Before now, I was a VERY casual fighting game player. My experience consisted of beating MK9's and MKX's story modes and one or two arcade modes in each game, a couple matches of Street Fighter 2 and Killer Instinct with friends, and a handful of matches of different Smash games. I wasn't super interested in them because I was too intimidated of getting my ass beat by online players and it's only recently that fighting games have started including more and more single player content for people like me.

The past few years, I started diving into the hack and slash/character action/stylish action/spectacle fighter genre with games like Devil May Cry, Bayonetta, God of War, etc. and I just adore these games. I'm finding it harder and harder to play games with more simplistic melee combat after playing through games that excel at it so well. However, the thing about this genre is that it can also be intimidating to newcomers because some of the combos are a little complex and encourage you to play through them multiple times in order and practice in order to get the full experience.

Weirdly enough, playing through these action games has, like, tuned my brain into being able to pull off weird button combos faster and faster to do flashy attacks and shit. Around the time Bridget was announced for Guilty Gear Strive, I decided I would try to dip my toes back into fighting games and after practicing in the game for a bit, stuff that used to be too complicated for me now makes me go "yeah I'm just gonna do this one move against the AI a thousand times until I can do it consistently," without even blinking. Playing in training mode doesn't feel like a chore anymore, it's just part of the game. It's as much content to me as a story mode is, and even though I still get my ass kicked, I at least have fungetting my ass kicked.

Tl:dr I played a different genre of games that requires a lot of practice and somehow that made labbing in fighting games a lot easier and more fun

  • FunnyUsername [she/her]
    hexagon
    ·
    2 years ago

    Also hot take about the fighting game community... you gotta stop saying shit like 6P negative edge rollback

    I don't know what the fucking you are saying :angery:

    • BrezhnevsEyebrows [he/him]
      ·
      2 years ago

      Thats like telling marxists to stop saying things like "DotP" and "dialectical materialism". You'll pick up on the terminology over time :)

      Here is a resource that should help

    • robot_dog_with_gun [they/them]
      ·
      2 years ago

      look at the numberpad on your keyboard. those are the directions, 5 is neutral. numpad notation is way way better than the boomer d, df, f shit. just say 236.

      rollback is about netcode you don't need to worry about it beyond a game having it is good and not having it is miserable.

      "negative edge" i'm not sure how to parse, if it's one thing idk what game you're on. soul calibur has some "edge" mechanics sometimes, but not in 2 which is the best one.

      negative on its own has to do with frame data, which is better explained in videos than a comment. https://www.youtube.com/watch?v=_R0hbe8HZj0

      • FidelCashflow [he/him]
        ·
        2 years ago

        doesn't negative edge mean you have to hold down the button and that is when you release it?

        • Prolefarian [he/him]
          ·
          edit-2
          2 years ago

          yeah negative edge is the act of releasing a button, some games register that as an input and some don't

        • robot_dog_with_gun [they/them]
          ·
          2 years ago

          idk the series i know well enough to talk about don't use "on release" like that except for releasing charge-up moves early. she should check the in-game tutorial of whatever that's from or one of the terminology wikis.