Generic-Giant-Spider
Guest
Hi do you like fighting games? I do. So let's talk about fighting games. I am going to compile a list of shit you should know to play fighting games. I'll add on to this topic as time goes on because, lol, look at the Mexican name, you think I got work ambition? Wrong poster to expect that out of, amigo.
Anyways I lack the artistic merits to make things look all pretty and orderly so I'm whoring out the spoiler tags to separate things. It's not scuffed, stfu.
THE BASICS: ARCADE STICK/CONTROLLER
THE BASICS: KNOWING YOU ARE SHIT
FIGHTING GAME TERMINOLOGY
FREQUENT QUESTIONS
CONSOLE VS. PC
THE TOP FRANCHISES OF TODAY
UPDATE 1: WORLD WARRIOR - Added Guilty Gear to TOP FRANCHISES after putting a lot more time into it to feel comfortable doing a general overview of it. One day I'll add BlazBlue and Under Night as well.
That's all for now. What, you wanted more? I told you I don't work for free. WHAT ARE YOU TRYING TO MAKE A FOOL OUT OF ME? GET OUT OF HERE. GIT, GIT. GO ON.
Anyways I lack the artistic merits to make things look all pretty and orderly so I'm whoring out the spoiler tags to separate things. It's not scuffed, stfu.
THE BASICS: ARCADE STICK/CONTROLLER
So you wanna be a fighting game player, HUH? Think it's easy to just jump into, HUH? Oh you've seen many people pick it up, make it look easy, well fuck you, kid. Eat shit, get out of my topic. Just kidding.
If you want to play fighting games, I want you to do the first thing that will change your life: take your keyboard & mouse and put them into the garbage bin. Yes. You don't want to use that. You'll be laughed at by school children and called an EBTer.
There are two main ways to play a fighting game: arcade stick or controller. People tend to prefer one over the other. Some games can be easier to input commands on depending on what you use. The Japanese tend to make games that still use motion based controls which favors arcade sticks but it doesn't mean you can't use a good old controller as well. I can use both though will change from one to the other depending on the game.
If you want to buy an arcade stick, look for Hori products. They tend to be the best BANG FOR YOUR BUCK. There's some shit you may want to be aware of though. If an arcade stick is pricey and advertises itself as using Japanese parts it will likely be either Sanwa or Hayabusa parts. The differences aren't too drastic, but the Hayabusa is more smooth/firm while the Sanwa can be more loose when it comes to joystick while the buttons aren't too different except in sounds. Sanwa's tend to be more silent while Hayabusa has this 'clack' that will either drive you insane or something you can defer to as an excuse when br4zilian_GODx14 kicks the shit out of you.
Whatever the case, do not bother with $50 sticks if you want to get serious about it. They tend to be cheap, shitty products that won't survive long term use and will breakdown after six months usually. Very poor hammerfist protection for when you rage out.
When it comes to controllers, again it's all about comfort. I find the Playstation controllers to be very decent, a PS2 era one with USB capabilities is probably my ideal since L2/R2 don't have that retarded trigger function. I personally use a bootleg/USB'd out Sega Saturn controller since it is the most comfortable controller I've ever held.
There are "fightpads" which are basically a hybrid between arcade layouts and controller size but I never thought much of them. Some people do swear by them but the ones I use don't rest right with me.
Also use wired connections. Better response time.
If you want to play fighting games, I want you to do the first thing that will change your life: take your keyboard & mouse and put them into the garbage bin. Yes. You don't want to use that. You'll be laughed at by school children and called an EBTer.
There are two main ways to play a fighting game: arcade stick or controller. People tend to prefer one over the other. Some games can be easier to input commands on depending on what you use. The Japanese tend to make games that still use motion based controls which favors arcade sticks but it doesn't mean you can't use a good old controller as well. I can use both though will change from one to the other depending on the game.
If you want to buy an arcade stick, look for Hori products. They tend to be the best BANG FOR YOUR BUCK. There's some shit you may want to be aware of though. If an arcade stick is pricey and advertises itself as using Japanese parts it will likely be either Sanwa or Hayabusa parts. The differences aren't too drastic, but the Hayabusa is more smooth/firm while the Sanwa can be more loose when it comes to joystick while the buttons aren't too different except in sounds. Sanwa's tend to be more silent while Hayabusa has this 'clack' that will either drive you insane or something you can defer to as an excuse when br4zilian_GODx14 kicks the shit out of you.
Whatever the case, do not bother with $50 sticks if you want to get serious about it. They tend to be cheap, shitty products that won't survive long term use and will breakdown after six months usually. Very poor hammerfist protection for when you rage out.
When it comes to controllers, again it's all about comfort. I find the Playstation controllers to be very decent, a PS2 era one with USB capabilities is probably my ideal since L2/R2 don't have that retarded trigger function. I personally use a bootleg/USB'd out Sega Saturn controller since it is the most comfortable controller I've ever held.
There are "fightpads" which are basically a hybrid between arcade layouts and controller size but I never thought much of them. Some people do swear by them but the ones I use don't rest right with me.
Also use wired connections. Better response time.
THE BASICS: KNOWING YOU ARE SHIT
The most important lesson when trying to play against other people is one fact that has served me well and it was said by my father in the summer of '97:
"You're a disappointment to your family, you'll never be as successful as your brothers, fuck you but I love you but fuck you."
At first I cried like a bitch when I heard this but the more I went on in life I began to appreciate it more. This was not said out of malice, it was said to temper my expectations of myself.
Now I know some people here grew up getting hugged by their mother and being told they were excellent at everything even if they got 10th place in track & field, but you have to shed all that ego and come to terms that you are shit at fighting games. Look at me in the eyes: you suck. I think you are fucking garbage. I'm not saying this from hate, but from tough love.
When you get this in your head, you will be ready to play. People will be better than you at first. They will seem not only better, but unstoppable. Nothing you do makes sense because it always ends in failure to them. What is going on? I'll tell you what is going on, you're getting introduced to the jungle. As much camaraderie that can come from fighting games and respect can be grown, it is also not a place for weaklings. There's a big barrier for entry and that first barricade is in your mind.
Don't look at a loss as, "oh wow I suck at this maybe I should give up." Look at every loss as a learning experience. That sounds corny but it's true. Maybe you're too aggressive, maybe you use too many unsafe moves, maybe you're too defensive, maybe the opponent used moves you didn't know how to block against, whatever the case may be the best thing about fighting games is the loser isn't your team, it isn't your healer, it isn't your support, it's always on you. What did YOU do wrong? Why did YOU lose?
"You're a disappointment to your family, you'll never be as successful as your brothers, fuck you but I love you but fuck you."
At first I cried like a bitch when I heard this but the more I went on in life I began to appreciate it more. This was not said out of malice, it was said to temper my expectations of myself.
Now I know some people here grew up getting hugged by their mother and being told they were excellent at everything even if they got 10th place in track & field, but you have to shed all that ego and come to terms that you are shit at fighting games. Look at me in the eyes: you suck. I think you are fucking garbage. I'm not saying this from hate, but from tough love.
When you get this in your head, you will be ready to play. People will be better than you at first. They will seem not only better, but unstoppable. Nothing you do makes sense because it always ends in failure to them. What is going on? I'll tell you what is going on, you're getting introduced to the jungle. As much camaraderie that can come from fighting games and respect can be grown, it is also not a place for weaklings. There's a big barrier for entry and that first barricade is in your mind.
Don't look at a loss as, "oh wow I suck at this maybe I should give up." Look at every loss as a learning experience. That sounds corny but it's true. Maybe you're too aggressive, maybe you use too many unsafe moves, maybe you're too defensive, maybe the opponent used moves you didn't know how to block against, whatever the case may be the best thing about fighting games is the loser isn't your team, it isn't your healer, it isn't your support, it's always on you. What did YOU do wrong? Why did YOU lose?
You've likely heard some odd terms and phrases used in fighting games and have no idea what the fuck they mean and believe the person may have suffered brain damage. Here are some of the most common ones to familiarize with.
Neutral - This refers to when your character is standing still and attacking out of it. Neutral is if you don't move your character in any real direction and rely on your attacks to either hit or pressure an opponent.
Footsies - A complimentary tool to Neutral, it's gauging the distance between you and your opponent and playing off certain spacing depending on your character. This also goes very well if your character can move quickly and thus can look like they're 'bobbing and weaving' and can be used to bait your opponent to make a mistake you can react to accordingly.
Zoning - The zoning term is about controlling space from a far distance and wanting to deny your opponent from being able to get up in your face. Using moves like fireballs or angled projectiles can help you keep an opponent out where they may otherwise be able to dominate your character due to having a faster one.
Spamming - This is Zoning's ugly as sin brother. It is what you may assume: throwing shit out. Only here it's throwing shit out thoughtlessly and without much gameplan. Tends to be used by players that are one trick ponies and have nothing else when you close the gap or as pure disrespect.
Fireball motion - If someone says to do a fireball motion, they mean quarter circle forward.
Dragon Punch/Shoryuken - Popularized by Ryu/Ken's iconic rising uppercut, the Dragon Punch, DP or Shoryuken refers to an anti-air attack that has similar properties or visuals. The input of the Shoryuken motion is a "Z" which helps experienced players know that this move is likely going to be an anti-air attack. SECRET ANCIENT TIPS: if you have problems doing a Shoryuken motion on controller, think of it like a Fireball motion (QCF) but you tap forward before. So you'd go F-QCF. You are now on par with every fucking Ken in the world!
Command Grab - While fighting games have throws for every character, a command grab is different in that it requires a proper input (typically a 360 motion or half circle motion forward or backward), cannot be blocked, do quite a bit of damage and cannot be escaped from if it lands. These tend to be affiliated with grapple style characters that are deadly when up close. There are exceptions, though.
Tick Throw - This is when you do an attack that leaves an opponent blocking just long enough that you can throw them immediately after. It's good for breaking overly defensive players and keeping your playstyle unpredictable.
Crossup - This is an attack that hits an opponent on the opposite side, likely during a jump-in. The idea is for it to catch an opponent off guard and cause them to block the wrong direction so they get smacked.
Empty Jump - Jump straight up and don't hit anything which can throw an opponent off. Empty jumps are good against Dragon Punch happy players and allow you to punish them accordingly.
Walldive - Popularized by Vega from Street Fighter, a "walldive" is when a character goes to the edge of the screen and looks like they're homing in on an opponent like a human missile. Walldives vary from character/game, some characters can empty wall dive, some are committed to the direction, some can go in multiple directions, some can choose which side of the screen they bounce off of.
Mixup - This is where you want to have an opponent guess wrong on an attack and tends to involve using moves that can hit an opponent high or low. Works very well when you condition the opponent to expect one thing then hit with another. If an opponent blocks low, you use an overhead, or if they block high you use a low, etc.
OTG - Meaning off the ground, some moves have unique properties in that they can hit an opponent when they are knocked down.
Rushdown - A playstyle that compliments characters who have fast attacks and good combo-ability to try and overwhelm.
Rekka - Some bullshit Japanese thing you say when you refer to a sequence of attacks that hit three times with the same inputs. Fei Long and Mature from Street Fighter/King of Fighters have Rekkas if you do quarter circle back punch three times over.
Reset - A combo that doesn't cause the opponent to be knocked down and leaves them in a neutral/standing position so you can start a new combo immediately after. Called a reset because combos will tend to have damage scaling so by ending a combo prematurely and trying a new one can net very high damage potential and possibly end a round right there if successful.
Vortex - Also called THE BLENDER, a Vortex is about putting someone in the same situation over and over again. These tend to put an opponent into a hard knockdown and then repeating the same sequence of events with little variation. A great hallmark of a vortex is the beginning of it will be tough to guess and can be ambiguous in that it can begin high or low.
Whiff - To completely miss a move. Goes along well with footsies as you can make an opponent whiff an attack then punish them off of that. Sometimes whiffing can be beneficial if the game has a super meter that builds off attack animations.
Trade - When two attacks hit at the same time. A favorable trade is where you have advantage coming out of it to keep up the attack or if you lost less health than your opponent did.
Touch of Death - A combo which will lead to death the second it lands. Very prevalent in Marvel vs. Capcom games.
Infinite - A combo that can be done indefinitely over and over again with no chance for the opponent to escape. Can lead to death but in most games the combo damage scaling will be so high it's a waste to keep it going. Likely will get you headbutted if used on strangers.
SNK Boss - Used to describe a bullshit hard boss in a fighting game, derived from SNK games having extremely aggressive and input reading AI. Another factor is that their speed and damage will be higher than any other character (even their player-selected forms if the game allows it) and their health will be much higher or will enlist some other bullshit, quarter-draining tactic. The godfather of this phenomenon is Omega Rugal from King of Fighters while other games tend to have worthy contenders such as Shao Kahn from Mortal Kombat, Gill from SF3 and Night Terror from Soul Calibur III.
Neutral - This refers to when your character is standing still and attacking out of it. Neutral is if you don't move your character in any real direction and rely on your attacks to either hit or pressure an opponent.
Footsies - A complimentary tool to Neutral, it's gauging the distance between you and your opponent and playing off certain spacing depending on your character. This also goes very well if your character can move quickly and thus can look like they're 'bobbing and weaving' and can be used to bait your opponent to make a mistake you can react to accordingly.
Zoning - The zoning term is about controlling space from a far distance and wanting to deny your opponent from being able to get up in your face. Using moves like fireballs or angled projectiles can help you keep an opponent out where they may otherwise be able to dominate your character due to having a faster one.
Spamming - This is Zoning's ugly as sin brother. It is what you may assume: throwing shit out. Only here it's throwing shit out thoughtlessly and without much gameplan. Tends to be used by players that are one trick ponies and have nothing else when you close the gap or as pure disrespect.
Fireball motion - If someone says to do a fireball motion, they mean quarter circle forward.
Dragon Punch/Shoryuken - Popularized by Ryu/Ken's iconic rising uppercut, the Dragon Punch, DP or Shoryuken refers to an anti-air attack that has similar properties or visuals. The input of the Shoryuken motion is a "Z" which helps experienced players know that this move is likely going to be an anti-air attack. SECRET ANCIENT TIPS: if you have problems doing a Shoryuken motion on controller, think of it like a Fireball motion (QCF) but you tap forward before. So you'd go F-QCF. You are now on par with every fucking Ken in the world!
Command Grab - While fighting games have throws for every character, a command grab is different in that it requires a proper input (typically a 360 motion or half circle motion forward or backward), cannot be blocked, do quite a bit of damage and cannot be escaped from if it lands. These tend to be affiliated with grapple style characters that are deadly when up close. There are exceptions, though.
Tick Throw - This is when you do an attack that leaves an opponent blocking just long enough that you can throw them immediately after. It's good for breaking overly defensive players and keeping your playstyle unpredictable.
Crossup - This is an attack that hits an opponent on the opposite side, likely during a jump-in. The idea is for it to catch an opponent off guard and cause them to block the wrong direction so they get smacked.
Empty Jump - Jump straight up and don't hit anything which can throw an opponent off. Empty jumps are good against Dragon Punch happy players and allow you to punish them accordingly.
Walldive - Popularized by Vega from Street Fighter, a "walldive" is when a character goes to the edge of the screen and looks like they're homing in on an opponent like a human missile. Walldives vary from character/game, some characters can empty wall dive, some are committed to the direction, some can go in multiple directions, some can choose which side of the screen they bounce off of.
Mixup - This is where you want to have an opponent guess wrong on an attack and tends to involve using moves that can hit an opponent high or low. Works very well when you condition the opponent to expect one thing then hit with another. If an opponent blocks low, you use an overhead, or if they block high you use a low, etc.
OTG - Meaning off the ground, some moves have unique properties in that they can hit an opponent when they are knocked down.
Rushdown - A playstyle that compliments characters who have fast attacks and good combo-ability to try and overwhelm.
Rekka - Some bullshit Japanese thing you say when you refer to a sequence of attacks that hit three times with the same inputs. Fei Long and Mature from Street Fighter/King of Fighters have Rekkas if you do quarter circle back punch three times over.
Reset - A combo that doesn't cause the opponent to be knocked down and leaves them in a neutral/standing position so you can start a new combo immediately after. Called a reset because combos will tend to have damage scaling so by ending a combo prematurely and trying a new one can net very high damage potential and possibly end a round right there if successful.
Vortex - Also called THE BLENDER, a Vortex is about putting someone in the same situation over and over again. These tend to put an opponent into a hard knockdown and then repeating the same sequence of events with little variation. A great hallmark of a vortex is the beginning of it will be tough to guess and can be ambiguous in that it can begin high or low.
Whiff - To completely miss a move. Goes along well with footsies as you can make an opponent whiff an attack then punish them off of that. Sometimes whiffing can be beneficial if the game has a super meter that builds off attack animations.
Trade - When two attacks hit at the same time. A favorable trade is where you have advantage coming out of it to keep up the attack or if you lost less health than your opponent did.
Touch of Death - A combo which will lead to death the second it lands. Very prevalent in Marvel vs. Capcom games.
Infinite - A combo that can be done indefinitely over and over again with no chance for the opponent to escape. Can lead to death but in most games the combo damage scaling will be so high it's a waste to keep it going. Likely will get you headbutted if used on strangers.
SNK Boss - Used to describe a bullshit hard boss in a fighting game, derived from SNK games having extremely aggressive and input reading AI. Another factor is that their speed and damage will be higher than any other character (even their player-selected forms if the game allows it) and their health will be much higher or will enlist some other bullshit, quarter-draining tactic. The godfather of this phenomenon is Omega Rugal from King of Fighters while other games tend to have worthy contenders such as Shao Kahn from Mortal Kombat, Gill from SF3 and Night Terror from Soul Calibur III.
"Is Super Smash Brothers a fighting game?"
No.
"Why?"
Because Stone Cold said so.
No.
"Why?"
Because Stone Cold said so.
CONSOLE VS. PC
So right now things are a bit in a transitioning phase when it comes to online gaming and fighting games in particular in the modern age. As I type, more and more games are becoming crossplay which means that consoles and PC gamers can face one another. Not too many have it, but it is becoming a more common thing.
With that said, here's how it typically goes for a new fighting game: console has community, PC has performance. If you want to make your game look so gorgeous that you can lick the screen obsessively and go "BUENO" then PC is your jam you graphics whore. If you want a wider pool of players, consoles will be your preference. Obviously a fighting game's central replayability comes from the multiplayer and thus the console is the typical choice. With that said though, many of the popular fighting games right now either have decent sized populations on PC or crossplay is coming in to link the two communities together and create a massive player pool.
I tend to prefer PC. The PC also allows you to play older games on a program called Fightcade, the real classics. In time PC will be the better way to play overall with crossplay being integrated more and more. You also don't pay a subscription every month like a retard.
With that said, here's how it typically goes for a new fighting game: console has community, PC has performance. If you want to make your game look so gorgeous that you can lick the screen obsessively and go "BUENO" then PC is your jam you graphics whore. If you want a wider pool of players, consoles will be your preference. Obviously a fighting game's central replayability comes from the multiplayer and thus the console is the typical choice. With that said though, many of the popular fighting games right now either have decent sized populations on PC or crossplay is coming in to link the two communities together and create a massive player pool.
I tend to prefer PC. The PC also allows you to play older games on a program called Fightcade, the real classics. In time PC will be the better way to play overall with crossplay being integrated more and more. You also don't pay a subscription every month like a retard.
Here are the games that are most popular/known today. In time I'll do much more deep dives on each series to give a better idea and if you're really into the old school games which ones I personally like the most.
Capcom
STREET FIGHTER V - This is Capcom's big series in the realm of fighting and it's still going strong today. SFV launched as a really barebones and ultimately lackluster product but has since become a much more complete game. The good thing about SFV is it's fairly easy to jump into compared to previous entries and mechanically is simple as can be. It is easy to play with both controller and arcade stick and the good news is it has the "Champion Edition" upgrade available now which pretty much gives you all the DLC characters and a shitload of outfits for them all as well as Seth in February. Now personally, I think this game is pretty flawed but fun. I think it could have been a lot better, especially considering it's a main line Street Fighter game.
Netherrealm Studios
MORTAL KOMBAT 11 - From the other side of the pond we have Ed Boon and the hobo formerly known as John Tobias' gorewhore IP, Mortal Kombat. Probably the most popular fighter in the Western world, Mortal Kombat is always a good time. MK11's the latest release and what it lacks in attractive females it makes up for in single player content and the promise of long term support. The MK games tend to be very good for both single players and online players since NRS tends to enjoy giving you lots to do and I've never seen an MK game abruptly die online unless there was a new release. It also has a bunch of stupid fucking guest characters to ruin your roster with. The gameplay is divisive... some people really like it, some people really don't. I personally fucking hate this game and would recommend you play the still active and much more interesting Mortal Kombat XL but don't let me tell you how to live your life. One thing to note about MK games, all MK games, they are honestly much more enjoyable to play with a controller than arcade stick. MK games don't use motion or complicated inputs, instead favoring proper directions. A quarter circle and punch is a fireball in most fighters, but in MK it would be Down, Forward and punch. Extremely beginner friendly franchise with greater depth depending on the entry you go with.
INJUSTICE 2 - The superhero offshoot from NRS, Injustice games are for the capeslut in us all. Drawing from the DC Universe, if you ever wanted to see Batman punch Green Lantern in the face then oh boy do I have the game for you. The Injustice games are a bit of a mix of traditional fighters and MK. You still have the special move inputs of MK but this time you hold back to block instead of pressing a block button. Injustice 2 like its cousin game is also a very single player content heavy game and has a "gear" system that changes up the aesthetics of your character and does some bonus RPG-lite stuff as well. It's a bit odd but you can get a lot of hours out of this if you really dig the superhero shit. Like MK, it is also fairly beginner friendly but it has extra mechanics over MK11 that makes it a bit more engaging.
Namco
TEKKEN 7 - If you want to learn another language then Tekken 7 is what you have been waiting for. With characters that can have anywhere between 80-120 moves alone, I hope you like to spend time in training mode because that's where you'll be baby. So here's the thing, Tekken 7 is a very good game. It's a terrible game if you're new to fighters as a whole. The Tekken series has seen changes but it is also the one that has remained the most pure. If someone has played since the earlier Tekken games then chances are they will seem like Bloodsport's Chong Li while you're Karate Kid's Daniel-san. You'll get obliterated. That's how it is. It is also a fully fledged 3D fighter which has very different movement and gameplay than the previous ones on this list which are still on a 2D playing field. If you are committed to jumping into shark infested waters with the intent to one day horsefuck the demons waiting for you in the deep then T7 will be your best friend that loves to push you off cliffs. T7, compared to other games on this list, is also the most barebones in terms of single player content and expects you to be into kicking the shit out of other people from the get-go. Again, if you're a fighting game enthusiast you'll love Tekken 7 more than you love your pet tarantulas. If you're new or wanting to merely try your hand, stay away from this neighborhood. It's 1970s Bronx, New York.
SOUL CALIBUR VI - Namco's other big fighter, however, is more of a contrast to Tekken. If you really want to learn a 3D fighter, SC is in my view the better title to get into. Much more friendlier to new players, you can actually mash buttons and look like you're doing cool shit. If Tekken is an unbudging old master who operates out of a dilapidated wooden temple, never laughs and responds to your conversation with grunts before walking off in disgust, Soul Calibur is the fun and cool looking dojo in the city that has lots of style and a sensei all the girls find hot. This doesn't make it vapid, though! SC has lots of depth, lots of subsystems, a lot of stuff under the hood that advanced players will be able to sink their teeth into. It also has decent content for single player that provides many hours of entertainment with two story modes, character creation/editing, and a smaller but meaningful roster. I always liked how SC's presentation was, it's very elegant and definitely stands out. Between this and T7, I actually always preferred the SC series. It has characters that appeal to me more and having clutch matches where you and your opponent have 5 weapon clashes in a row before finally landing the killing blow is satisfying. I recommend it.
SNK
THE KING OF FIGHTERS XIV - Oh, King of Fighters, how I love thee. My personal favorite fighting game franchise ever, and KOFXIV is every bit a worthy entry as the best ones if you ask me. Combining something from everything, KOF XIV is a very intricate game and is pure porn for fighting game enthusiasts looking to master a new title. It is difficult to describe KOF as a whole because there are some entries that change things up quite a bit, and XIV is no different. The things you can do in this game are plentiful and as mentioned earlier, it takes a little something from the best entries of the series in some way. There's one thing you'll notice if you pick up KOF XIV and that is this: it has a huge roster. Something like 50 characters. This is KOF, motherfucker, expect nothing less. KOF games can kind of feel overwhelming in that regard but this also means you're bound to find someone you like. It operates on 3v3 teamplay but not off a tag-in/tag-out system like in Marvel vs. Capcom games. You beat one person, their next teammate comes in, etc. Very flashy but very technical, the only reason I'd say to hold off on XIV is because KOF XV may be releasing later this year and if the cards line up right... may be the next "Dream Match" title (which is a fancy Japanese term for, "we put every fucking character ever in this one"). If you're okay with that though, XIV is a very fun game and has some decent single player content to get into as well as challenges that can help familiarize you with its various mechanics. All that considered, SNK likes to put KOF '98 and KOF 2002 on sale on Steam fairly often and I'd highly recommend trying those first since XIV is pretty pricey even when on sale. KOF '98/2002 are the most beloved entries in the whole franchise so if you click with those, you'll probably click with XIV. It also has Geese Howard, the best fighting game boss ever.
SAMURAI SHODOWN - Admittedly, I don't have much experience with the SamSho games and because the latest SamSho has yet to see a proper PC release I can't tell you how good or bad it is but from what other friends that have it told me, it's a very good title that does the series proper justice and has revived this once dormant IP... but the online play is really laggy and can be total shit. SamSho tends to be a game that likes to focus on meaningful big strikes rather than combos, it can look deceivingly simple but there's lots to take into account. This is more of a fighting game enthusiast style game and it always kind of was that way from the beginning. If you like a game which rewards you having great fundamentals, this is your song.
IRON GALAXY/LORD MICROSOFT
KILLER INSTINCT - Very underrated game, very awesome game. If you have fond memories of KI from back in the '90s, you'll be pleased to know KI 2013 here is every bit as amazing and better than ever. A roster that has all the cast from KI/KI2 including the bosses (that means EYEDOL bitches) and some newcomers that actually fit in and aren't shit (Sadira <333333 RETURN TEXTS PLS), great single player content including Ghost Battle which is where you play online without actually playing online. What does that mean? It means you face player-programmed AI that replicates players to the best of their abilities and is a great way to be introduced to online tactics or playstyles for when you do decide to go kick some sand in a kid's face. Speaking of online, KI has integrated crossplay across Steam, Windows Live and XBox One so there should always be someone to ultra combo into oblivion. One thing I must note is KI has probably the best tutorial of a fighting game I've ever played. It's not just good for this game, it's great to apply to many other games as well. The gameplay is fast and frantic, highly favoring combos and big numbers, easy to pick up and play for a new guy but like any great fighting game has a lot more depth to it the further you go in. It's really a stellar title that I wish got more recognition. Pretty good music too.
ARC SYSTEMS
GUILTY GEAR XRD: REVELATOR / REV 2 - Arc Systems are known for making very pretty, very animation heavy and very high quality fighting games... but they take on a very heavy anime style which may or may not turn you off immensely. I think of their popular series' though, Guilty Gear is likely the one that will be both intriguing and bonkers to anyone. Guilty Gear is both familiar and wild and it may not have a roster spanning 50 characters but of the 20-something you have access to I'll just say they are quite a roster to remember. I've seen many characters in fighting games and I don't think I've ever seen ones quite as whacky as the ones in here, my favorite is Zato who can fight simultaneously with a living shadow demon thing to create some truly nasty high/low mixups. The Xrd/Revelator series is the most recent entry of GG (with the new GG: Strive on the way later this year) and though I'm nowhere near an anime fan I have to admit... it's a pretty damn good fighting game. It's friendly to beginners by offering a very good tutorial, the 'Stylish' mode allows a casual player to feel like they're doing cool shit with very easy inputs while the 'Technical' mode is where you will attain true mastery of the game if you're serious about it. Single player content is very good as well, having an episodic arcade mode for each character as well as a proper story mode, there is also the "M.O.M" mode which is kind of like an RPG mode where you make your chosen character stronger in a variety of ways along with giving you some unique challenges to work through.
One thing to note is if you plan to buy this is then the "REV 2" upgrade actually costs a few dollars more than you'd expect. REV 2 expands the story mode, adds in Baiken and Answer as new characters, includes the previous DLC characters from REVELATOR and has done an entire rebalancing of the cast including new moves. You can opt to play the vanilla REVELATOR version of those characters in the options menu by switching between the two and I also believe REV 2 is the only chance you'll have at finding online games. So make sure you buy them both bundled together if you go in on this series. With that said, I feel either REV 2 or "GUILTY GEAR XX ACCENT CORE PLUS R" are very good entries into the mayhem and madness that is GG currently. STRIVE may change that when it releases as I believe it is being focused with getting more new players into the game... which could be wonderful or a major fucking disaster. Time will tell.
Capcom
STREET FIGHTER V - This is Capcom's big series in the realm of fighting and it's still going strong today. SFV launched as a really barebones and ultimately lackluster product but has since become a much more complete game. The good thing about SFV is it's fairly easy to jump into compared to previous entries and mechanically is simple as can be. It is easy to play with both controller and arcade stick and the good news is it has the "Champion Edition" upgrade available now which pretty much gives you all the DLC characters and a shitload of outfits for them all as well as Seth in February. Now personally, I think this game is pretty flawed but fun. I think it could have been a lot better, especially considering it's a main line Street Fighter game.
Netherrealm Studios
MORTAL KOMBAT 11 - From the other side of the pond we have Ed Boon and the hobo formerly known as John Tobias' gorewhore IP, Mortal Kombat. Probably the most popular fighter in the Western world, Mortal Kombat is always a good time. MK11's the latest release and what it lacks in attractive females it makes up for in single player content and the promise of long term support. The MK games tend to be very good for both single players and online players since NRS tends to enjoy giving you lots to do and I've never seen an MK game abruptly die online unless there was a new release. It also has a bunch of stupid fucking guest characters to ruin your roster with. The gameplay is divisive... some people really like it, some people really don't. I personally fucking hate this game and would recommend you play the still active and much more interesting Mortal Kombat XL but don't let me tell you how to live your life. One thing to note about MK games, all MK games, they are honestly much more enjoyable to play with a controller than arcade stick. MK games don't use motion or complicated inputs, instead favoring proper directions. A quarter circle and punch is a fireball in most fighters, but in MK it would be Down, Forward and punch. Extremely beginner friendly franchise with greater depth depending on the entry you go with.
INJUSTICE 2 - The superhero offshoot from NRS, Injustice games are for the capeslut in us all. Drawing from the DC Universe, if you ever wanted to see Batman punch Green Lantern in the face then oh boy do I have the game for you. The Injustice games are a bit of a mix of traditional fighters and MK. You still have the special move inputs of MK but this time you hold back to block instead of pressing a block button. Injustice 2 like its cousin game is also a very single player content heavy game and has a "gear" system that changes up the aesthetics of your character and does some bonus RPG-lite stuff as well. It's a bit odd but you can get a lot of hours out of this if you really dig the superhero shit. Like MK, it is also fairly beginner friendly but it has extra mechanics over MK11 that makes it a bit more engaging.
Namco
TEKKEN 7 - If you want to learn another language then Tekken 7 is what you have been waiting for. With characters that can have anywhere between 80-120 moves alone, I hope you like to spend time in training mode because that's where you'll be baby. So here's the thing, Tekken 7 is a very good game. It's a terrible game if you're new to fighters as a whole. The Tekken series has seen changes but it is also the one that has remained the most pure. If someone has played since the earlier Tekken games then chances are they will seem like Bloodsport's Chong Li while you're Karate Kid's Daniel-san. You'll get obliterated. That's how it is. It is also a fully fledged 3D fighter which has very different movement and gameplay than the previous ones on this list which are still on a 2D playing field. If you are committed to jumping into shark infested waters with the intent to one day horsefuck the demons waiting for you in the deep then T7 will be your best friend that loves to push you off cliffs. T7, compared to other games on this list, is also the most barebones in terms of single player content and expects you to be into kicking the shit out of other people from the get-go. Again, if you're a fighting game enthusiast you'll love Tekken 7 more than you love your pet tarantulas. If you're new or wanting to merely try your hand, stay away from this neighborhood. It's 1970s Bronx, New York.
SOUL CALIBUR VI - Namco's other big fighter, however, is more of a contrast to Tekken. If you really want to learn a 3D fighter, SC is in my view the better title to get into. Much more friendlier to new players, you can actually mash buttons and look like you're doing cool shit. If Tekken is an unbudging old master who operates out of a dilapidated wooden temple, never laughs and responds to your conversation with grunts before walking off in disgust, Soul Calibur is the fun and cool looking dojo in the city that has lots of style and a sensei all the girls find hot. This doesn't make it vapid, though! SC has lots of depth, lots of subsystems, a lot of stuff under the hood that advanced players will be able to sink their teeth into. It also has decent content for single player that provides many hours of entertainment with two story modes, character creation/editing, and a smaller but meaningful roster. I always liked how SC's presentation was, it's very elegant and definitely stands out. Between this and T7, I actually always preferred the SC series. It has characters that appeal to me more and having clutch matches where you and your opponent have 5 weapon clashes in a row before finally landing the killing blow is satisfying. I recommend it.
SNK
THE KING OF FIGHTERS XIV - Oh, King of Fighters, how I love thee. My personal favorite fighting game franchise ever, and KOFXIV is every bit a worthy entry as the best ones if you ask me. Combining something from everything, KOF XIV is a very intricate game and is pure porn for fighting game enthusiasts looking to master a new title. It is difficult to describe KOF as a whole because there are some entries that change things up quite a bit, and XIV is no different. The things you can do in this game are plentiful and as mentioned earlier, it takes a little something from the best entries of the series in some way. There's one thing you'll notice if you pick up KOF XIV and that is this: it has a huge roster. Something like 50 characters. This is KOF, motherfucker, expect nothing less. KOF games can kind of feel overwhelming in that regard but this also means you're bound to find someone you like. It operates on 3v3 teamplay but not off a tag-in/tag-out system like in Marvel vs. Capcom games. You beat one person, their next teammate comes in, etc. Very flashy but very technical, the only reason I'd say to hold off on XIV is because KOF XV may be releasing later this year and if the cards line up right... may be the next "Dream Match" title (which is a fancy Japanese term for, "we put every fucking character ever in this one"). If you're okay with that though, XIV is a very fun game and has some decent single player content to get into as well as challenges that can help familiarize you with its various mechanics. All that considered, SNK likes to put KOF '98 and KOF 2002 on sale on Steam fairly often and I'd highly recommend trying those first since XIV is pretty pricey even when on sale. KOF '98/2002 are the most beloved entries in the whole franchise so if you click with those, you'll probably click with XIV. It also has Geese Howard, the best fighting game boss ever.
SAMURAI SHODOWN - Admittedly, I don't have much experience with the SamSho games and because the latest SamSho has yet to see a proper PC release I can't tell you how good or bad it is but from what other friends that have it told me, it's a very good title that does the series proper justice and has revived this once dormant IP... but the online play is really laggy and can be total shit. SamSho tends to be a game that likes to focus on meaningful big strikes rather than combos, it can look deceivingly simple but there's lots to take into account. This is more of a fighting game enthusiast style game and it always kind of was that way from the beginning. If you like a game which rewards you having great fundamentals, this is your song.
IRON GALAXY/LORD MICROSOFT
KILLER INSTINCT - Very underrated game, very awesome game. If you have fond memories of KI from back in the '90s, you'll be pleased to know KI 2013 here is every bit as amazing and better than ever. A roster that has all the cast from KI/KI2 including the bosses (that means EYEDOL bitches) and some newcomers that actually fit in and aren't shit (Sadira <333333 RETURN TEXTS PLS), great single player content including Ghost Battle which is where you play online without actually playing online. What does that mean? It means you face player-programmed AI that replicates players to the best of their abilities and is a great way to be introduced to online tactics or playstyles for when you do decide to go kick some sand in a kid's face. Speaking of online, KI has integrated crossplay across Steam, Windows Live and XBox One so there should always be someone to ultra combo into oblivion. One thing I must note is KI has probably the best tutorial of a fighting game I've ever played. It's not just good for this game, it's great to apply to many other games as well. The gameplay is fast and frantic, highly favoring combos and big numbers, easy to pick up and play for a new guy but like any great fighting game has a lot more depth to it the further you go in. It's really a stellar title that I wish got more recognition. Pretty good music too.
ARC SYSTEMS
GUILTY GEAR XRD: REVELATOR / REV 2 - Arc Systems are known for making very pretty, very animation heavy and very high quality fighting games... but they take on a very heavy anime style which may or may not turn you off immensely. I think of their popular series' though, Guilty Gear is likely the one that will be both intriguing and bonkers to anyone. Guilty Gear is both familiar and wild and it may not have a roster spanning 50 characters but of the 20-something you have access to I'll just say they are quite a roster to remember. I've seen many characters in fighting games and I don't think I've ever seen ones quite as whacky as the ones in here, my favorite is Zato who can fight simultaneously with a living shadow demon thing to create some truly nasty high/low mixups. The Xrd/Revelator series is the most recent entry of GG (with the new GG: Strive on the way later this year) and though I'm nowhere near an anime fan I have to admit... it's a pretty damn good fighting game. It's friendly to beginners by offering a very good tutorial, the 'Stylish' mode allows a casual player to feel like they're doing cool shit with very easy inputs while the 'Technical' mode is where you will attain true mastery of the game if you're serious about it. Single player content is very good as well, having an episodic arcade mode for each character as well as a proper story mode, there is also the "M.O.M" mode which is kind of like an RPG mode where you make your chosen character stronger in a variety of ways along with giving you some unique challenges to work through.
One thing to note is if you plan to buy this is then the "REV 2" upgrade actually costs a few dollars more than you'd expect. REV 2 expands the story mode, adds in Baiken and Answer as new characters, includes the previous DLC characters from REVELATOR and has done an entire rebalancing of the cast including new moves. You can opt to play the vanilla REVELATOR version of those characters in the options menu by switching between the two and I also believe REV 2 is the only chance you'll have at finding online games. So make sure you buy them both bundled together if you go in on this series. With that said, I feel either REV 2 or "GUILTY GEAR XX ACCENT CORE PLUS R" are very good entries into the mayhem and madness that is GG currently. STRIVE may change that when it releases as I believe it is being focused with getting more new players into the game... which could be wonderful or a major fucking disaster. Time will tell.
UPDATE 1: WORLD WARRIOR - Added Guilty Gear to TOP FRANCHISES after putting a lot more time into it to feel comfortable doing a general overview of it. One day I'll add BlazBlue and Under Night as well.
That's all for now. What, you wanted more? I told you I don't work for free. WHAT ARE YOU TRYING TO MAKE A FOOL OUT OF ME? GET OUT OF HERE. GIT, GIT. GO ON.
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