2D fighting game with most intuitive or engaging combat system?

hanselthecaretaker

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I haven?t really played much of what?s out there lately besides MK and some DoA. A bit of SF4 too but I don?t really care for a lot of the zig saggy button inputs and microsecond timing required. It ironically goes kinda cross grain with the generally slower speed of battle.

Basically looking for some recommendations on something with good combo pressure that can build meter and has logical button inputs for the most part. It?s tough to explain, but maybe others with more experience to pull from can zero in better on it.

I know, Tekken might fit the bill in some ways, but I?ve never been a big fan of pseudo 3D fighters where you have to shuffle around more than actually fight head to head.
 

BrawlMan

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Street Fighter III: 3rd Strike
Garou: Mark of the Wolves
Bloody Roar: Primal Fury
Samurai Showdow I, II, & reboot
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I've always been a pretty big fan of the Guilty Gear series, myself. While I haven't played this series personally, BlazBlue is from the same devs, so I'd imagine that series would be quite good as well.
 

Dreiko_v1legacy

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Blazblue and Guilty Gear for sure, the new db fighterz is good too but a bit more simplistic and you gotta be into the lore to get the most of it.

And no Tekken is definitely a 3D fighter, same as soul calibur too, nobody considers it 2D.
 

hanselthecaretaker

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Dreiko said:
Blazblue and Guilty Gear for sure, the new db fighterz is good too but a bit more simplistic and you gotta be into the lore to get the most of it.

And no Tekken is definitely a 3D fighter, same as soul calibur too, nobody considers it 2D.
What I meant was you?re still viewing it as 2D even though there?s technically 3D field of movement. That makes it seem like it might as well just be 2D with a sidestep mechanic.
 

MrBoBo

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Street Fighter V. Try Fang, not alot of people play him because hes low tier and requires work, but almost every move is + plus or nonpunishable pokes and he has amazingly cool set ups. Very fun character to play if you like pressure. He's almost (largely) a charge character.

https://youtu.be/nZqXv23N1Bs
 

Dansen

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Don't listen to anyone telling you to play Guilty Gear or Blazblue, those are the opposite of what you are looking for. They are good fighting games but they are fighting games designed for veteran players. They are chock full of subsystems and character unique mechanics, it also doesn't opt for simple inputs like MK.

I know it isn't really what you are looking for but the new Samurai Shodown is a lot of fun. There aren't many combos in the game so its more about footsies and reading your opponent. Its somewhat slower paced which I like cause its easier to see what you did wrong and improve than in other fighting games. It does have tiger knee motions(the zigzag stuff you dont like) but for the most part isn't complicated.

MvCI is another good option if you can get over the poor art style, gameplay is fun and a lot of the characters have move-sets that are intuitive enough that you can create your own competitive combos(though they might not be optimal).
 

Dreiko_v1legacy

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Dansen said:
Don't listen to anyone telling you to play Guilty Gear or Blazblue, those are the opposite of what you are looking for. They are good fighting games but they are fighting games designed for veteran players. They are chock full of subsystems and character unique mechanics, it also doesn't opt for simple inputs like MK.

I know it isn't really what you are looking for but the new Samurai Shodown is a lot of fun. There aren't many combos in the game so its more about footsies and reading your opponent. Its somewhat slower paced which I like cause its easier to see what you did wrong and improve than in other fighting games. It does have tiger knee motions(the zigzag stuff you dont like) but for the most part isn't complicated.

MvCI is another good option if you can get over the poor art style, gameplay is fun and a lot of the characters have move-sets that are intuitive enough that you can create your own competitive combos(though they might not be optimal).
He said engaging, I gave him engaging. It never said it has to be dumbed down or easy. GG and BB are also very intuitive and let you express your personality through your playstyle the best among any fighter due to the variety of viable actions you can take so they are also the most intuitive. That it takes practice to be able to perform inputs with some characters is not a factor because the time it takes to become able to do inputs is nothing compared to the time it takes to learn all the other things you have to learn to not be terrible in any fighting game.

There's characters with dumbed down inputs too btw (Jack-O has a 1-button dp and her super is a simple fireball input, for example and Mai can just mash the C button for a 30% combo), and they're surprisingly harder than a lot of the ones with more complex inputs, showing how silly the notion that easy inputs make for an easy character truly is.

In these games, who you play really decides how hard to learn the game is. If you try to play Zato for your first char you'll struggle but someone like Sol or Leo are super easy.


hanselthecaretaker said:
Dreiko said:
Blazblue and Guilty Gear for sure, the new db fighterz is good too but a bit more simplistic and you gotta be into the lore to get the most of it.

And no Tekken is definitely a 3D fighter, same as soul calibur too, nobody considers it 2D.
What I meant was you?re still viewing it as 2D even though there?s technically 3D field of movement. That makes it seem like it might as well just be 2D with a sidestep mechanic.

That's not really what it means in the context of fighting games in particular. 2D fighters are more about a set of mechanics than a specific angle you see the chars through for most of the time. Being able to sidestep is one big thing to point out that most namco games let you do, then you have stuff like Smash also having a 2D perspective but actually being its own type of "platformer fighter" due to the way mobility works in that game.

Typically, 2D fighters have things like invincibility and cancels (and multiple jumps and airdashes for the "anime" games) and so on. The one game that most mixes the two genres and lands closer to the 2D playstyle despite having sidesteps is Fate Unlimited Codes, but games like Tekken are strictly 3D fighters.
 

hanselthecaretaker

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So which would be the more technically sound game, Blazblue or Guilty Gear?

Also curious about Darkstalkers? I kinda liked the style and feel of that game back in the arcade days, but don?t know what?s happened to it since.
 

Dreiko_v1legacy

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hanselthecaretaker said:
So which would be the more technically sound game, Blazblue or Guilty Gear?

Also curious about Darkstalkers? I kinda liked the style and feel of that game back in the arcade days, but don?t know what?s happened to it since.
Blazblue is further down the road of refinement whereas GG rebooted itself with Xrd back in 2014 so it's taken a while to catch up to what it once was. If you go and play the older GGs (Accent core +R) then that's probably most refined but out of current and active games bbcf is what's the best offering right now.

You really can't go wrong with either game though.


Darkstalkers is much older, the one everyone plays being a game that came out in 1994 or something like that, but it's kinda like a proto version of these other games we talk about. Valkenhain for example is an homage to Talbain whereas Izayoi and I-no do the Morrigan glide dash thing. Sadly due to the game being very old and kinda archaic with some mechanics you will have trouble finding anyone to play against but it's a fun game too. Definitely much better than anything Capcom has put out in the last decade and a half that's not a remake.
 

stroopwafel

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Garou: Mark of the Wolves
Yeah, this is probably the best one. Though, my personal favorite is still SF2 Turbo. Would recommend SF 30th anniversary collection the most.

Tried modern 2D fighters(or any fighters in general) but didn't really like any of them. Just the design and convoluted systems..ugh. The recent Samurai Shodown reboot is awesome though. It's like a '90s game.
 

Dansen

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hanselthecaretaker said:
So which would be the more technically sound game, Blazblue or Guilty Gear?

Also curious about Darkstalkers? I kinda liked the style and feel of that game back in the arcade days, but don?t know what?s happened to it since.
If you had to choose one choose I'd one choose Guilty Gear since Blazblue is basically Arcsys making a bootleg of GG when they lost the rights. Guilty Gear is also getting a sequel next year so if you end up enjoying it there is more to look forward to.
 

TheMysteriousGX

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Check out Granblue Fantasy Versus.

I played a bit during a beta and they've got this thing where your specials are timer based. You can put in the move inputs manually for a normal recharge, or use a hotkey and have a longer recharge.

Plus its cast is awesome and ridiculous.
 

Dreiko_v1legacy

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altnameJag said:
Check out Granblue Fantasy Versus.

I played a bit during a beta and they've got this thing where your specials are timer based. You can put in the move inputs manually for a normal recharge, or use a hotkey and have a longer recharge.

Plus its cast is awesome and ridiculous.
That one's not out yet, coming out February 6 I believe in Japan and we don't know when in the west but as usual people will import.

But yeah, played the beta, game's fun and all. A bit more grounded and slow paced but it has a lot of cool flashy stuff too. People comfortable with something like KoF will find a lot to like here since the game borrows things like rolls and combines cancel based combos with some links (but less so than SF) and so on.

The recharge thing is pretty big though because having a significantly lower timer to the cooldown of moves which are supposed to cool down right after you finish using them so that the threat of using them again is there basically negates those moves' purpose. Some chars from the beta like Katalina can't function if you use her icicle nails with the simple input whereas Lancelot is gonna be unable to even get knockdown in some situations if you rely on those too much.


Also the cast is gonna grow significantly, the JP LE comes with a season pass for future characters and I believe at least 5 more are being made. I expect to see a lot more like in DBFZ. (here's hoping for my girl Yuel haha)
 

wings012

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It's a bit old and French Bread has since moved on with Under Night In-Birth(which I never tried), but I was quite an avid player of Melty Blood back in the day. I'm personally not great at fighting games, and while I hadn't practiced or played enough to really combo really well - I found the systems of Melty Blood and its later iterations to be fairly intuitive and easy to learn. Melty Blood Actress Again Current Code is available on steam. Its more of a frantic anime fighter like Guilty Gear. I found that it placed less emphasis on the quarter/zigzag/whatever special input moves, and was more about stringing together regular attacks into combos. Though it varied from character to character. Grappler characters are always going to be about special input grabs.
 

Dreiko_v1legacy

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Wings012 said:
It's a bit old and French Bread has since moved on with Under Night In-Birth(which I never tried), but I was quite an avid player of Melty Blood back in the day. I'm personally not great at fighting games, and while I hadn't practiced or played enough to really combo really well - I found the systems of Melty Blood and its later iterations to be fairly intuitive and easy to learn. Melty Blood Actress Again Current Code is available on steam. Its more of a frantic anime fighter like Guilty Gear. I found that it placed less emphasis on the quarter/zigzag/whatever special input moves, and was more about stringing together regular attacks into combos. Though it varied from character to character. Grappler characters are always going to be about special input grabs.

Melty is a ton of fun but at a high level the game is bonkers broken haha. You see things like infinites regularly as well as just a lot of nutty properties in a lot of moves. There's nothing quite like it and for that it's worth at least trying it at some point.

And yeah a basic combo into an air combo into an airgrab ender is sufficient when you start out and not particularly hard to land at all and most chars can go into that due to the way the moves cancel into eachother.