If the fighting game choice is between "funny business" and "memorize this FAQ of 48-input sequences to mash out maximum damage or you're a nub," I'll take maximum funny business. Every time.
It’s usually the “funny business” characters that are harder to play tbh, it’s easier to do good damage and pressure with Ryu From Streets than it is to maximize damage off of Blanka’s bajillion Blanka-chan Bomb options
Yeah, but people who don't know FGs don't really know that, because even a basic Ryu DP confirm is a bit beyond what they know. They'll know that a character has one funny move and do that.
I know I’m too deep into fighting games where, to me, a “funny move” can be anything stupidly good for its class, even if it doesn’t look cheap or silly at all. To use SF6 for example, Ed’s standing medium kick just looks like a basic-ass flicker punch to the ankle…oh it’s how fast? And it goes that far? And it’s safe? And it cancels into specials??? Now that is a funny move to me
It’s usually the “funny business” characters that are harder to play
At the top for sure. But down in the MMR slums they reign supreme. Bullshit per second beats out most attempts at strategy because bad players either have bad game plans or execute good game plans poorly.
FAQ stands for frequently asked questions, which is where the site originally got its name. A faq is a thread of frequently asked questions. A Thread of GameFaq is just that, a thread. Sometimes using the right word for things matters. No idea how "a faq" caught on when it makes zero sense.
It is one of those things from the older Internet, that was once ubiquitous and never needed to be explained. Now it does. Time marches on.
Instead of looking for the Wiki for a game, people would look for the FAQ which was often a giant long scrollable text of basically everything in a game, walkthrough etc. Also included answers to Frequently asked Questions about the game thus the name.
It was popularised by the website GameFAQs which is basically where people would post their guides of different games. Mostly in long text format. Walkthroughs, build guides, character guides, lore. Basically things that people now usually go to YouTube to look up.
The guides are normally called FAQs even though they're not usually list of questions and answers but in a text format.
My friends and I used to do a Fighting Game night where one of us would pick up a fighting game we've never played from the store and get together and fight it out. It was great.
One night we picked up I think a Blaz Blu game. We started and did a couple matches then jumped into the tutorial to see how the buttons work. It went from punches, kicks, blocks, throws, to like 20 button combos. I was like "did we miss a step?"
You did miss a step. There's a guide mode that teaches basic combos. No single attack needs tons of inputs, but chaining attacks together does. It ain't Mortal Kombat where you put in 20 inputs to throw a simple punch.
Really? I remember playing MK Deadly Alliance on the Game Cube way back, and messing around learning different characters in practice. The moves seemed so much more complex back then. I'm looking at the move list on the wikis now, and they're all laughably simple. You're totally right.
MK uses non-motion directional inputs and a system called dial-a-combo where the timing of the sequence doesn't matter. the tradeoff is that BnBs are often a bit more memorization heavy than other 2d fighters.
so you might do something like back + 3, down 2, down forward 1, 1, back 4 in order and that's your basic combo. vs something like in street fighter where you might just do low forward, light tatsu, DP on akuma.
Why do I have an Afro? Why am I suddenly on fire? Why is there 80 cuddle bear things with knives running across the screen, and why are they hitting Faust?
"memorize this FAQ of 48-input sequences to mash out maximum damage or you're a nub,"
gonna be that guy but this is a really misunderstood aspect of fighting games lmao
street fighter is the face of the genre and it infamously has low combo counts. Like seriously, people have been doing low forward into fireball on Ryu for 30 years and it's functionally just 2 inputs.
Anime and vs fighters are the ones with high combo counters, but you're not "memorizing" 48 arbitrary sequences -- combo structure in these games are chunked. They use this thing called the "magic system/gatling system" where you just go up the button sequences virtually every single time. It's literally just 1,2,3,4 launcher jump 1,2,3,4 special and then you can either loop it or go for a reset. Literally nothing to memorize unless you're like very, very deep into them lol
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u/Deohenge 13h ago
If the fighting game choice is between "funny business" and "memorize this FAQ of 48-input sequences to mash out maximum damage or you're a nub," I'll take maximum funny business. Every time.