DOA5LR DOA better than most 2D brawlers( Keep the martial in the art)

NAPPY PROPHET

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I am trying hard to like the 2d fighters but they are not fair in my opinion and they do not resemble martial arts. I have MK10 and it is a good game for what it does. However, I am a logical person. For example, if someone throws a fireball or shoots a weapon I would like to have the ability to dodge it. I do not see a feature like this as a big deal in 2d games and they still can keep the 2d fighting plane. The fighter can have a sway animation input or something and still remain on the 2d plane.

DOA and Virtua Fighter at the least keep the martial in the art by having combatants duke it out as oppose to shooting and rockets. Did I say you can dodge or sway like a donny yen movie(martial arts) I have been away since the 2d brawlers hit next gen but its time to go back to martial arts fighters.
 

Kasumi

Active Member
Have you tried Blazblue or Guilty Gear, they are very different from Street Fighter and MK, maybe you will like them?.
 

TheRealCoxinator

Well-Known Member
The thing is that fireballs are like a defining factor in 2d games. There is always a way to counter it for each game. 2d fighters are also more arcadey usually which is why you rarely see one that uses realistic martial arts n stuff.
 

NAPPY PROPHET

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The thing is that fireballs are like a defining factor in 2d games. There is always a way to counter it for each game. 2d fighters are also more arcadey usually which is why you rarely see one that uses realistic martial arts n stuff.
I will get Blaz Blue when it comes out I like anime games. However I will always crave the most realistic martial arts fighter.
 

TheRealCoxinator

Well-Known Member
I will get Blaz Blue when it comes out I like anime games. However I will always crave the most realistic martial arts fighter.
Get sleeping dogs. The digital game on ps4 for $40 I think has all the DLC and it's all prettied up. Also if you like anime games there is literally an anime fighter getting localized in June called Dangeki-Bunko Fighting Climax. It's about as easy as Persona 4ga and is pretty good. PS3 and Vita with cross saving. Hopefully there will be a ps4 ver. or a new one with more characters. Akira is in it.
 

d3v

Well-Known Member
The thing is that fireballs are like a defining factor in 2d games. There is always a way to counter it for each game. 2d fighters are also more arcadey usually which is why you rarely see one that uses realistic martial arts n stuff.
This.

To quote from the classic Domination 101 article.
http://forums.shoryuken.com/discussion/91156/2d-vs-3d
The history (and greatness) of Street Fighter is deeply entwined with the history of the fireball. So much so that its usually thought of as just another "special move"; such a part of the ordinary gaming landscape that its hardly noticed (even the basic fireball motion now embodies a standard for most other specials, even in non-SF games). But I think its different. Its what defined the mechanics of good matchups for years, as well as setting the Street Fighter series apart in ways so subtle that they went unnoticed (or at least unappreciated) for years by the competitors, perhaps even by the original designers themselves in some regards.
There are at least two very cool things that fireballs do:

First, fireballs enable real combat at a distance. The game isnt restricted by how far your characters limbs reach- with a fireball, there can be real threats even from opposite ends of the screen. They control space and threaten at any range. When theres a fireball on the screen (or a beam, or worse- multiple fireballs!), it fundamentally changes the dynamic of the match. And the kind of dynamic change depends on all sorts of crazy things, including (but not limited to): how fast the fireball is moving, the size of the fireball, the angle at which its traveling, etc.

This is something thats almost entirely missing from the true 3d games. Once you get sufficiently far away, there's not a lot to do, because there just isnt anything you can really do to one another, apart from running back together. The game sort of collapses (unless getting away was the point, i.e. youre trying to turtle/run away).
The second key role of the fireball is as a setup. A well placed fireball acts as a surrogate; an intermediary. Its an obstacle. It sets up an initial challenge that must be overcome before you have any chance to actually deal out damage to the opponent. Dealing with it can be as simple (or as hard) as avoiding it (jumping, ducking, canceling it, invincible special, etc.), but it must be dealt with, because its directly threatening you. Whether it hits, or even if blocked, its going to do damage, as well as pushing you around. It must be dealt with because it stands between you and your opponent, and no matter the beating it takes, hurting it wont alone doesn't affect him. Once away, a fireballs fate is entirely distinct from your own. This type of threat can prompt your opponent to take put themselves in more vulnerable positions (like trying to jump over it, etc.), so its a setup in that way, but in some cases, it can also be followed in, like a kind of shield (or jumped over, used to cross-up, etc.), making all sorts of otherwise untenable attack approaches possible. Its an ally that works independently.
The challenge for 3d games is to find a way to meaningfully involve a greater variety of ranges. Make the game really play when you're at a distance, instead of simply degenerating into unpunishable backdashing, etc. Do ranges matter in 3d games? Obviously they do, but not in the same ways, and not to the same degrees. The ubiquity of fireballs in SF games opens avenues for play beyond the characters themselves, and a richer game overall.

PS- Virtual On (and its successor, VOOT) seems to be the best example of a 3d game that attempts to recognize the supremely important dual values of the fireball. The best new 3d games will follow its lead.
 
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J.D.E.

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This is just the lack of knowledge on people's part because this is 100% false. There are ways that you can avoid fireballs like neutral jumping, jumping in, & then there are specials within the 2D games that allow for you to either duck or dodge fireballs in general that whiff punishes them.

DOA & 3D fighters being better than 2D fighters is a highly debatable subject also.
 

d3v

Well-Known Member
This is just the lack of knowledge on people's part because this is 100% false. There are ways that you can avoid fireballs like neutral jumping, jumping in, & then there are specials within the 2D games that allow for you to either duck or dodge fireballs in general that whiff punishes them.

DOA & 3D fighters being better than 2D fighters is a highly debatable subject also.
I think the OP wants things like sidesteps or dodges. The problem with this is that there's no risk in a game based on space control. These options don't move you into a position where you risk getting hit by another move depending on the match up.
 

Argentus

Well-Known Member
Gundam Battle Assault 2 had sway mechanics. It was a 2d fighter where you could dodge onto the fore or background for a split second.

The catch was it drained part of your boost gauge because it used thrusters.

Some games have dashes where you can bypass projectiles, then there a usually characters who can teleport or EX to armor through projectiles.

In Melty Blood I got a kick out of spamming Nero Chaos' sidestep, where does and evil laugh and teleports, being invincible. Could spam that during full screen attacks and come out unharmed lol
 

NAPPY PROPHET

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I think the OP wants things like sidesteps or dodges. The problem with this is that there's no risk in a game based on space control. These options don't move you into a position where you risk getting hit by another move depending on the match up.
The problem is too much flare and not enough cinematic fisticuffs martial arts style (Shaw brothers). The 2d fighter in my opinion does not give me all the options I need to simulate a martial arts movie like crouching tiger or five deadly venoms or something like that. Dead or Alive and Virtua fighter resemble a martial arts movie. In fact most of the roster in the aforementioned 3d fighters resemble 70's and 80's Hong Kong shaw brothers films. I feel to gain more customers and to cater to a younger crowd Last Round, TT and Virtua Fighter are the last of these type of fighters. The next installmentl characters will be given more fire balls in DOA. I can not picture Lei Fang with a fire ball ( please NO). Tekken 7 is going the way of street fighter while keeping the 3d plane. Furthermore, there is a woman in Tekken 7 fighting with a projectile tiger( WTF). Please young people watch 5 Deadly Venoms watch the fight scenes and you will see what I am talking about( compare to DOA /VIRTUA FIGHTER. Watch Big Trouble in Little China and you can compare that mess to SF -MK. ( Lei Fang Fire ball NO NO !)

Ryu has a projectile on his special its stupid how about throw those dam knives for his special. Either way I have no choice but to buy next installments and get use to the trend. However the blurred line will be gone and if I want anything near realism UFC (cough) by EA.

Thanks for responding guys great community. ( I have one week to practice with FANG for my tournament next week in Morristown NJ) ECB
 

d3v

Well-Known Member
The problem is too much flare and not enough cinematic fisticuffs martial arts style (Shaw brothers). The 2d fighter in my opinion does not give me all the options I need to simulate a martial arts movie like crouching tiger or five deadly venoms or something like that.
The point is, competitive players and FG designers aren't really looking to simulate these kinds of things. We're more concerned about whether or not we have a solid fighting engine on our hands based on the principles of space control (hit/hurtboxes) and time control(frame data).

Whether or not the action looks as flashy and cinematic doesn't really matter as much as you think. In fact, some of the most efficient ways to win are likely the least flashy and cinematic looking ones.
 

NAPPY PROPHET

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The point is, competitive players and FG designers aren't really looking to simulate these kinds of things. We're more concerned about whether or not we have a solid fighting engine on our hands based on the principles of space control (hit/hurtboxes) and time control(frame data).

Whether or not the action looks as flashy and cinematic doesn't really matter as much as you think. In fact, some of the most efficient ways to win are likely the least flashy and cinematic looking ones.
Thanks for your response.

I am an older gamer and I remember Bushido Blade. Which simulated Samurai combat. So in the past developer's looked to simulate true martial arts. See Below link.
 

d3v

Well-Known Member
Thanks for your response.

I am an older gamer and I remember Bushido Blade. Which simulated Samurai combat. So in the past developer's looked to simulate true martial arts. See Below link.
People need to stop bringing up the age card, you never know when you might meet someone who's possibly older than you.

As for Bushido Blade, there's a reason 2 took out the ability to cripple your opponents legs. Matches became dumb once one or both players became crippled.
 
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