articles/balancing-multiplayer-games-part-1-definitions
http://www.sirlin.net/articles/game-balance-and-yomi
http://sirlingames.squarespace.com/blog/2013/3/3/the-playtesters-are-saying-to-do-x.html
http://sirlingames.squarespace.com/articles/street-fighter-hd-remix-design-overview.html (it’s interesting to also read each individual character’s page)

Beyond that, it’s about identifying which characters are the most or least powerful. This is tricky, because frequently you’ll find that noobs determine one thing is overpowered that isn’t really overpowered, like Ike in Brawl, Little Mac in Smash 4, all sorts of things. Having a bunch of experienced players try to make up a tier list from playing the game a lot with different characters is as good a start as you can get, then beyond that to focus on each individual matchup and why one character wins over the other, altering the characters so they will fight evenly in that matchup without screwing up the rest, like a gordian knot. On the flip side, they will all be a bit biased by their choice in character and try to influence you to do things that help their character. Probably. Pro players have a conflicting motivation from the game designer, they want to win more frequently.

Another key thing that I see a lot is, when an unintended exploit or something comes up, what most frequently happens is it gets nerfed into the ground, or removed outright. What I’d like to see more of is trying to preserve that type of thing, but make it fit into the ecosystem. The key thing to emphasize is that all the parts of the character have a use for something and they all get used, and they’re all distinct from one another. On a larger level, all the characters should be good at something, and they should all be used, and they should all be distinct from one another.

An easy way to balance is to homogenize the characters by nerfing their strengths. The battle in balance is to create diversity. If you have a bunch of totally radically different characters, then one of them is likely to beat most of the others, so low diversity overall. Your job is to ensure that all the characters and all the options are being used, but it’s also to ensure that they all are distinct and unique. If something is underutilized, you need to give it more utility, or nerf the things that block its utility.

Project M and Guilty Gear are perhaps the two most successful examples of balance I’ve seen yet, with Project M currently having all the characters viable except Olimar and Ice Climbers, and those only inviable because of some minor faults, and very open about it.

Difference between Smash and Trad Fighters

How do you answer people who ask what Smash does that other FG don’t also do? Or how Smash does certain things better? Or what the difference between Smash and other FGs is (aside form obvious stuff like movement and environment)?

If I had to describe overall differences, I’d say that smash bros versus other fighting games is based a lot more on unclear spacing mixups. Other fighting games tend to have much more clear situations with regards to the timing and spacing of actions because jump arcs are fixed, you always block in specific directions, and you tend not to really be moving as attacks go on. Smash bros information tends to be fuzzier because there are so many different ways to modulate speed and position. Describing the neutral game in street fighter can come down to some simple clear cut rock paper scissors games, but doing the same for smash is a lot trickier in my experience. In teaching people street fighter I find it comes a lot more naturally to describe the right way to play versus smash bros where I found I was at a loss for how to describe the right way to play the neutral game. Not to mention that it varies a lot between characters. Dash dancing creates crazy footsie-like scenarios at high speeds.

More specific things would include the use of sweet spots, moves don’t just have one type of hitbox everywhere that deals a consistent amount of damage and pushback, they have weaker and stronger hitboxes based on both timing and positioning, and people frequently use the weak hitboxes on purpose to knock back less to keep the combo alive.

There’s a level of control during combos with DI that not only allows people to escape, but makes it a mixup situation, because they can’t move closer or further, just tilt the angle. This is why DI wouldn’t work in a traditional fighter, people stay locked to the ground, you could only have DI left or right really, not angular DI, it wouldn’t make much sense to have angular DI, and when you can only DI in two directions it soon becomes clear that either the combo dies or it doesn’t die, there isn’t long enough hitstun or flexible enough movement to make it work otherwise.

The ledge guard/recovery game as an okizeme equivalent. Lots of options there that don’t make sense in a traditional fighter.

Ability to change velocity in the air and inherit velocity from the ground. KoF and Guilty Gear sort of do the last one. Marvel 2 and 3 do the first one on super jumps.

Comboing into grabs and chaingrabs, as well as letting you hold people to pummel them and choose the direction they’re thrown in.

A crazy shield tilt system that degrades over time, requiring you to cover the parts of your body that will be attacked. Also it can vary in density for more pushback/coverage.

SDI and shield SDI

Wavedashing, the idea that you can invest startup frames now to move in a neutral state later.

Sniping people after they double jump to cut off escape options

Functional team matches.

Lots of stuff.