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What Makes Old Fighting Games So Different

129K views · Apr 19, 2024 · Gaming

Comments · 532

  • @Krackatoa · 2 years ago (edited)

    TTTTT, the +R Kliff player who popped up in the Zappa sword anecdote, recently invented an optimized route from Kliff's invisible 5D that one-touches most of the roster for 25-50 meter from midscreen. Make sure you don't feel bad for them.

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  • @GreetingsMortal · 2 years ago

    Truly the internet is an amazing place - where the same video can be made every few months and we will still watch it

    504

  • @VerbalLearning · 2 years ago (edited)

    As another comment on this video already said, the biggest difference between old and modern fighting games is intent.<br>This doesn&apos;t mean old fightings didn&apos;t have intent behind them when they were made, it just means they had less of it. Not every element of the game was designed with a specific gameplay purpose in mind. Some things were just thrown in there because they were either cool, funny or silly or maybe they just wanted to see if some of their ideas were even feasable. A simple analogy that i think explains it quite well would be: Old fighting games are like a hot pot, a few key stable ingredients and the rest is improvised. Modern fighting games are like a dish made by following a recipe.

    385

  • @purifyws · 2 years ago

    Man, thank you for using my tweet and making this video. I was hoping something like this would happen so the perspective could get out there. Fighting games are sick. Old ones and new ones.<br><br>I&apos;d even say Sajam expounded on what I meant and gave some great similar examples. A guy 10 years younger than me gets it PLUS has an amazing platform to help explain it, and I&apos;m so happy for that.<br><br>One thing I&apos;ll add - it&apos;s not just a strong gimmick or knowledge check that&apos;s extra effective in the old game environment (which Replay Takeover is a great tool for), it&apos;s also true for sticking to strong basics and safety. I never know to be proud or sad about constantly just 6P&apos;ing people out of the sky who just want to reach their ceiling, but it&apos;s good news still: old hard slippery games still have very important fundamental decisions.

    104

  • @johnornelas · 2 years ago

    Coming from an RTS background, it&apos;s so funny how this video is basically the exact same sentiments players had from...say Starcraft 1 to Starcraft 2.

    177

  • @Sorrelhas · 2 years ago (edited)

    People will deadass know from memory all possible builds for a character in Dota and then look me in my beautiful brown eyes and tell me FGs are too hard because of combos

    515

  • @RBNinja · 2 years ago

    Damn Sajam really started spitting with that Helldivers comparison at the end.

    492

  • @steamyrobotlove · 2 years ago

    I remember having to watch 240p, download-only MPeGs and AVIs of CVS2 to figure out how to fight Blanka. And truth be told: I still don’t know.

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  • @caelan5301 · 2 years ago

    Dizzy is the coolest setplay character I&apos;ve ever played in my life, and it&apos;s entirely a product of the games that she&apos;s in. Xrd and +R with their character specific wakeup times, weights, hitbox differences, etc. make it so despite the fact that her design is about knocking you down and making you block for the rest of the round, it&apos;s a win condition that looks and feels very different in every matchup.

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  • @jennyinutil2018 · 2 years ago

    The best part about modern fighting game design is that a new player asking what to do about x move or strategy and the answer being &quot;Oh yeah that&apos;s busted there&apos;s not much you can do&quot; is so much rarer now

    70

  • @MJCKCA · 2 years ago

    If I had to minimize it to one word it would be intent.<br><br>Game devs now understand what players do to optimize and how tools are used, so they&apos;re able to design games around these expectations and make the game feel better for newcomers

    83

  • @henriquecz_mi · 2 years ago (edited)

    For +R Millia, I recently created a setup that OSs all of Slayer&apos;s defensive options regardless of tension, forcing them to actually respect my pressure. It&apos;s a setup that only makes sense vs Slayer, both in what it covers and in the execution side of it, and I inaugurated it the other day ^^<br> <br>There are no guides, we&apos;re just exploring stuff and finding cool tech all the time, and that&apos;s part of what makes me love this game :D <br>💙

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