Kayin
@Kayin

Gonna babble for a bit and hope this is coherent:

I was weirdly saddened today reading Strive's patch notes. A removal of the character weight system. A younger version of me would be SO RELIEVED by this. "Oh god I don't have to memorize a million different combos"! Yet now, an older me, is oddly sad?

Now, I'm not gonna hate on or argue about Strive, or any other game. Plenty of games I like have equal character weights and consistent hurt boxes. I'd rather game designers do what they want to do, rather than pander to me.

(Granted, I do wish more people were pandering to me, but that's a me problem.)

... Instead I want to be more positive about the stuff. So much of this conversation gets caught up in arguments about gatekeeping and "git gud" "Baby Game" BS but not a lot of people really go into why they might like some of these arcane systems.

A nice and polite twitter follower, immediately after I tweeted my disappointment, asked...

Why would you want combos to fail randomly per character performed on

... which like lol, when you put it like that, it sounds super silly. But it's that framing -- a framing I've seen many times. I remember being on a forum... very appropriately, it was David Sirlin's forum (thank god you can't name search on cohost). Being the Sirlin forums, you expect a... certain type of person and player. Very big anti-execution crowd and I was like the only real execution defender (at least who was a semi respected member of the community and not a random SRK troll). I remember one exchange talking about GG combos and the comment "Well what's fun about just doing the same rote thing over and over again?"

"Well you're not? Like I'm adjusting my combos as we go, depending on how high they are and stuff"

"I don't believe you."

Now, this is mid 2000s. I don't think anyone now would deny that's a thing that players do... but I think it still highlights a way a lot of people still feel. Combos as this discrete thing, these bits of work you get through to get to the Real Game (that forum LOVED talking about the "Real Game"). You learn your combos, so you get to play brain chess.

But instead the whole thing is very fluid, especially in a system rich game like the older Guilty Gears. You never stop learning, and that combo you learn isn't a discrete unit. It's a lot of different smaller parts and that perfect hit you need to do your idealized BnB is actually kinda hard to land. You need to learn how to put these things together in different ways. Combos are less raw memorization, and more a matter of a little memorization, but a lot of developed intuition.

This is no surprise to anyone whose played a lot of really nutty fighting games. But the important thing is more the mentality of "Combos are a thing that you need to have, and you fucked up if you weren't optimal" vs looking then as an extra and not taking them for granted.

"... Wait, can I convert to this route off this hit?"

Often in games with open ended combo, you'll get a hit and you won't actually know what you can get off it. I recognized the situation 3 hits in.. what's the gravity scaling like? What's their character weight? This route doesn't work on her hitboxes usually, but I think it might because of the weird height I hit at??

From there you gotta bet on yourself. Take the easy knockdown? Try to extend to a damaging route? What are the stakes of the match? How much life do you have? Is it worth maybe eating shit just to find out? Those sorts of situational, high speed valuation processes, for some people like me, are extremely fun and with games like +R or Rev2, I'm still, after thousands of hours, guessing and developing my intuition. Every matchup has new things to teach me not only in neutral, but on what to do when I even hit someone.

I don't like character weight because I like dropping my BnBs, or because I want to make the game harder for new players, but because they always keep me on my toes and give me great moments where I am rewarded for my intuition. I like it because I can do cooler combos.

... What if input buffers made games harder?

I was playing one day with Lofo, a really incredible +R Dizzy player and a former (lol, recovered?) Sirlin forum poster who ended up a huge execution lover. One day we're talking about Rev2 vs +R and hit me with something that has been in my head for like 2 years. Something to the extent of...

"Yeah, I don't like Rev2's input buffer. I feel like it makes the game harder, because everything is more consistent... I... don't think I like input buffers?"

Which to me at the moment felt like an insane position. Like there was a lot of simplifications made to fighting games I didn't like, but that one seemed like a clear win. That just makes games better, right?

But Lofo kept talking, about things that are borderline impossible in +R that would be consistent in Xrd and how one of the things that keeps +R reasonable is that everyone drops stuff all the time. Not just in combos, but in pressure. There is always wiggle room... and then talking about mashing to tech.

Mashing to tech feels like a vestigial part of Xrd. It doesn't bother me much (I come from X2), but if you're trying to tech and there's a gap, you're gonna get it. +R, much less so. It's almost an analog skill check between you and your opponent. Your ability to mash, vs their timing during the hardest parts of their combo. Defender can piano, so there is a bit of an advantage

Then that got me thinking about ST. "It's fucked up that you need to do a 1f reversal to beat tick throws in that game."

... But you don't. You need to have better timing than your opponent to beat tick throws. Can they time to 1f input? If you're playing someone great, probably, but when you watch mid level play, most DPed tick throw attempts aren't usually reversals. That analog sense of timing is part of the game's skill expression.

This goes into why people didn't care about exact frame data back in the day or players playing "by feel". A move being +1 really didn't matter unless both of you have sick timing. We HAD the frame data. We had Yoga Book Hyper for ST. It did help. But it's influence was different because the play conditions are were different.

In modern games, a +1 situation is often pretty rigidly defined. We have buffers. Our responses will come out on he fastest frame. If my opponent is slow and my suboptimal option keeps winning, people will call that fake... because it is. The expectation is that verse most players, even low ranked players, people will get their moves out as soon as possible. Meanwhile in older games, you can't take that as a certainty even with the best players. They'll hit a lot of frame perfect inputs, but not all of them. Finding where your opponent is being sloppy helps a ton. No one is clean all the time even in modern games, but it's so SO much harder in old games.

I even think a lot about setplay characters. In older games 'perfect knockdown into oki that grants an auto timed safe jump' is actually super hard (or really lucky happenstance). Heck, this is also where GG's variable wake up timing stuff also comes in. You could do it, but it would be so hard that it can never be the expectation. Now safe jumps are so easy once labbbed that if you whiff a normal before doing your oki people will just assume it's a safe jump even if it isn't. You get stronger setplay because frame perfect repeatability, while not at all trivial, is extremely practical.

Buffers help turn is into robots and, depending on your taste, that can be a good or bad thing.

ALRIGHT THE TAKE AWAY

One thing that I've also thought a lot about is... new players seem to have an easier time getting into +R than Rev2? Part of this might also be the lobby system and speed to matches, but part of it is, in Rev2, even a mid level player can be pretty scarily consistent, but +R... Welcome to the scramble zone, lol. And like granted you can run into cryptids with 10,000+ hours of play time who will Burst Safe Sidewinder Loop you into the negaverse, but even THEY fuck up or get wilded out by weird interactions. And I say this maybe liking Rev2 more than +R.

In a weird way, making games easier, also makes them harder, because you make them more consistent for everyone... and when everything is more consistent, the game is more rigid and unyielding. You're not making an old experience accessible to new people, you're making something new, with it's own pros and cons.

Again, this isn't a judgment zone. I'm okay with Strive. I'm actively loving SF6. But a rigid games forces players to play it how it was intended. This can help new players learn a lot faster. Hell, such design has lead to games that have even taught me lots of stuff! I don't hate these games.

... But I miss that looseness. I miss how you can have a combo so hard that only like 2 people can do it reliably and just this really hazy, unclear idea of what's even possible. Infinite weird, crufty interactions between interactions. Feeling like I wasn't just playing my opponent, but exploring a rich, emergent design space.

Fighting games as a genre increasingly feel like they're (metaphorically) moving from "analog" to "digital".. and like most of those changes, there are usually more advantages and disadvantages, but, even with the new advantages... there are always gonna be people who miss how the old analog models used to feel.

edit: Threw this on my blog, if you need a more permanent, easy to find source.


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in reply to @Kayin's post:

yeah like. it's cool when people break out the superheavy combos. people always pop for those. "you practiced on KUM?!"

i haven't been able to vibe with melty's input interpreter but Xrd is like the perfect level of expressiveness with combo delays and button selections to me and i'm so grateful for it lol. framing +R in this way does make me feel a bit better about it, i never practiced a lot but still felt sloppy at best of times; definitely feels like a game where the decision tree can be exploding at any split-second for a combo. good for it

As much as I hear people finding +R easier to get into, there is definitely a type of player, often very good ones, who go to it and just feel like garbage. Like Zwei Not couldn't gel with it because he just couldn't get consistent and took it like a personal failing 😭

But yeah Rev2 hits a strong balance. Just enough buffer to smooth things out and a design that has enough weird inputs and manual timings to keep it interesting. It's such a weird middle child between old school design and modern design.

it's wild to me that you're not a melee fan because this is exactly how i feel about combos in melee - they're this big, wide, expansive, sandboxy swamp of hazy interactions where you have to navigate by feel rather than by knowledge

i definitely feel you when you hate the input buffer too lol

anyways i flip flop between being an execution hater and execution lover and the two fighting games i have in my head are a high-execution platform tag fighter with complex cancel mechanics and fucked up movement and a literally 1-dimensional three-button fighter

I don't really like melee more on like sub-genre grounds. When I did play melee the things you're saying are basically what I liked. It's so analog it's literally analog!

"Why would you want combos to fail randomly per character performed on"

it was all a long con so they could release kliff and people would act like it's normal

i thought through this all kinds of ways but i really do think for me it comes down to the fact that i have a super hard time thinking while playing fighting games because i can't think and react at the same time. like, at all. so i really do tend to prefer games where i feel less destroyed for doing everything too slow or too wrong, because i don't have any faith in myself to do things right in the first place. even if they're made really easy. it can never be easy enough for me to feel like i'm always doing what i wanted, so that aspect of the game might as well benefit me in some other way. hahaha

also this reminded me of the other night when lofo and i played touhou spell bubble. we randomed a really "hard" song (fast/lots of notes) and lofo was immediately like "wow, i think i only hit like 25% of the notes" (there's a middle judgment tho so the number the game said was like 70% or something) and then asked if we could pick another hard song

omg that is like the most lofo behavior possible

But yeah it's hard, but people are gonna naturally hover into the grooves they fit in the best. I also feel like the cross over point from "young me who hated weights" and now is probably the point where I got confidence (deserved or not).

OH also there's a whole thing about this when you hear people talk about preferring brood war over starcraft 2. it's easy to accept tho that even in sc2 you can literally never do enough inputs to play "perfectly". i think all the time about you describing xrd johnny as a "war robot", and that johnny players have the strongest "it i lose, i should have been better" attitude of any character or game i've seen. i feel like there truly are fg players who want to feel like there's some singular truth to work towards...

This is an interesting read as a newbie who's only really played Strive. I kinda have to take some of it on faith.

I don't think of myself as 'anti-combo'. I love to just jump into training and figure out new combo routes, I love practicing them until I can rip them out fluently. I love when some fluke occurrence makes me go "holy shit, you can connect that?". But also my combos have very little variance from the moment they start to the moment they end, and the odds of me changing my route mid-combo in response to a contextual detail (spacing, where a hit connected, whether my opponent is wallstuck, etc) are basically nil. My muscle memory is too hardwired for that kind of on-the-fly adjustment, and I kinda just have to believe it when you say that people can do that.

I guess the thing here is that I agree with the core thesis, I understand where you're coming from, I think it's cool when a larger number of factors go into a player's decisions and when there's a greater level of variance in execution paths depending on little contextual details—but also, it is absolutely not something I'm mentally capable of dealing with. My hands just know 5K > 2D > 214K, and if I'm very very focused, I might be able to refrain from doing the follow-up if I register that they're blocking.

I get where you're coming from on consistency too. A rising tide lifts all ships, or whatever it is. From what I've played of +R and Xrd, I can feel that looseness and that sense of a wider possibility space, and how it is (in some ways) less taxing on me as a newbie than Strive. If everyone drops combos from time to time, it's less embarrassing when I do it, right? Well, kind of.

But I think for me, a lot of satisfaction in the execution of fighting games comes from taking that discrete unit combo and labbing it until it feels like a solid foundation—a reliable tool in my toolbox. Being able to break off a part of the game piecemeal, isolate it, master it in a vacuum, and successfully deploy it in a match is how I feel like I'm making progress. If I can't do that because inputs are too easy to drop, or because minor contextual details introduce too much variance... it doesn't really matter if everyone else is in the same boat, you know? I'm missing my foundation. I don't have anything to stand on.

I dunno. This post makes sense to me, but it makes me sad because it hinges on things my brain doesn't do. I wish I liked Xrd/+R.

And that makes sense too! These games aren't made the way they are now to the chagrin of everyone, right? Most people are on board.

What you'll probably find over time is those foundations start to subdivide. They're discrete units still, but the units are just smaller and smaller --

Which isn't to say your tastes will change. But what seems like so much to keep track of now won't always be 😌 You might still not gel with +R or Rev2 still but you'll be a stronger Striver~

omg that is some sicko design ahahahahah idk if that'd work but I kinda love it conceptually.

Mash like you're shaking a pinball machine to fuck up your opponents inputs but if you mash too much you get a TILT

there's an obscure arcade fighter by IGS called Martial Masters where the input handling is so screwy that you can mash on one player's controls to get the other player to drop inputs. incredibly funny

This is a really great post, especially the part about frame data becoming more important over the years, it reminds me of when people compare tekken 7 and older games like 5dr or tag 2, where the movement made some situations way more ambiguous because you were able to sidestep things even when you were -9 (fastest move is 10 frames, usually), so "true" mixups or pressure were not a given, and it made things way less "predictible". I feel like sf6 kinda manage to bring some of that back thanks to the drive system making the same situatuon different depending of your ressources.

Oh damn that's interesting! I only have superficial knowledge of tekken and from my outside perspectrive, Tekken seems really stable, design wise (Like stuff like Taunt Jet Upper existing FOREVER and ancient movement tech just seems so ridiculous to me from a 2d background -- in a good way), so it's really cool to read what little shifts were actually big shifts for the different games.

A man squats near a stack of white dominos of increasingly larger sizes. The biggest is labelled "giant input buffers" while the smallest is "SF4 making you grind to link two boring-ass normals."

This is how I feel about Monster Hunter getting progressively more accessible and streamlined--undeniably overall a good thing, but I miss dumb crufty specialist knowledge being a large part of the game

as an example, in older Monster Hunters crouching before carving would make the animation faster because it would cut off going into crouch for each carve

and on the boss monster in 4U you almost NEEDED to do that to get all carves in time

I never played MH but one of my best friends was playing World over my place and she was like "... I feel like I've become the old person who hates when things are made better, buuuut..." and like I didn't exactly know what she was taking about but I could empathize with it in my soul.

as someone who started on rise, enjoyed it a lot, and then went back to check out older games out of curiousity and really fell in love with them, i don't really have that baseline of knowledge, but i do feel like in trying to reduce the impact of things that were commonly complained about there's been a similar shift in what feels like the focus of the game design. i definitely perceive a similar kind of "just give players the good stuff" attitude that can make the game feel more monotonous to me. i feel like the increasing power level of players and other "qol" (i hate describing it like that lol) like the automatic tracking lowers the differences between different monsters, and the reduction in downtime like gathering and tracking has been replaced with new kinds of grindy endgames. stuff like that.

personally i'm still kinda weird in that way but opposite. execution yes, combos no. My crank opinion is we need more games like Samurai Shodown, and Ubisoft needs to make a For Honor 2 that sheds the gear system and the 4v4 modes.

Yo this post rules. Thanks for sharing!

A younger, smarter me would draw parallels between the “analog and digital” stuff here and how it’s reflected in how performance classical musicians vs jazzers practice, and you can see a similar thing over in Final Fantasy XIV as the MMO ages.

just real good stuff up there. Long chost of all time for sure.

I think talking about it in terms of frame advantage is pretty illuminating. In the old days, +1/+0/-1 were all kinda "even". Yeah a +1 move is definitely more advantaged than a -1 move, but it wasn't necessarily a big deal. Now? +1 is advantaged. -1 is disadvantaged. +0 is even. There's very little wiggle room. If you're plus you're plus. Going from one of those states to another can completely change the move. Modern Street Fighter is the best example of that, where people don't even think about the ways a +1 move could NOT be advantaged and they argue with you if you try to explain that sometimes a -1 move isn't really ACTUALLY negative despite having a negative frame advantage. (This is where I linked that BrianF video all the time.)

I remember reading mappa as -1 back in the same and being like 'it's basically even'.

Of course I'm older and wiser now so I know now that Slayer is actually, in his fucked up way, kinda "plus" ;)

I feel this. I wasn't expecting to like +R Venom because I didn't quite enjoy xrd Venom. Rewatching peppery at +R evo looked like everything was so organic and fluid. Then I later watched an xrd Venom and the added tools for consistency made him look so rehearsed. It was like the difference between jazz musicians performing jazz and an orchestra performing jazz. I think this ultimately is what killed xrd Dizzy for me.

It feels like at some point somebody decided the goal is everybody should get to a basic point where they're enforcing their will to play punch chess quickly when my soul wants to be playing something more nuanced where it's impossible to be perfect, like punch mahjong.

Honestly that's why I stopped playing rev2 Johnny. He's like the embodiment of "unrealistically striving toward perfection". When I fucked up I felt like I was almost failing the character

this is a really interesting conversation & to be very honest I dont know where I fall on it because on the one hand I extremely see your point (particularly from an observer's perspective, it's sick to see someone who really knows their shit pop off something totally unexpected). I love when fighting games feel open and improvisational, when I can understand the systems well enough to just go "this should work, right?" and make up some shit to tag damage onto a stray hit. It's the reason I tend to gravitate towards anime games rather than street fighter, which has always felt too restrictive to me. But on the other hand when I go onto the wiki page for my character to figure out what I should have down to improve I virtually always completely ignore character specific combos in favor of what works on the whole cast. I love the potential for improv in the moment during an actual fight but when im labbing I cannot get "why would I want my combo to fail on half the cast" out of my head. I look at the variable wakeup speeds and stuff in Rev2 and feel like it's homework. And frankly, I know I'm not really good at keeping things like different routes for character weights straight in my head. I know I'm gonna fuck up and use the wrong one, and fucking it up Feels Bad. So like practically this is a change that sounds great to me, haha. But at the same time it does definitely feel like a texture to the game is being lost. It feels weird, it feels kinda wrong in a way. ...Even if what's being "lost" is something I was actively avoiding anyways. I guess the issue for me is really that like, doing this stuff in the moment feels awesome, but when it's something I know but have to select between it feels bad. And I dunno if that's solvable in the age of wikis.

Honestly in thinking about this, I have been thinking about how this kind of character specific stuff also feels like a big time investment to practice (both to learn and to remember what situations to use them in) and it makes me wonder if the modern fighting game dev philosophy is in effect less for "new players" and more for people who already like and play fighting games but find themselves going "I dont have time for that" when they look at dustloop or something. I wouldn't want to throw myself in with those sirlin forum guys but I am definitely guilty of being this person sometimes...

Yeah, there is no right answer here. It's a push/pull and I think, regardless of preference, there are people frustrated that getting one thing comes so much at the expense of something else. Wanna have my cake and eat it too. Wanna let kids their their basics in and still have so much weird esoteric stuff to find and grind. Everything has tradeoffs, sadly 😭

I'm pretty sure I have MULTIPLE threads on Twitter about this exact thing around the time Xrd was at its peak. I also remember how much people pushed back on me when I said I want to have these type of inconsistencies in Fearless Night, because they thought they were just esoteric nonsense that becomes a gate keeping mechanism.

lol ahead of the curve like always. Definitely around BB CT I was thinking about this like "Wait buffers don 't make things a baby game, they change the game" but it took YEARS for me to really internalize what that actually meant.

If really difficult to want to design a game with all these "quirky" components when every competitive player thinks what is special about them is everything "beyond" being able to learn that stuff. It's the same old tired argument about having to juggle an opponent every time you move the chess piece.

+R, MvC, and Melty Blood AACC definitely have a type of combo flow that is steadily dying out as buffer becomes more common, and hitstop gets longer. As combo assist tools get stronger, it makes combos get longer and more optimized. Top level players will always push the game to its limits and buffers just affect the limits. The real consideration needs to be, which skills are you actually trying to test? How hard should this thing actually be? How consistently do you want people to do this thing? And that's not a conversation that's happening quite yet, even among designers. In a lot of older games, combos were very short but very difficult, which kept them in check from growing longer, or dominating the game.

Also yeah, funny commentary on Sirloin. He lacks any ability to conceptualize that execution might introduce decisions instead of being a barrier before you reach decisions. His commentary on StarCraft was really terrible for this (it's a game about choosing where you spend your attention, that's the RPS inherent in APM).

The way I tend to explain combos to people these days is that it's like going into the gym to work out, so you can punch people harder when you're boxing. And in some games (usually anime games), it's trivially easy to have a combo that deals double or triple damage of a normal hit, so you gotta have something down or you get blown out. The power differential of knowing a combo versus not is too high to rely on stray hits, given everything converts into a combo, and combos deal multiple times as much damage as single hits.

I also miss the old era of Sako Combos, and I think the push to standardization and assist is definitely pushing those types of things out of the realm of practicality. Desk keeps finding impossible combos, but you probably won't see Sako showing anything close to them off in tournaments. Is this a good thing or bad thing? I'm not sure.

Sf6 seems like the first game pushing in the other direction since this trend started. I think they did a lot to make combos more situational (additive frame advantage for drive rush+punish counter+burnout, 2 meters, some characters have stocks). Every character has a lot of combos they want to know and modify for a lot of situations. It's definitely no +R, but it's something. I definitely agree that games have gotten more digital and less analog over time. Walk speeds have gotten slower, pushback has gotten lower. Momentum carries over less. There's less frame advantage on moves. Everything is a lot more tightly controlled by juggle points and the like. Is this necessarily for the worse? Not entirely, but I can appreciate that we're definitely losing something. It's kind of odd stepping back into +R every so often, especially going from Xrd Ky to +R Ky and just not having all these B&B's I've grown used to.

I think you'd like Melee or Project M if you like improvisational combos, because no other game does it nearly as good as those games do, and I'm convinced what they have going for them just can't be replicated in a traditional fighter (mid-combo mixups, which affect the combo tree). Players have to rely on combo theory a lot more to tack on damage than memorizing specific routes, but they're given the leeway to improve (also, no buffer).

Unfortunately for me the problem with Smash is well... smash. There are lots of stuff about it I respect but platform fighters just stylistically aren't my jam. Gave it a fair shake though like... years and years go.

Also god the Sirlin forums were a place case as bad as he could be, he'd always attract people who were worse. Even worse opinions on Starcraft ("The problem with Starcraft is that there are multiple races"). Wild, wild place.

As for SF6 I agree. It's a simpler game in the sense a lot of modern games is but it doesn't feel like "We took something and dumbed it down". It's more like they took a simple base and jazzed it up into somehting nutty. So it's not like when I play Strive and feel like everything is a chuffed version of it's former self. and god the shit SF6 asks of you like Brain wise is brutal. Loving that game. First modern game in awhile I've really gelled with.

It feels like they finally stopped going, "we need to attract beginners by making the game simpler" and started going, "we need to attract beginners by focusing on all the things the game has to offer".

I've said for half a decade now that fighting games aren't going to attract people by getting simpler (and they won't get more "esports friendly" either); they're going to attract people by making themselves understandable on a base level, by leveraging/creating attractive IP, and by having decent singleplayer content. How complicated the game is won't matter much after that.