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Thread: The Perfect Fighting Game

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  1. #1
    I might..depend on you.. Lionx's Avatar
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    I dont think you played fighting games competitively based on what you listed for #1, #4, and maybe #5/6... but thats just me, i play it mostly so i can play other people and get better/have fun. Story/flashy stuff is secondary compared to gameplay and the mechanics. If its all just fluff and no competition like some fighting games, then its just gonna die due to no one taking it seriously.

    The problem for me in a huge character roster is that most likely, some of them are going to be so low tier, that its not much of a reason for them being there outside of random fun value. Anyone playing in a tournament probably wont use them =/ Exceptions to this is GGXX or maybe Brawl atm. However those that do follow this are CvS2(not so much), MvC2(VERY), and Smash Melee.

    The adrenaline rush thing is akin to S Groove and certain KoF bar systems of the past though so its kinda already been done. However to be taken seriously there has to be some mark of whats going on, so i think we do need lifebars or a percentage of damage so we know whats up. Fatigue imo only makes a slippery slope effect where if you are losing, you are probably gonna keep losing, with not much hope of making it back. Theres no comeback imo with that, which makes otherwise a good potential match, go stale/predictable.

    JKTrix and Roogle said what i had thought about the matter though, online play is totally a must with arcades dying out(and preferably with good netcode so no lag), and the Street Fighters with different numbers changed alot imo. Even Alpha 2 => Alpha 3. It just isnt apparent to someone who is just watching though admittingly.
    Last edited by Lionx; 02-22-2008 at 09:35 PM.

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