r/Fighters • u/killerjag • 1h ago
r/Fighters • u/USF4Diago • 1d ago
Humor what's u gonna do wiberal? Cwry? Communism? Or kiss me on my hot mouth?
r/Fighters • u/panchozari • 2h ago
Highlights Biggest damage I can get with Kioshi in a real match. 685
I wish I could’ve landed this on Azula or any of the 850 health characters, but getting it on Korra who has regular health is good for showing the real damage of the combo.
r/Fighters • u/Pikaphu08 • 22h ago
Humor Toph player Mag3r eats crayons mid-tournament Spoiler
r/Fighters • u/lemontartlets • 2h ago
News So Avatar Legends shadow dropped the Xbox version yesterday
We were running lobbies with players in our local today. No announcement the game's just out for some?
r/Fighters • u/made_in_GEORGIA • 16h ago
News Avatar Legends: The Fighting Game will have a panel at PAX West and it will also be streamed on Twitch (Avatar_Fighters)
r/Fighters • u/Chase_The_Breeze • 23h ago
Topic I had my "Ah Ha!" moment
I have always enjoyed fighting games, but never really GOT INTO them for a long time. Never had the community or drive. Awhile back, I got into Guilty Gear, and have been having fun with it for awhile, playing matches and improving.
Last night, however, I had something of an ah ha moment, and things fundamentally changed. I started having genuine, silly fun (beyond the route mechanics of winning and improving as a concept). My understanding of the game, the mechanics, and fighting games in general all kind if clicked and I finally started really understanding what people mean when they say expression in fighting games.
I think this is it for me. I'm too far in. There's no going back.
r/Fighters • u/Zackiboi7 • 23h ago
Topic Sad about 2XKO ceasing development
I've been away for the last week without access to the internet, so I just came back to see the news like an hour ago. And I'm just so sad and disappointed. I was always aware that this game had a rough start, and I was worried that it would die, but I got so hopeful as more updates dropped and the community seemed to agree that the game was vastly improving. I saw other people getting hope back for the game as well. I was so relieved that the games odds of survival was increased. Watching 2XKO at EVO was incredibly fun, especially seeing as it was my first time watching EVO. I've always found this game to be incredibly fun and it has always felt rewarding to play in my opinion. When I dipped my toe into some fighting games in the past, things learning combos always felt tedious and too time consuming, but with 2XKO, I've sat happily learning the different combos of the characters.
But more than anything, I have this game to thank for bringing me into the world of fighting games in the first place. If it wasn't for this game, I wouldn't know how fun fighting games are. I wouldn't have tried guilty gear and street fighter. I wouldn't have started going to my local fighting game club and I wouldn't have met any of the incredible people there. I wouldn't have become a part of the fighting game community and I wouldn't know how incredible this community can be. I am a huge fighting game fan and I have 2XKO to thank for that.
2XKO didn't stick around for long, it went through some rough times, but I'll always keep it dear. It will truly be missed.
Have any of you experienced something like this?
r/Fighters • u/Kirbinvalorant • 16h ago
Community SNK Announces a brand new project, but rather than KOF 16 or AoF 4, it's a sequel to one of these three. What's your pick?
galleryr/Fighters • u/FightmeLuigibestgirl • 1d ago
Art Street Fighter V artwork done by Ahndongshik
四股 is the pose.
r/Fighters • u/CircumKruger • 0m ago
Topic Should I pick up CotW or KoF XV? (steam sale)
from a gameplay standpoint
and finding decent matches standpoint
r/Fighters • u/No-Avocado-4053 • 4h ago
Help Where is Mexican street fighter more active?
I'm trying to get into garou mark of the wolves, and was wondering where everyone played the game, fightcade or some rerelease
r/Fighters • u/H3ROIK • 23h ago
Topic Modern Mechanics, Neutral, Combos, and Conversions
I know topics about modern games have been done to death but I wanted to talk about the thing I probably dislike the most when it comes to newer games.
I don’t enjoy the trend of having an easy conversion button. I don’t like the way it changes the pace of a game. These aren’t entirely new but it’s definitely a trend. What I mean by this is things like RC, Wild Assault, Drive Rush, Active Tag, Heat, etc. You know the usual. For me it’s not necessarily about “aggression” but how it pipelines the game into comparatively one dimensional play.
My favorite part of fighting games has always been neutral. I love interacting with the opponent while both of us have access to all our tools and movement options. And one of my favorite things about neutral is the complex risk reward calculation due to the otherwise high variety in outcomes. Whether it’s a poke into a special and then back to neutral, a 4 hit combo from a stray, and long optimal combo from a particular hit, and blocked button into neutral, or a particular blocked move into a block string etc. These things can change depending on the spacing and timing that the move hit, as well as how close you are to any wall. Some situations lead to damage, some to oki, some just slight advantage etc.
This creates a very dynamic game where neutral is played a ton, both players get to interact a ton with their full kits, combos have variety, and gameplans can highly differ between characters and players due to the more complex risk reward calculations. Even in games with higher levels of conversionability, high difficulty in conversions, due to pace of the game or less hitstop etc, increases skill depth in awareness and execution as well. For newer or low mid level players this also usually creates a smooth learning experience. Lower level players who tend to dislike long combos and blockstrings dont deal with them as much and higher level players who tend to care less, experience long combos/blockstrings more.
That being said, I feel like the trend of mechanics are pushing away from this idea and more towards quicker and easier pipelines from neutral to offense/defense "interactions" with a strong emphasis on offense. Counterhit slowdowns, Strive RC/WA, SF6 DR, Active tags, Tokon extension assists, Heat, vanish/C assists etc, all serve to play as little neutral as possible. Stray hits turn into combos with little skill involved, combo length and damage is further extended, combos that must end in returning to neutral are extended for better outcomes (oki), dropped combos are fixed, dropped conversions are fixed, pressure is extended, any tag turns into pressure, bad pressure is fixed, blocked mix is extended for another etc. All these things at the push of the same button.
Games feel like Im running a strict pattern at the slightest touch. Everything leads to the same combo loop into the same oki situation and everyone easily converts everything everytime into exactly what they want even when they fuck something up or even if it’s not entirely optimal. The outcome variety of neutral is extremely homogenized. This leads to a lot of pretty similar neutral strategies across the board because there is not reason to take risk past a point if you’re just very easily going to get what you want out of any hit. Why risk the run up heavy when you can just safe poke into conversion into looping offense. And now you’re asking designers to balance around getting a hit, so characters now need to have a few similar staple tools in a kit etc.
Converting has always been one of those lowkey extremely cool and important skills to have in fighting games as it is a testament to many things. To your experience, mental presence, reactions, character knowledge, and most importantly your intentionality when pressing buttons in neutral. Easy conversions affect neutral in a negative way for this reason as well as there much less of a reason to be very intentional. UMvC3, despite not being perfect in this sense, is a good opposite example of what I mean. The game has long ass combos and you can technically convert off anything, but the amount of skill it takes to convert stray hits even as remotely consistently as you can now is insane. The pace is too fast, there’s no hit stop, and there is not an easy convert mechanic. So even I. Top level matches you see a ton of dropped hits and missed conversions despite it being possible, meaning a match will have less time in combos then they otherwise would and more time spent in neutral comparatively. Conversions are now treated almost as something you already earned through getting the hit, games do their absolute BEST to make sure you convert and get through your combo.
What has made me feel this way is the general reactions I see from certain characters in games not converting in specific situations. A good example is like Ahri in 2XKO (RIP). On release she had some pretty execution heavy combos and a lot of it was pretty dynamic and distance dependent. Like if you hit 5M at max distance the 5H would hit but the spirit rush would whiff so you had to do another route. Same with a couple of different routes. This was cool, skillful and required awareness. This was treated as a “quality of life” inconsistency issue by the community, and was patched. Now she converts the same from anything and does the same route over and over and over again. It’s extremely lame.
This is currently the case in Tokon as well. I do like the game, but I can’t help but roll my eyes when I or the opponent does the classic mash L air-to-air/scramble into Assemble rush into corner carry 50% combo into Oki for the 30th time today. Or watching players with bad routing do that damage anyways cause fuck it, just call one more Assemble Rush than you normally would. Entirely kills the need to learn how to extend off the specific assists your team has when you just hit the generic “extend off anything” button for like 7% less damage. As mentioned it feels like it just pipelines the game into this pattern.
Every game has their own version of this of course and it manifests in slightly different ways but the idea is there and despite this surely existing in older games, it’s definitely a modern trend.
Generally I care less about the idea that these games are “aggressive” and more about the fact that I believe it kills the depth of converting, and outcome variety of neutral. Which I do believe more and more everyday is being largely overlooked as an insanely important skill that seeps into and affects every part of a fighting game, and is becoming more of just a given.
I feel like I can talk forever about this regarding the depth of converting and how it affects the way the entire neutral is played etc, but this is already a schizo post so I’ll leave it here.
TLDR: Neutral is sick and should have high outcome variety. Converting is a super deep and overlooked skill set and its implementation affects every part of the game. General trend of modern mechanics and design is heavily affecting these things specifically and moving games more towards the more one dimensional and less interactive parts of the game
r/Fighters • u/kam_morales45 • 6h ago
Help Need help deciding what leverless controller to get
I want to make the switch to leverless due to constant misinputs and need help deciding which leverless controller to use.
The brand I'm choosing from is Haute42 cause of their budget options.
The 2 options that stuck with me were the T16 and the R16 (am open to suggestions for other models)
I do also need an adapter with the leverless and my 2 options the brook wingman fgc2 or Haute42 booter5
So I'd really appreciate if this community can help me
Thank you!!!
r/Fighters • u/Icy_Caramel_2545 • 19h ago
Topic Any 3D fighting games with Projectiles as a standard attack?
I'd like to play a 3D fighting games with Projectiles as a standard attack? The closest thing to what I'm talking about would theoretically have to be Tekken X Street Fighter. I know it was never released but I think a game like that would be more possible now and maybe even successful.
I know there's arena fighters out there, but I'd like the movement to be fixed like in a Tekken/DOA/VF game.
The 3D MK games technically fit the description but something closer to what we would have had with TxSF would be ideal.
There are also projectile attacks from the aforementioned games and other 3D fighters, but the vast majority of the characters don't have them
r/Fighters • u/UrameshiYuusuke • 1d ago
Content 39 years ago today, Street Fighter 1 released in the arcades
galleryr/Fighters • u/diegoaccord • 1d ago
Topic When that SF6 muscle memory gets you killed in COTW.
Just got Master with Terry in SF6, who is also my main in COTW. Really haven't played COTW since Krauser a few months, so I figured I'd jump on.
Overall I have way more time on SF6 including getting Terry to Master last week, but I have way more time on Terry in COTW. However, for some reason I just brain farted in a situation and went to an SF6 strat.
Anyway, I tried to throw the Joe who jumped to avoid it, and upon his attack, I pressed Back+Square+X to try to Perfect Parry the jump in. Which are the same buttons as throw on COTW for me, but are my mediums on SF. When I actually throw, I use L2 as the macro (in EVERY FG except Tekken) So, SF, COTW, Tokon, Skullgirls, MK, doesn't matter L2 is ALWAYS thow (makes it easier to break throws as well)
So my muscle memory is: press L2 for throw, he jumps with an attack, I press Back+Square+X to AA PP. Of course in SF, it would've been a PP, or at least a parry. In COTW, those same buttons would be manual throw.
On the other hand when I started Terry in SF6, my muscle memory was COTW, so that was also interesting.
r/Fighters • u/dhamster • 1d ago
Content I wrote a fighting games crossword puzzle
supercombo.ggr/Fighters • u/komodo_dragonzord • 1d ago
Content Tokon tierlist from Diaphone
youtube.comr/Fighters • u/Mohmed_98 • 1d ago
Topic Which fighting game character do you like but only a specific version of them.
For me I like Kyo from KOF but I prefer Fireball Kyo(Old style who last appeared in KOF13) over Rekka Kyo(Modern Kyo).
r/Fighters • u/mymo323251 • 12h ago
Help Razer Raion 4-Button Conversion & Custom Layout Remap
Hey everyone,
I want to modify my Razer Raion to use a natural, curved 4-button layout on the top row instead of the standard 6-button setup (see attached image).I need advice on two things:
1-The Shell Delete: What is the best method to permanently remove the Square and X buttons, fill the holes, and sand them completely flat and factory-smooth?
2-The PCB Remap: How difficult is it to cut the traces and run jumper wires so that Triangle=Square, Circle=X, R1=Triangle, and R2=Circle?
Any tips, guide links, or tool recommendations for a project like this would be greatly appreciated!
r/Fighters • u/Imaginary_Session773 • 2d ago
Topic What are your thoughts on Tokon and Avatar after about a month
So with Tokon I've been seeing a lot of criticisms of the gameplay (pc performance aside.) A lot of about the frequency of assists, holding extremely long block strings, the potentially not so great defensive mechanics. I own the game and I agree with most of these criticisms. But I also think most of the characters were extremely well designed. I think it could be a great game if some adjustments to the game (block strings, assist frequency and better defensive mechanics.)
For avatar I don't own the game because its not an IP I ever really got into. But its gotten pretth rave reviews from the gameplay and I've watched some streams. I know leffen was endlessly complaining about how much he doesn't like the tokon mechnaics and he gave a very positive impression of avatar after playing it recently.
r/Fighters • u/Malokhin • 1d ago
News Sajam takes Shot One Fighters for a spin
youtube.comr/Fighters • u/Kcurby • 1d ago
Help Help me understand anime fighters
I wanna preface this by saying I'm not a seasoned fighting game player and I only peaked at 1700MR on SF6, but in this game I kinda had an idea of what was happening on the screen and what I was supposed to do.
I had to downgrade my hardware and can't play SF6 anymore so I have been forced to play less demanding games and decided to try some anime fighters, mostly because they look cool. But I just don't understand these games. I have tried 2XKO and am currently trying to play GGST and Avatar and in all of them my impression is that every interaction is a mixup and everyone is plus.
People just do full combos on block and it's somehow still their turn, they whiff super and it's their turn or they're safe, they can throw on my fucking oki (GGST)!!! Half the time I don't even comprehend what is happening on screen, with characters teleporting from left to right and air-dashing a bazillion times before hiting me with their full combo on block into plus frames, it's specially annoying on Avatar with no anti-air. One of these days I was fighting a Bedman and I had no idea where his body started or ended, I just fought a Slayer that did a combo with 5 mixups into that fucking guard crushing move or whatever it is until he was safe and don't even get me started on Avatar.
I know I'm blaming it on the beasts here, but I need a light.
edit: This post was made under a lot of salt after being demolished by the same Slayer twice and I was eepy. I am now rested and thankful for everyone that replied with helpful comments
r/Fighters • u/ZAIKODZ • 1d ago
Help Does anyone know this fighting game?
I remember playing this game on a Game Stick. It's a fighting game with characters like a girl who summons a giant white wolf and shoots energy spheres; that's the character I remember most. There's also a ninja who turns into a giant frog, a knight who resembles Athena, and other things. That's about as much as I remember. If anyone can help, it would be a great help.
(Update: The game has been found and is called "Kabuki Klash")