I found Soul Calibur had more fluid motion though they fucked up that series from SC4. Same Developer as Tekken.
The issue with using motion capture for fighting games, is how the motion data needs to be tweaked to accommodate timing
Also known as Frame Data, and I've actually been impressed with how Namco has handled those timings in the past. They give a good sense of heft in their movements to make it feel weighted, especially in the Soul Caliber series.
, and after performing a move the character has to return to the neutral position.
In both Tekken and Soul Caliber, some moves have you enter a stance at the end or have a bakeable timing to enter the next move. Otherwise, in a real fight between masters, there's usually a lot of time spent in the neutral waiting for an opening if it's not someone brawling with sheer power. This is where Tekken shines; When they attack they have to lower their guard, since defending only happens when you have no inputs, so waiting for them to do a move gives Tekken players room to interrupt them with faster moves (lower frame data), not only interrupting their attack but landing their equivalent of a critical hit that they refer to as a 'Punishment'.
Soul Caliber instead opted for a block button that with good timing could initiate a parry (and directionality to it if you pressed forward or back), and then a kick and two sword inputs for horizontal vs vertical strikes. In that respect it played a little closer to more classic fighting games, but rather than opting for power attacks vs fast attacks they had horizontal hit people if they sidestepped and vertical hit people trying to duck or do fancy shit.
With only three attack buttons however the playstyles end up somewhat more predictable when compared to Tekken's character move sets that go well into the hundreds.
WIth that some principles of animation goes out the window such as slow in slow out and secondary motion. The motion then looks snappy and blocky, like doing a fast spin kick will just launch with no anticipation and as the character twirls around they stop on a dime with no follow through or overlap action which are a requirements for making motions believable.
Play slower characters if you want rewarding limb heft.
Hitting with Nightmare or Siegfried felt satisfying.
I came at him with Taki and I rolled in, and when he'd think I'd go high I went low with a hard charge move after rolling. I did shit different, and when I trained his ass to think It'd go low after rolling, I'd hit him with the regular combo which went high for the air juggle.
Taki was somehow both annoying to play as and play against. Her tumbles and mobility are good shit but that weapon length is near-Heihachi from Soul Caliber 2 status. Sounds more like you went at this from a Super Smash Bros mindset, which is similar to how I played Bob in Tekken 7 over his roll mechanic.
I ran Raphael (or Amy Sorel in Soul Caliber 3), they have a nicer parry window and a pleasing distance with their weapons on top of good footwork. I thought I'd prefer Yun Seong for how his movements feel more naturally similar to how I see fighting, but I dunno I fell into the Fencing trap with this game it's too fun.
I wanted to master Voldo over him having like a million stances, but never got around to it. I got used to Siegfried's stance changes quite a bit though, he was super fun for stopping mid-way through moves and holding a hefty stance for his next power attack. The game proved easy to pick up and fairly quick to master unless you purposefully choose complicated characters like Voldo.
Soul Caliber was good shit, it even shared Yoshimitsu between both that and Tekken and they both learned moves from the two games together (making his move set fucking insane by Tekken 8). I miss playing it.
When I killed that fucker I put a scar on his perfect win record. The guy sent me the nastiest messages you can imagine. "Fuck you ! fuck you ! You wanna go !? Lets go ! One on one you fucking punk !" Man pulled a Low Tier God.
That's nothing compared to the salt mines of Tekken. Mortal Kombat's gets pretty heated from their sweatier players, but Tekken even has aggressive noobs.
People like Mike Trollinski for the Mortal Kombat crowd at least make it look funny, and people like Low Tier God make raging look embarrassing enough to help other players keep their cool by relative comparison, but even making light of it does not stop so many people from getting overexposed to sodium at the salt mines.
The psychology of playing fighting games online is pretty freaky. The smack talk gets ugly and people really get angry so I stopped playing them.
It's adrenaline and anticipation, some can't handle that shit and need to let off that steam. The pros by comparison get kind of zen by the time they're masters, and with increased exposure if they have the mental fortitude for it people get used to the feeling and instead see it as a way to clear that energy from their system, rather than accumulating more vitriol. By comparison I like that intensity, and quite a few games I enjoy are about motivating, capturing, and intensifying that sensation. Getting better at the games makes for less of a flow of that feeling, but also a higher consistency of the yield.
I've found the rewards from fighting games to come from embracing losing as a chance to get better, as once you hit around Tekken King or higher you start to fight tournament pros and streamers and shit on their alternate characters. The higher you climb, the more likely you are to lose the fight, and that's how it should be.
Losing millions of times in fighting games is how to learn these games, especially if a lot of it takes maintaining a level of cool mentally to pull off wins. Pissing off the opponent by doing goofy shit is part of the 'Mindgames', and it's why I see it similar to Speed Chess in how you can try to pressure the opponent's mind far enough to affect their performance.
I appreciate online games where the players have to cooperate.
Yeah that's great, going from one salty opponent to four salty teammates in shit like League of Legends.
I prefer 1-on-1 over how there's less on the line, it's more relaxing. They can get as mad as they want but at the end of the day it's one dude who was against me instead of nine potential upsets.
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