Fight Games

I’ve been out of the loop for a while playing fighting games.

I was playing Street Fighter Alpha until my Gameboy broke.

I just started going to a Muay Thai gym and I have to work my up to
being allowed to spar, meanwhile I want to sharpen up my OODA loop.

I remember vividly playing Street Fighter helping in this regard,
especially being able to adjust the speed of the game.
The thought effort behind thumb combination to realistically
throwing punch combinations seems to translate well.

I’ve heard King of Fighters being difficult especially in the timing
department, but never played it.

Fight Night I’ve played with a friend, the PSP version I had for a while,
probably the most realistic in terms of battle of attrition, but the
PSP joystick breaks easy.

I’ve never played UFC and not currently motivated to play it because
I just want to concentrate on striking fight games for now.

Any recommendations on system/games from any fight game players/fans ?

I’m playing Dead or alive 5 on PS3 and the Tekken series on PSP

thinking of getting a PS Vita just to play Dead or alive 5+ on it :)

Not so fond of boxing games, with one exception: the old 4D Boxing on PC some 20+ years ago ( http://www.youtube.com/watch?v=Jt5FrBFXk_8 )

Try the upcoming Skullgirls if you like old-school anime effects. :P

I like Dead or Alive’s cinematic take with its multiple backgrounds,
also like the side stepping in those 3D game platforms which Tekken
had as well. 2D game-play lacks that. I used to play Tekken
in a packed room of potheads, winner kept controller, loser passed
controller around. All of them would get agitated at me,
simply because of timing the side step. That game and Power Stone,
or I should say Power Stoned had countless hours of game play time.

The game-play and color pallet overload looks similar
to Marvel vs Capcom, the latter being the reason I never wanted
to play it again. That said, I do like the game-play overload,
surprised a game company hasn’t developed a riot fight game concept.

Something like the 8 bit riot simulator
with control flow like Street Fighter, maybe zoom in per fight,
with chaotic interruption here and there.

https://www.youtube.com/watch?v=2jWYCXneCn8

I am not surprised, designing a game like that most likely won’t leave the shelfs if it gets on them in the first place. Countries like Australia would most likely ban such a game.
But it would be an interesting concept, specially for multiplayer online… Rebels VS the Government.

I’m currently playing Blazblue: Continuum Shift Extend and Persona 4 Arena. Both are fun and challenging.

Update: Today I actually picked up a PS Vita with DOA5+. I like that it’s possible to crossplay against PS3 units online. PS Vita is like having a PS3 in my pocket, a quite charming little device I must say!

Nice. I’m still a bit on the fence with large stay at home consoles,
I actually forgot about Vita, probably because of initial scan reviews.
I’ll have to read up more on its features. I’ve gotten fond of portable
game-play, I find that public music listening via headphones more
dangerous than playing games in public where its not too crowded to
be a pickpocket victim. The latest trend I’m seeing is people riding
bicycles with headphones. You can’t see in the back of your head, but
you can hear it. “The voodoo, who do, what you don’t dare do people.”

  • The Prodigy.

My broken gameboy bears the trademark worn out uppercut combination.
I just dropped it on solid ground few times, so hopefully there is some
sort of casing for these newer expensive machines.

On a different subject. The reason why I think I’m drawn to combo
game-play is because like in real life, no matter how your
nervous system has gotten used to doing something, there is still room
for error. So games that are predominantly animated dominated wanes
on replay value for me, however, WWE Wrestling games seems to fare well
in this regard, probably because of customization… like The Simpsons vs
The Flanders or something. When I used to play GTA on my old PSP,
I mostly rode the bikes because that had more combo requirement which
means learning from your mistakes.

Here we have a Muay Thai game work in progress, I haven’t really checked
on how they intend to translate the motion capture to game-pad
control flow. I’m guessing it will simple, one button per action.
The game looks great, the motion capture is proper, perhaps what I’m
trying to say is that its locked in time.

Muay Thai (WIP)

The kind of game-play I’m looking for is specific and its ability to
mnemonically translate it to the physical world. To name a few:
foot and weight placement, muscles that are being stretched, momentum,
bone angles, all dynamic. One incorrect move and well…
you get the picture. Its amazing though, if everything is done proper,
its just that most of the time, the eyes can’t catch it in normal speed.

Buakaw Switch Kick - Martial Arts Classes Birmingham

Of course some may not find that kind of obsessive game-play fun.

GIRP playthrough: beaten in 9min 32.3s

Toribash is cool!

Damn ya beat me to the punch! Was going to recommend Toribash, since OP seems really into the physics of fighting.

For more traditional fighting games, I’d recommend Ultimate Marvel vs. Capcom 3, although I understand the truly hardcore fighting gamers dislike it.

Also really enjoying the recent Street Fighter x Tekken.

Toribash’s principle of letting the user design the moves has similar
shades of two particular learning approaches, repetition and trial by
error. I’ve never tried that game, I’ll check it out.

I’m almost tempted to get Street Fighter x Tekken just for Steve Fox.
His boxing moves are all familiar especially his defense, even his
C curved spine stance to his elbows and chin down both to protect the
ribs and face is something I’m always reminded in class.

In this video, we have the Blackburn Crouch if not similar to it.
I haven’t really discussed this with anyone nor have
I applied it in a sparring session, but from what I understand, its best
to use the modern stance which Steve Fox uses if your opponent
likes to kick. Anyhow, the video has has some solid concepts that
can also be applied to playing fight games.

Charley Burley: Analyzing Genius

credits
http://fightsgoneby.blogspot.com/ - http://fightsgoneby.webplus.net/

http://forums.sherdog.com/forums/f11/striking-defense-stance-guard-2044715/

This was brewing in my notes for about a week. Probably not do-able.

Ideally with this chaotic and obsessive control game-play when in
battle, maybe a physics editor too.

Awesome Mugen Battle: Ryu & Ken vs. Sagat & Adon

Coupled with logistical and strategy type games like “Warfare 1944”.
It does pretty well on teaching you about ooda loops, flanking,
and how to control your supply line amongst other things.
My main strategy was, cheap supplies (including soldiers), fast reproduction,
and bombard all the angles. I rarely used expensive players, sometimes
I could get by without the use of a tank. I suppose the death count
and the decisions behind that could be seen as both somewhat realistic and unreal.

Continuing with the Rebels vs Government theme, it would probably
be like a barter system where you can’t really trust anyone.
That guy fighting on your side might have traded something or
have been bought out. So a way to create a value system would be
cool. Like updated or secret skills to material goods.
Reminds me of Day-Z, which I also never played.

Anyhow this game comes close to combining fight and strategy.
Its a beat em up combined with rpg style.

Dungeons & Dragons (DND2) Shadow over Mystara hardest Fighter and Dwarf no death playthrough

I play a lot of SFIV AE on the PC, though still not that great at it. I hadn’t played this type of game since SF EX on the PS1, so it was a bit eye-opening to realise I was never really any good and that the new version had a lot of more options to adapt and improvise to your opponent. The focus attack system in particular opens up a lot of depth. There’s a new version out soon, SFIV Ultra, which will add 5 new characters and more online match options.

I’m weighing on this more - Street Fighter on the PC. Plus I’ve been
wanting to joing Steam for some time and check out those bizarre indie games.

I’d recommend doing non active cpu drills and keep distance and position
in mind - both the screen and button combo (which is editable). All the way
to the left, middle, and right, if you can, try to incorporate a drill
where your offensively pushing the dummy cpu in both directions with
one or two preferred combo types. Keep it basic at first, get to know
the distance of weak to strong, and its timing, maybe a couple of basic
combos like an uppercut or fireball. Maybe punches first, then kicks,
then start combining them. This way, you really get to know what you like
offensively and bust it out whenever you feel like it. For defense drills,
I usually had the active cpu on hard, and I would just practice blocking
or evasive maneuvering, maybe a counter here and there. Then try sparring
with active cpu on hardest to see where your at and what needs tweaking.
From this you can build some pretty good strategies. Take this with a grain
of salt however, last I played was on a Gameboy.

Entrainement avec Ramon Dekkers

I favored Sagat because it was all basic, nothing too
fancy. I used some of his specials mainly to get in front of an
opponent quick rather than as an attack but this requires timing of
distance. Getting cornered wasn’t hard to get out of with him. One of my
favorite lead attacks with him was a weak low kick, then kick to the
mid section, then power to the head. He’s reachy too, makes things easier,
that said, I really appreciate players who use shorter fighters well.
I just don’t like to jump and prefer a minimalist fighting style
and this doesn’t mean constant barrages of “Tiger, Tiger, Tiger”.
His basic moves are efficient and deadly enough.

Man, Gameboy Advance was the shit, I had two games with tons
of replay value. This is the game I recollected after tonights
first sparring session wihout the added dynamic of kicking.
Never played it, but it just brings attention to how great GBA is.

More thoughts later as sparring sessions progress and its correlation
to video games. One thing I will simply note in relation to this post is
dynamic perspectives while trying to be strategic on when
to fire off your nervous system and muscle memory.

Hajime No Ippo : The Fighting - GBA - Full Gameplay

This here is a bit off track and as a fan of chaos theory, figured I’d
post it here since it branched off from the same subject.
Also saw a quick clip on tv at a public laundry place - military channel
and a soldier with 8 pounds of electronic gear and the mention of the
Nintendo generation which made it easy for him to pick up on how
to navigate the UI. I really don’t know what to make of it and the
YT link below other than I saw it with no real formation of opinion.
Also recollect something on Science channel - something like
electrical therapy for drone operators to be able to distinct
the pixels from threat to no threat.

Penn & Teller BS: Video Games pt 3/3

The Sega Dreamcast, at least at the time it was around, was the home to so many top-rated fighting games. It still has a strong list of games that are highly playable and good to this day.
http://www.amazon.com/Best-Dreamcast-Fighting-Games/lm/370EELSIAQT71

If you can find one and have a workable CD burner, you’ll have a decent variety. I still have mine and use it often, it’s great. Though I’ll always consider myself a Tekken person, a few friends and a Dreamcast and some burned ISO discs is a good time.

Tekken, or generally 3D style is probably more realistic, because
angles are a big part of realistic fighting. I noticed in sparring,
I can manipulate the opponents OODA loop, simply by being
first to get in shooting position, by doing that, I have added an
extra step for the opponent. He or she either stays in that
compromised position or tries to change position, either way I have
two opportune moments. Of course the more you know, the more you can
build on your foresight skills - “being a step ahead” to the point
where its becomes scary. I still have some ways to go, but video game
mnemonics helps.

Also, I’ve been checking out some old and recent Metal Gear videos.
The fight game play is 3D, simple, but there are quite a lot of other
things that are exciting in the upcoming game in regards to the
rebels vs government concept mentioned above. The mission game play
is more sandbox, the next thing I would hope to see in the future, is
sandbox story game play. A number of game stories are solid, maybe two to
five different endings, it would be interesting if players decision
making in a game could be the story building itself,
where the ending is not written and ever continuous… Oh I must mention,
I never truly played Metal Gear, rented the system and game back then,
just couldn’t afford it at the the time. But I’m always excited to see
this game evolve.

Metal Gear Solid 4 Solid Snake vs. Liquid Ocelot HD

Metal Gear Lore: Part 1 - The Philosophers and World War II