What's your reason for not playing fighting games?

What's your reason for not playing fighting games?

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You're just trying to bait out ACfag aren't you?

Too busy masturbating violently to Cammy

Perhaps

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ded genre ded thread

Because I'm bad at them, and I don't enjoy losing all the time, and when I eventually win it doesn't feel good enough to make all the time spent losing worth it.
I've tried getting better at them, but then it comes down to having to learn and memorise frame data and all sorts of moves and to try and figure out how the other player is playing and it's all so much work for little reward.

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I've tried them, but I can't find fun in them. You just play a round to win. You don't play to have fun, you play to win. If you win, you don't feel that good, because your brain says: "this is how it should be", but if you lose, you get really upset, because the slight amount of enjoyment that came from winning is now gone and now there is nothing there. Every time you win, you get +1 to happiness, while every time you lose, you get -5 happiness. The balance is all off and I don't know how to fix it.
Maybe I'm just bad at losing, but I do feel sad for all of the fighting gamers and league of legends players out there. It looks like you only play to win, which seems like a terrible way to enjoy games.

I played SFV for like 9 hours today. My hands are tired.

Yea, but I'm playing other games at the moment.
Why does fucking Dragon Marked for Death have FOUR PLAYER ROLLBACK but no nip fighting games do?

Boring
And who has time to.learn online fighting to play against autists who play hours a day?

Yeah you're just extremely bad with losing. I play to win cause winning is fun. Losing is just another step to winning later on.

Not drunk yet, will do soon.

you put tens of thousands of hours into something, you'll probably burn out if things don't significantly change or improve about the games your playing especially if they get worse

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They arent very fun for a long period of time and putting effort into learning the ins and outs of the mechanics can be used on something more important.

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The same people who spend their entire day posting on Zig Forums instead of playing games?

Can anyone tell me why SFV killed proximity normals? Please don't tell me its because of muh simplicity. Close normals made both abare AND corner pressure easier to do.

They're not needed. SF works better without them since many characters' proximity moves were changed to command normals, like Sakura's back HP, it is much more useful now that I can use it whenever I want, even as an AA if I want to.

jesus, did they really take those out?
so SFV killed
> invuln meterless dp
> no difficult links, fewer links in general
> most defensive options
> throws
> proximity normals
> anti air normals
> unique character traits by locking them behind v-triggers or removing them all together
what a shit game

with fighting games specifically I can't focus on the important parts of the action, I get distracted by the various effects and animations so I tend to miss important cues. Plus I have no head for remembering combos, if I learn combos in a game it pretty much has to be a more engrossing game with a strong single player component

The most useful proximity normals were added as command normals, surely you aren't crying about not having both a far standing jab and a close standing one.

>street fighter 2 comes out
>pay money for it, hoping for a lively online
>5 days later, street fighter 2 turbo comes out
>online is now dead, have to pay for the next installment
>street fighter 2 championship edition comes out
>same thing happens again
>Super street fighter 2 comes out
>same thing happens again
>then comes Super Street Fighter 2 Turbo, Super Street Fighter 2 hyper fighters, Super Street Fighter Alpha, Alpha 2, Ex, EX the third impact

You see the problem?

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>invuln meterless dp

thank god

>anti air normals

????

>street fighter 2
>online

Replace "online" with "active community" then. If nobody is playing the game, then I've pretty much purchased a paper weight.

you're talking about arcade legacy titles that weren't or didn't start on modern consoles with the ability to patch or update them post release, the only way to make changes and improve the game was to re-release them as new versions
> complaining about invuln meterless dp
every sf game before it had that, and you even have crush counter to push their shit in when you bait it, why are sf5 babies so bad at fightan?

You can stilll play ST today if you want. Competitive games never had big playerbases to begin with.

>every sf game before it had that
Oof.

>you're talking about arcade legacy titles that weren't or didn't start on modern consoles with the ability to patch or update them post release, the only way to make changes and improve the game was to re-release them as new versions
And this is a problem because they were FULL PRICED games, if I remember right. That would be like a modern game charging 20-60 bucks for patches and hotfixes. and seriously, they couldn't wait a year to release an updated version? Several years in a row they literally put out 4+ titles that were the same exact game.

What is there to play, though? The lack of a meaningful singleplayer means that they age like milk.

>What is there to play, though?
It's a fighting game. The only reason to play them is to play against other people.
You can still find people playing the oldest shit.

because I played them for 5-6 years competitvly and it got boring.

They were arcade games. You as the player were paying a quarter per play regardless.

> implying 2,3,alpha, and 4 didn't have that
at least try to defend your demented view point

see the time investment for the payoff isn't worth it, especially when I know I'm not the type of person to actually go to my locals as to overcome the imput lag of online play. First person slashers, Warband and Chiv are my only exceptions from this, as they don't require large amounts of time in order to git gud

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they weren't just hotfixes, they had new moves, supers, characters, and stages added. but yeah, sf2 was one of the most successful games of all time and capcom realized they could print money

I'm just saying, to answer OP's question, that's why I don't like fighting games. I need a singleplayer, something I can enjoy even if nobody else is playing it at the moment. I don't want to search out some random russian guy who's the only other person playing it on the planet, and then hope that he isn't also a script kiddie. Then I have to hope he plays the same version of the game as me. If I bought a version that had a definitive edition come out afterward, I have to put out more money.

Compare that to a game like Gradius or Pacman, which doesn't need a multiplayer to be good. And they're also arcade classics.

>3s
>invincible meterless reversals
There is like two in the game. Funny because people like you who don't really play the genre love to dickride that dogshit game.

I don't fuck with 3s and am aware that ken and akuma were the only ones that had it but it's still there. parry os is a much stronger defensive choice so there being fewer invuln meterless dp's makes sense sf5 baby

>literally only 2 characters have it
>nuh-uh that game still counts even though most of the cast can't do it so it has about the same impact as it has in sf5
>muh parry os
Keep moving the goalposts sf5 babby.