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/vr/ - Retro Games


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File: 46 KB, 1000x1000, st,small,845x845-pad,1000x1000,f8f8f8.jpg [View same] [iqdb] [saucenao] [google]
9026062 No.9026062 [Reply] [Original]

I feel like playing a fighting game /vr/, are there any you can recommend?
Would prefer them to not have a lot of pic related inputs for moves, although quarter circles are okay, half circles are a bigger problem for me.

I liked Tekken and Bloody Roar in the past.

>> No.9026067

>>9026062
Dead or Alive 2 and 3 maybe? Any Mortal Kombat. Virtua Fighter also comes to mind.

>> No.9026138

>>9026062
Any of those shitty C64 karate fightan games. One button. Don't even need to do a quarter circle.

>> No.9026151

Your picture is of a quarter circle. I'm assuming you mean DPs, in which case: man up and learn to do DPs.

You should probably download Fightcade and hop onto some of the lesser-known game servers where you won't get your ass whooped. If you just want to play something alone I recommend Rival Schools or Marvel.

>> No.9026164

>>9026151
If you wanna tackle single player challenge get Tobal 2. There is a 100 level roguelike dungeon that's pretty insane.

>> No.9026169

Power Quest. Fairly simple but fun for what it is, has a story mode and a great OST, even some hidden unlockables.

Almost all the moves are single button inputs or quarter circles. Supers tend to just be repeated quarter circles. Very few half circles.

>> No.9026170

Samurai Shodown 2 is one of the more mechanically simple games in terms of input commands. DPs are VERY rare and a lot of characters don't even have half circles in their moveset (outside of the weapon breaking techniques).

>> No.9026185

>>9026170
You do know about the hidden supers right.
It completely shits all over that design.

>> No.9026192

>>9026170
>>9026185
https://youtu.be/lfBgX1TFCEA?t=165

>> No.9026235

>>9026062
Mortal Kombat has it's own weird set of inputs that are sort of separate from how other fighting games evolved.
You could also do something entirely different like Bushido Blade.

>> No.9026241
File: 183 KB, 1024x638, shoryuken.png [View same] [iqdb] [saucenao] [google]
9026241

>> No.9026284

>>9026062
soul edge
soul calibur 2
dead or alive++ (or 2 hardcore)
tekken 2
red earth
asura buster (blade)
darkstalkers series

>> No.9026340

>>9026241
Wow this is so true it’s sad

>> No.9026369

>>9026241
There's a difference between complexity and not wanting to drop the price of a new AAA release just to be able to comfortably play a genre because it was designed with an arcade cabinet in mind.

>> No.9026658

>>9026241
Hey, it's not that we hate complexity. It's just that we want games we can walk through easily without having to think or out forth effort.

>> No.9026690

>>9026241
Would chess be better and more competitive if moving the Queen required pretzel motions?

>> No.9026693

>>9026658
If you like effort so much why are you a fucking loser.

>> No.9026703

>>9026151
Dragon punches are a lot trickier to learn than charge character moves. Even moves that require you to mash out punches or kicks are easier than dragon punches.

>> No.9026708

>>9026690
Chess is tricky and complex already. Ask any normie on the street what castling is or what a bishop is. They would be stumped.

>> No.9026712
File: 125 KB, 800x800, evilzone.jpg [View same] [iqdb] [saucenao] [google]
9026712

The gimmick of this game is basically you have two buttons, one blocks and the other attacks. Depending on the combination of the d-pad and attack button, you get different results. Very easy to learn and it's actually a great game.

>> No.9026718

>>9026708
Fighting games are complex already. If you want to be competitive to any degree you need to know the matchup of every move against every other move, or at the very least the moves of all "viable" characters. Most fighting games wouldn't be any less complex if you could control your character with your thoughts rather than the archaic design scheme most fighters have now.

>> No.9026730

>>9026718
The only thing fighting games lack are the fucking customers.

>> No.9026745

>>9026730
Gee, I wonder why? It couldn't possibly because the genre as a whole is 20 years behind the curve and a vast majority who aren't already interested in fighting games can't be bothered to learn how to draw several dozen different cult symbols.

>> No.9026764

>>9026745
Zoomies realize that game skill is a bunch of hot air bravado. Good for them for not falling for the scam.

>> No.9027004

>>9026718
All you need to know in fighting games is your opponents habits. Learning frame data is not worth the effort.

>> No.9027019

>>9026062
Power Stone

>> No.9027320

>>9026764
>Zoomie can't git gud
True

>> No.9027359

>>9026718
the motions have a visceral feel to them and frankly every 'simple motion' game attempt has sucked.

>> No.9027369

>>9026241
the image that destroyed /vr/

>> No.9027381

>>9026241
What direction are you meant to input?

>> No.9027382

combos are the problem, not motions

>> No.9027384

>>9027381
forward, down, down-forward

>> No.9027385

>>9026693
I hate effort. Read my post. I'm phone posting from bed btw. And I think playing games is tiring so I mostly just watch videos then talk about them here.

>> No.9027552

>>9027382
if we're talking retro fighters motions could be pretty tough if you weren't using a stick. might play ryu or ken and just resign yourself to dp not coming out 50% of the time. probably the one worthwhile compromise for casuals the industry made was input leniency, balance of the motions still applied but you wouldn't constantly be getting failed inputs on pad. makes this recent push to eliminate motions even more stupid.

>> No.9027557

>>9026745
>several dozen different cult symbols.
fighting game motions are a paper tiger nowadays. 90% of the time they're just a variation of qcf, in most games let you do a dp by inputing forward then qcf. memorizing string mixups is a much higher barrier of entry for a newbie than motions.

>> No.9027593
File: 41 KB, 363x264, Hftf-gameplay-small.png [View same] [iqdb] [saucenao] [google]
9027593

>>9026062
this is the only one i played, probably not gonna be too interesting though if you don't have people you could play it with and aren't into the property in the first place

>> No.9027614
File: 161 KB, 540x694, tumblr_46f5063519e9cd21cbd68d91c894b493_9d5a5ceb_540.jpg [View same] [iqdb] [saucenao] [google]
9027614

>>9026062
Advanced V.G. 2 or Asuka 120% series.

>> No.9027691

>>9026369
And look how the seethe and cope comes rolling in.
>no you don't understand i'm not a hypocritical douchebag who doesn't even play games, read my 50-point manifesto to find out why

>> No.9027701

>>9027557
String mix ups? I've always picked a turtle character and held down back. It 100% works even if you're down on life as they're thinking about yomi, anti airs and all that other horseshit you're just holding down and back.

>> No.9027840

>>9026151
What's a DP?

>> No.9027975

>>9027701
yeah what happens when they overhead?

>> No.9027981

>>9027840
the input typically associated with a shoryuken or dragon punch, an invincible uppercut move. Originally forward, down, down + forward, but many modern fighting games have allowed an easier alternate input of forward, quarter circle forward motion.

>> No.9029794

>>9027975
Flash kick, headbutt, upball, ex bird kick. Plenty of options and if you don't have charge for whatever reason simply crouch jab/short. At both low and high levels this style of play will frustrate the hell out of your opponent. The only real defence is to turtle back and have constant time over rounds.

>> No.9030560

>>9029794
think there was a misunderstanding, I definitely would not call overhead mixups a big hurdle if we're specifically talking about SF.

>> No.9031061

>>9026062
Two games come to mind, neither are retro though. Dragonball FighterZ, and Under Night: In Birth. Both of these games don't require much in the way of knowing inputs. Even just applying the simplest quarter circle + button presses will get you into auto-combos in Under Night, and FighterZ only uses one button, really. They are definitely more on the casual end of the fighting game spectrum.

>> No.9031930
File: 53 KB, 739x415, images - 2022-06-23T082931.890.jpg [View same] [iqdb] [saucenao] [google]
9031930

>>9031061
>fighters are too technical
Cry babies will always make excuses. Chads will mash for their life and rise up.

>> No.9032525

>>9031930
I remember that game.

>> No.9032539

>>9029794
what happens when you get grabbed lmao

>> No.9033424

>>9031061
I honestly find these harder to get into than old arcade fighters that had the complex motions. Being more reliant on combos for damage is much more of a barrier than motions.

>> No.9033504

>>9029794
>blocking
>SF2

enjoy losing to throws that do 25% of your health and put u at a disadvantage

retard

>> No.9033616
File: 143 KB, 490x774, 1641170216581.png [View same] [iqdb] [saucenao] [google]
9033616

>>9026241
This is so true it hurts. Preach.

>> No.9034324

I really relate to not wanting to get into games with DP, but then I realized that Stick sucks and that pad is way easier and more percise. Just use your keyboard or PS controller to play and you can play most fighting games easily, including this with half circles and DPs.
DP on keyboard is forward down forward