Best Fighting Game Except Soul Calibur

Which is the Best Fighting Game Except Soul Calibur?


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VF5's aesthetics take getting used to, and VF5 Vanilla just looks awful and some of the characters' movelists are so bland in comparison to VF5:R and VF5:FS. The fact is, no matter how good VF5:R and VF5:FS are, only japanese players will ever have access to them (let's face it, it's NEVER coming to consoles) so they're irrelevant.

However, VF5 Vanilla is still very deep, and it is the least gimmicky fighter I've ever seen, meaning it has little fake depth. There aren't a whole lot of threatening strings that have both mids and lows, movelists are complex but there are few moves which will make you think "ok, when would I EVER use that?"

Despite what people say, I think VF is the easiest 3D fighter to learn. Most of the combos and general execution of basic moves are pretty easy, and the system is intuitive, other than the oki. One of my favorite parts of the system is the fact that hitting G cancels the input buffer for strings so you accidentally continue strings.

Oh and there's a little bit of added complexity when you have to pay attention to which foot your character is putting forward, and whether you and your opponent are in "open" or "closed" stance. Like instead of always seeing your character's stomach on the 1P side like Soul Calibur and always having a weak side, some moves will change your character's footing and that will affect which sides your attacks will catch step and whether certain combo followups will connect.

The gimmickry of movelists, execution difficulty, and the impact of the open/closed stance mechanic differs with the character though.

The only problem imo is jab/low jab/elbow/throw options that every character has, and are too good, making the game revolve around them.

Jab is your character's fastest move (i9, i10, or i11) hits high it gives advantage on block. Dumb. Commence Jab buffer cancel Jab spam. The thing is, it gets beat by low jab (i12), your character's only INSTANT tech crouch move, which hits "special low" like a 2A and functions like a 2A that doesn't track (like Cervy's! only kidding). It crouches faster than 2G. Low jab does not go under "special highs," though. Since jab is so fast and you don't get a whole lot of +frames, you gotta 2P (which actually does give a lot of +frames! again like 2A: -6/+4/+7) pretty often which is lame because it's a silly crotch punch. This gets beaten by something everyone calls the "elbow" which your character's fastest mid at i14. Thankfully, String followups and knockdown effects actually differ with the character.

Next fastest move is usually the generic "mid kick" which is i16 so you have to elbow a lot as your mid in your mixup game. i16 moves don't even come into play against a smart player because they'll be fuzzy guarding to dodge the immediate throw at -6 or -7 anyway, and that's when you'd normally want to mid kick to stop the jab! The thing is, all these moves are steppable... but they're so damn safe that successful evades give you hardly any advantage (if any). Also, these three moves are you only moves you'll be using to stop throws... they'll just clash with the slower moves in VF5 and VF5:R.

I'm aware that's it's this way in Tekken... but at least it's easy to backstep those moves in Tekken. In VF5 though, they seem to have wonky hitboxes and are harder to backstep, especially jabs. Good luck whiff punishing them with that recovery, too.

The slower moves come into play when the other player sidesteps, as delayed and slow attacks punish evades because there's a "failed evade" period where the stepper is vulnerable, contrast to being able to guard at any time. Yes, the lack of the ability to Step G is a strong point here (but evades start on frame 1, so...). High combo starters begin at i14 and mid combo starters at i17. Full circulars (moves that catch step to both sides) will often be i17 as well. It's annoying how often you are interruptable in this game but it does make the game feel fast paced... I just wish there were more options to do so and they at least differed with the character.

About the throw clashing I mentioned earlier, it really decreases the depth because at -8 or higher, throw attempt is guaranteed unless they 2P. So it basically goes like this for almost all matchups:
+1: 2P beats everything except evades, backsteps, and jumping attacks, sorta.
+2: ditto, except elbow trades with 2P. But middleweight jabs interrupt elbow.
+3: lightweight jabs still interrupt elbow.
+4: you can try something other than an elbow because elbow now uninterruptable, but you still could get CH jabbed in -8, which is evade-throw escape time.
+5: this... just never happens
+6: you just blocked a 2P or most elbows, and now they have to fuzzy guard so they'll duck i12 throws but block i14 mids. They can't do anything else because they can't interrupt.
+7: ditto. they have to crouch dash in order to duck throws in time now.
+8: throw or do a i17 launcher if they try to 2P your throw. If they don't 2P they have to ETEG (evade throw escape guard option select) to maximize their defense.
+9: ditto
+10: ditto, or jab punish if you can
+11: ditto
+12: ditto...
+13: ditto, except now crotch punch finally isn't a viable option to stop throws... too bad you're getting jab punished anyway. You may be thinking, what about the other tech crouches, but there really aren't very many reliable TCs other than 2P
+14: medium size punish
+15: never happens
+16: usually the same punish as at +14
+17: big punish
any higher: usually the same punish

These moves:
i10/i11/i12 jab (P)
i12 low jab (2P)
i14 elbow (6P, 66P, or 3P)
i14 safe high combo starter (46P or something... ok not everyone has something like this)
i16 mid kick (3K)
i17 unsafe knee or mid combo starter (6K)
i12 Throws (though at -8 or higher, throw attempts are GUARANTEED)

...are pretty much the same for everyone. This makes the characters feel very much the same when in close range situations. The saving grace is the fact that the special stances are useful and transitioning attacks are actually good on block sometimes. And they look awesome and fluid. Sometimes they're part of their P string or they're fast enough to be usable at large advantages.

Idk maybe I'm exaggerating the influence of these moves because I'm not that good at VF (I just spent a summer looking at frame data while at a boring intern job) and I could be missing something. It's not like Tekken is much different, and single matchups in SCIV aren't much more complex than this move system. It's just that every matchup feels like a mirror match or like a sister vs. sister from SCIV in comparison.

That said, I still love the game and I love watching match videos.
This match is very exciting http://www.youtube.com/watch?v=RwiehBWi47E&feature=player_embedded but it is VF:FS
 
I can definitely see where everyone is coming from as far as VF is concerned, it is not a popular fighting game (hell its not even flashy) however there is a just something I find appealing about VF much more than others. Out of all the fighting games that I've played, I have never enjoyed the game mechanics and fighting system more than VF4 & 5. I personally find the game addictive, challenging and rewarding all at once. I dig the realistic presentation of the characters although in reality they are gimmicky. The plot is not very strong however I feel that other areas of the game compensates for that.

I wonder if VF is popular in Japan or other countries? I like Tekken and all (except T4), but I don't think that it is the be all, end all of 3D fighters like some of my buddies do. What would be the most popular fighters here in the States anyway? Tekken or Street Fighters perhaps? Those are the ones most of my friends have.
 
Japan is the only place where VF is even alive, thanks to Sega's xenophobic cab licensing.

@Signia: You're leaving out different speeds on characters 2Ps, character-specific 2P punishes (Some of which are extremely nasty), the fact that as long you can ETEG at any point that the other person doesn't have guaranteed punishment (Or doesn't go for it), anti-fuzzy guard counters, the throw break metagame, sabakis, and how throws affect the neutral game. I agree that backdashes aren't useful at close range, but the defensive options available are good enough that that doesn't matter. In fact, one of this game's major strengths imho is the fact that movement is key, just as in Tekken, but at a high level it doesn't devolve into Tekken-style spacing to completely avoid dangerous guessing.
 
Never had VF explained to me. I played it once with some scrubby friends that own SCIV. I had no idea what I was doing. Neither did they. But that made it pretty enjoyable to read that wall of text, but how exactly does a i14 mid beat a i12 special-low? Does the i12 whiff some how or does "elbow" have invul frames to special-lows or something? Will elbow beat 2p at any point in elbow's start up frames?

Also, fuzzy guarding. That's a new term for me. Shows how many fighters I play that use 1_4 as guard. Looks like the Tekken community defines it as doing a motion like f/d, b.
Where in Tekken f/d will parry faster lows and b will block slower mids. Is there any good reason Tekken uses this annoying notation? Is it because the buttons in game are called 1, 2, 3, 4? 236A seems a lot more elegant than d d/f f 1. Maybe it gets easier to read with experience, but shit, my eyes are used to Soul Calibur and BB. Notation was one of the reasons I didn't put more into that game.
 
Virtua fighter 5? No. Seriously? It's the last thing I would have predicted to see on the top of this list when I came in. I didn't really think it was that popular. At all. I tried it out once after buying a used copy of 5 and having to watch where my feet were in addition to spacing felt needlessly complicated and resulted in a lot of frustration on my part. I guess you guys feel that getting that down is rewarding. I don't see complexity for it's own sake as a mark of quality though. If I have to study a game that intensely before I can start having any fun with it I'd rather just go learn an instrument or a foreign language. To each their own I guess.
 
VF is less study then you'd think. I'd say honestly, Blazblue requires the most time in training mode and reading crap, for a vastly inferior game.
Tekken requires a little more study also, due to the size and inconsistency of the roster.

VF you pretty much learn quick what the staple moves are like on block/hit/CH, that stays pretty consistent from character to character.

A lot of things in VF are intuitive, which helps. The unintuitive parts are the option selects and advanced defense largely, or stance combos- and those things are more situational then staple. You can also learn how to beat those techniques if you predict them.

Fuzzy Guard- low throw, low, delayed throw
ETEG- circular attack for big damage. (unless you play Taka, who is screwed I believe)

As for the US and what's popular here- judging by sales the US is largely Capcom fanboys. Nothing else other then Tekken, MK, and SC took off here to any large degree. (Samurai Shodown could have, but 3 killed it)
 
I don't know if it's wise to engage you in a dialogue when you throw around phrases like "vastly inferior" and "Capcom fanboys" It seems like there's a lot of anger there and I don't exactly wanna poke the hornet's nest. Sufficed to say I actually enjoyed both Blazblue and Tekken. I get those. I struggled with VF. Though I think we can both agree from the sounds of it that SF IV is trash.

Speaking of tastes I'm a little surprised to see Naruto on the list and not KOF.
 
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You're right to say I'm mad on some things.

Well, SF4 is not bad- it just could have been much better, though I suspect we'd each say the exact opposite thing on how to improve the game. I just think it's overrated, not bad. I think Capcom gets a free pass on mediocre/poor design ideas though.

Arc games- I do find them vastly inferior- though it's personal taste. Poor animation, poor gameplay. They do good music, good netcode and good single-player design- so I'll give them that. Also, GG/BB style is getting ripped off way too much these days over in Japan- I'm sick of it and GG clones seem to be more numerous then SF2 clones.

I'll give AH3 a chance because it looked promising though- though that's dependent on MK9 as well.

Tekken I respect, though I consider it flat-out inferior to VF. It's still a very good game though. KOF- I love the UM games, though the rest of the series is lacking (can't say on XIII).
 
@Lasercakes: Sabakis are basically the equivalent of aGI attacks in SC. Aside from that and tech jumps, frame advantage is the only way a 14 frame mid would beat a 11-12 frame 2P done at the same time up close.
 
KOF XII obliterated whatever chance SNKPlaymore had at getting KOF back into the mix of fighters. You would think that with as much potential as that series had, they would have done so much better. MOTW was the shit, SS was the shit, KOF pre 2003 was the shit, anything SNKPlaymore related today = shit. Although I've heard that KOFXIII is pretty solid, but I think the damage is too deep for that franchise at this point to recover unless they dish out a CVS3.

SFIV gets a ton of heat on these forums it seems. Personally, I don't think it is as bad a game as many makes it out to be. Capcom got by with a nostalgia trip and they are milking that franchise for every penny it can get (i.e. Street Fighter X Tekken) I'm" still wondering where they got that bright idea from.

Why would SEGA be afraid to license VF outside of Japan, I would think that the game could reach some level of popularity internationally if they can get past the laughable American dialogue lol. It doesn't have mainstream appeal for sure, but I remember VF3 being quite popular (at least in my area).
 
SF4 is, in my opinion, by no means a bad game; it's just extremely boring. But, then again, I don't find too many fighting games bad; it's all a matter of preference. For what it's worth, I think Virtua Fighter is also extremely boring; all the depth in the world doesn't make a game fun (and neither do horrible graphics).
 
SF4 is probably the most boring fighting game I've played. Therefore, I think it is a bad game and sucks.
 
SF4 is that boring, huh? I only played it for 5 minutes but I found the super attacks to be so exciting compared to SC's whiff punishing.
 
I dunno. I think all games, especially when both players have a good understanding of the game, are infinitely more exciting than even an informed viewer watching. All in all, so long as everyone's enjoying themselves, it's a fun time for me.

But, then again, I love BB (and SC4, but BB gets tons more hate than SC4).
 
I've been playing fighting games since I was literally 6 years old. I would guess that I'm one of the few people who played Street Fighter in the arcades.

Only fighting games I haven't played would be the ones not release in the US most likely. So my favorites would be:

Capcom VS SNK 2: because I love Street Fighter, Darkstalkers, Last Blade, Art Of Fighting, Fatal Fury, KOF, and Rival Schools.

Soul Calibur 2: Because it had Link and it introduced me to the Soul Series.

Rival Schools: Shoma and Akira, they hard core G'd up. Nuff said.

Guess out of that list I would say Super Streetfighter 4. Here's why:

I also don't think Tekken 6 is an amazing game like others in its past (TK3, TKTT, TK5, DR) I have no problem with the Rage system because there are plenty of attacks that won't let you even taste Rage, and even more combos. And that's where my beef starts. If you play TK5's AI then play TK DR AI you can see what Namco had in store for the future. In 5 the AI wouldn't air juggle you to oblivian. It turtled, it poked, hell-- character permiting it rushed combo'd and OTG'd you into a grab combo *COUGH**FUCKINGKING*COUGH* And then there was TK5 on PSP/PS3 and the computer would always launch you and string a nice little 5 hit and yeah. I seen if before in human players but never AI. So when 6 got announced I figured they were gonna make more characters have air juggle combos since some where better at juggles in 5 then others. But Lord did they have to add the Bound system? I just don't like how King doesn't do throw combos any more. What King does now is 1 - 2, (counter hit) dwnfwd+2, fwd+fwd, 1 - 2, 1 - 2, dwn 1+2 (which i think is his jumping Hammer Fist) bounces the opponent, continues combo to a wall/breakable floor, smacks opponent into/through it, puts opponent in crumble state/bounce again and types another death dealer into drop kick. Like yeah, really. I mean, Xiao and Hwang can still poke in 6, and King and Nina can still do OTG grab combos, but I've yet to see anyone actually focus their game on their characters specialty. Instead, it's who can juggle who first. :\ Seems like everyone was built for rushing and juggling, albeit with diff setups. I will say this, Tekken characters are some of the most interesting and appealing rivaling character personality from SNK, ARC Sys and Capcom.

I'll praise VF all day for being technically superior to every other fighting game and how Namco blatantly stole VF4 customization and put it in Tekken 5. :\ My beef with Sega's fighter is that the sound effects are the same ones they've been using since Virtua Fighter 1. Seriously Sega, sweeping low does not sound like a fake jet engine from Top Gun. Don't listen to Tom Cruise. Dat nigga crazy... And yeah, the characters are boring/cheasy. Leon is a freaking flaming butterfly if I ever seen one. Bout the only characters I like in the VF series is Vanessa (glad she actually looks attractive in 5, as opposed to looking like a man in 4, but always like her fighting style) Sarah (I like her moves) and Jacky (Horrible lines but I like his moves and his jacket) But the game is the deepest fighting game I have ever played. And it has the best training mode. Didn't play much of 5, but I know VF4 had a training mode that taught you how to straight play 3d Fighting games. Period.

I like the DoA series. Characters are kinda on the bland side, more interesting then VF's cast though. I just don't see much high level play in Japan, let alone in the USA. It's like people don't play it. I recently played online a month ago and I will admit I suck at all fighting games cuz I never focus on one. But I'm in a room somewhat holding my own against people who out rank me by years. *shrugs* I did see a tourny once. It was for the 3DS DOA and DOA's pros really don't look that Pro. DOA does have a solid fighting game engine but it's always just been eye candy to me.

I'm having fun with BlazBlue CS and the BB series has the best fighting game story, if not the most confusing, I've seen in a fighter since...well Guilty Gear. Shit reminds me of an RPG with all it's terminology. But playing BB makes me want to play GG. Guilty Gear is just more balanced and thought out. Course that's a duh cuz there's like 8 GGXX2^Core ++720?!/1223$%7# or whatever... Just I play BBCS and it's fun but then I go online and get raped by Bang and The Boobie Lady cuz dem fuckers are like SGAWD teir and my scrub ass Makoto and slightly less scrubby Ragna don't stand a chance. Where as I've seen Accent Core Plus tourny's and the roster is alot more represented. Chipp is still a slight majority though.

Marvel Vs Capcom 3. I'm loving this game. But I feel it's just like repeating history. I played MVC2 for months on end and one day I just happened to feel like playing SF3rd Strike and I never saw that blue PS2 disc again for another year and a half. LoL. MVC3 is fun, but I can't stay interested in the controlled chaos. I do appreciate that they simplified it though, some are pissed about that fact. And I'm loving Dante and Chris. But I've already found my self putting the game down for weeks on end so yeah. Now if/when they make Capcom VS SNK 3, that's my crack!

The other to a not even worth mentioning. So yeah, out of the list SSF4 wins. Wish it had Karin and Elana but so glade it has Ibuki and I love Juri. She's awesome. Sucks you have to be GDLK to use Cammy competitively. Seems like a decent Viper player or Rufus player would wipe the floor with a pro Cammy

And yeah, SSF4 is getting my vote for most balanced next to TK6 and VF 5. SSF4 is really balanced, though. Focus Attack really helps to even the tier list out, though not as much as Parrying did for 3rd Strike. Vanilla SF4 wasn't so much. Sagat's fwd HK was an anti-air that chained into itself, took 15 percent per hit, could be FADC in DP, could be ULTCAN, and was like +8 on block, had invincibility frames (even during wake up) left the opponent -11 on block. Okay, not really but it was pretty freaking gdlke. In SSF4 it's just deity/demi-gdlke. :\
 
I agree with LostProvidence, it all falls down to personal preference in the end.

Never been fan of Dead or Alive, I for the life of me will never understand how that game got popular, I find it to be overrated in so many ways it's ridiculous. CvS2 is a criminally underrated 2D fighter, 95% of people I know has never even heard of the game. Rival Schools, again no one knew what Rival Schools was until CvS2. Tobal #1 and Ehrgeiz were laughable (although in concept both could have been great.)

As far as fighters today are concerned, there is really no all around 2D or 3D fighter that suits the taste of a vast majority audience in my opinion, everything seems to come off as rather niche these days: Street Fighter, Soul Calibur, BlazBlue, KOF, Tekken, MK, VF and others.
 
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