Fighters: Application… Getting Dizzy Over Stun II 9 May 201521 Nov 2017 Previously, we looked at the idea of stun and the mental and theoretical roles it has in fighting gameplay. What we'll do now is see how stun mingles with current-generation…
Fighters: Theory… Getting Dizzy Over Stun I 17 Apr 201521 Nov 2017 The fighting game genre, over time, has developed mechanics that have become mainstays of core design. Basic movement is always present along with the attack/defense triangle of strike/block/throw. Every game…
Fighters: Miscellany… UMvC3: The Best of Intentions 8 Feb 201521 Nov 2017 From a shoryuken.com discussion thread. cjaycr: "What exactly was [Capcom's] approach to balancing the game? Their approach was a hybrid general system adjustment and general character adjustment combined with a…
Fighters: Theory… The Weight of Balance 15 Jan 201521 Nov 2017 I'd like to take a few minutes to talk about balance patches for competitive games. This won't be an in-depth discussion, but just some general ideas I've had in my…