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Thread for all your comfy fighting game discussion. From the ever so popular Street Fighter III to Clay Fighter, all the way through Melty and Them's Fightin' Herds; talk about your favorite game and tell people why they should be playing it as well! Maybe even get a sparring session or two.

Previous Thread: >>1572398
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Funny how Tokon interest just obliterated itself overnight. Riot must've invoked the darkest of magic to give their game a chance against other tag fighters.
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2xko looks fun but i wont be installing (more) spyware on my pc just so i can try it. ill play it if it comes out on console. also fuck 4chan capcha
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posting my wife so everytime you open this thread for the next year you will have to see her
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>>1960017
Have they even marketed it past the original teaser?
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>>1960314
They had a beta, and it's odd; it's not like reception was good or bad or mixed, people just do not seem to care at all.
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Viper soon.

>>1960972
They didn't put out a lot of codes for the beta and only had six of the reveal's eight characters playable, tells me it'll be a late-2026 title. That said it looks like a genuinely fresh take on tag fighters as opposed to the vast majority being MvC-adjacent (whether that's MvC2/3-style or having some flavor of Active Tag, or both). The movement is very fluid, the combo system is the most reasonable of the "combo limit meter" variants I've seen since meter usage doesn't add to it and assists reduce it, and each character seems to have a strong gameplay identity so far. For as much as I liked DBFZ throughout almost all of its patches, I think Tokon has a stronger basis mechanically.
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Traditional Fightan Defense
>blockstrings and mixups/crossups
>use defensive tools or perceive gaps to escape pressure, but fear frame traps
>turtling is intensive and rewarding, but getting hit is a flat punishment
Platform Fighter Defense
>runaway and directional influence
>avoid all you can, fuck up combos with DI if you do get hit
>game remains always active, but defense before getting hit is a bit shallow/lame

Is there any games that would be better to have one instead of the other, or a potential fusion like Yomi Hustle
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>>1961222
DI in a traditional game would effectively force weight-dependent combos from older anime games into every confirm ever (or turning bad DI into a miniature HnK Basketball combo), though I suppose midscreen option of eating some damage or DI-ing closer to the corner might be something. In effect it'd be like air teching without escaping hitstun, or the MK11 combo breaker in multiple directions minus the armor; perhaps tying that to a resource could make things interesting, but the ENTIRE combo and oki system would likely need to accommodate it.

Pretty sure some indie platform fighters have incorporated 2D fighter defense where block direction matters and you can poke holes in offensive strings.
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>>1961222
I've thought about that kind of thing before. I think it would take a ton of work to tune everything but there's nothing inherently unworkable about DI in traditional games.

>>1962227
well, the thing people disliked about weight and hitbox specific combos from old games is being forced to learn five different routes to combo the whole cast, and getting way better return on certain characters vs other fucking with matchups. That wouldn't really apply to DI, because every character would use it the same way
But yeah you'd absolutely need to design the entire combo game around it. I don't think you'd need to go all the way to a smash like thing or some kind of KI hardcoded RPS thing, if I were going to do it it would be kinda like air tech crossed with melty reduce, you hold a direction and tap a button in time with the hit and you wiggle a little in that direction, I think Smash calls that Smash DI if you're moving your character directly rather than just changing the launch angle. In a freeform enough combo system you could account for that on the fly, like it's already pretty common to use different combinations of air normals in an air combo to adjust relative heights, if they're too low you do j.AAAC>dj>j.BC>airthrow instead of j.BC BC etc, and different routes work at different spacings on the ground already so if they're DIing away you can do your long range confirm even if you're close.
Traditional hitstun decay and stuff would still work fine to limit combo length even if they DI like crap, but as long as you designed everything well enough and playtested the shit out of it I think it could be really cool.
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Ingrid is still going to be a character in sf6 btw, this is not a dream
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>>1964086
At first I dreaded it but with the new design I have faith they'll salvage her into something actually worthwhile. Better than Karin at least.
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>>1964086
i cant believe im forced to buy slime sharter 6 just for her next year...
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Tekken 8 tournament will be on Thursday October 2nd at 2pm EST(adjust for your timezone). Sign up in the link the below!

https://challonge.com/Oversea_King

If you have any questions, ask them.
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>>1969122
Bold to assume more than 3 anons have $60 to spend on Tekken 8
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>>1969182
nta but i got that game for 30$ on sale



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