
Not to mention there is an awful lot of content about the game and online warriors of all skill levels to practice with. Inputs are (extremely) slack, useful combo routes are limited, the balance is more forgiving, there are fewer extreme playstyle matchups you need to acclimate to, and the game provides a competent training mode. I think learning the ropes in V is a lot easier than most fighters.

I believe this was a stated design goal for the project. I don’t think many characters in V have those kinds of steep cliffs to climb most people with any fighting game experience can learn all of their characters V-Trigger combos in a day or two, so at least they have a fighting chance when they start off. It’s just the price of entry to have a handle on how the games are ‘really played’. You have to learn to TAC infinite in MvC3. You have to learn to hit confirm one button into super in 3S. Some games have really difficult skill floors if you want to be playing the same game as everyone else. I don’t think, for instance, you can reasonably compare a game like V to MvC2, where the pace of the game simply forces you to make way more decisions per unit of time. When you say ‘all games’, can you name some examples?įighting games have wildly different learning curves and types of skill ceilings.


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