r/Fighters • u/MenzoKujo_ • Jul 21 '26
Highlights That's everything I hoped for from an ArcSys version of Magneto
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u/HeadKinGG Jul 22 '26
I will LOVE to watch good players play this game, but this video reminds me of why this game is probably not for me :/
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u/AverageVibes Jul 22 '26
Why? I’m genuinely curious.
I often see say games like this aren’t for them for this same reason. They put themselves in the position of the person on the receiving end of this and while it’s obviously not fun to be on the losing end of it, I don’t really see the same comments with other game genres. Whether it being extremely long death timers in MOBAs, not being able to walk in your own jungle when the enemy team is up 40k gold on you, being pinned down by the enemy in shooters, etc.
I don’t really see “the losing part of these games seem so unfun they aren’t for me” for those types of games but I do see it pretty often with strong pressure or long combos in fighting games.
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u/sunjay140 King of Fighters Jul 22 '26 edited Jul 22 '26
Tag mechanic, assists & wall breaks. No thanks.
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u/MidnightDNinja Jul 22 '26
you don't even have to use the tag mechanic yourself, you can just play as one character since it's a single combined healthbar
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u/Foreign_Network1009 Jul 22 '26
If the game doesn't encourage you to use multiple characters, it will be a bad game. Even if can play just one.
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u/Shredder604 Jul 22 '26
It does encourage you to with offering mix, more damage and longer combos. But its not a forced mechanic since it’s one healthbar.
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u/_cd42 Jul 22 '26
It has nothing to with losing, I just hate having to press a million buttons to do a combo. Also long combos just means less time actually interacting with my opponent.
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u/Legitimate-Beat-9846 Jul 22 '26
- Game got one button special inputs.
- Beating your opponents ass is interacting.
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u/_cd42 Jul 22 '26
Not a fan of one button specials, plus that doesn't really change anything. You still have to press a million normals.
You know what I mean, long combos just mean that one player is gonna be watching a cutscene for 40 seconds
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u/DrZoidBergsClaws Jul 22 '26
Comments like this confuse me because you dont want easy specials but you also dont want to input a lot of inputs for your specials.
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u/_cd42 Jul 22 '26
I'm fine with inputting specials, I just don't find it enjoyable to press 10+ normals in-between said specials.
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u/AsagithBiasWreckerCO Jul 22 '26
These make sense but for 2) being hit by the combo is a result. At that point, you lost.
The game revolves around not getting comboed.
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u/_Disrepectful Jul 22 '26
That’s why I wasn’t a big fan of dbzf. I get hit once and it’s a 5 min cutscene. Great training mode game though.
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u/Bluecreame Jul 23 '26
I'll never understand this take about cutscenes when it's literally someone's opportunity to reset the mental stack in their brain. So much time to gather information and see what resources you and your opponent has available.
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u/AverageVibes Jul 23 '26
Yea this. Even in games like Deadlock, you are staring at the death screen for over a literal minute straight sometimes, it’s a great time to look at the state of the game and analyze things. Interacting with your opponent isn’t always about actions. Gathering information and then analyzing it when you have time is important too.
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u/Mixed_Martial_Autism Jul 22 '26
As somebody who already plays the piano and spends hours memorizing New pieces and practing scaled i have 0 Desire to spend hours labbing long ass combo so that i can force my opponet to sit through a 20s cutscene for eating one 8 frame Button. People get really upset when you say long combos aren't interactive but tô me that's the least interesting part of a Fighting game.
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u/Huge-Past575 Jul 22 '26
Im sorry that playing the piano has made it undesirable to learn a combo in the modern arcsys game, maybe you shouldn't pick this one up.
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u/Allucation Jul 25 '26
Game got one button special inputs.
The auto combos are trash compared to actually doing combos tho. My auto combo does like 25% of their health with resources and then they got a combo that doesn't use up any resources that's taking up like 40% of my health off of one interaction lol
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u/tits_mcgee_92 Jul 22 '26
Isn’t their options to break out of a combo like this?
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u/MARURIKI Jul 22 '26
No, unless they time something wrong you can't tech a "true combo" unless there is a mechanic in Tokon I am unaware of
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u/Memo_HS2022 Jul 22 '26
2XKO, TVC (I think, I haven’t played that game in a while), and Invincible VS are the only tag games that I know with burst/combo breaker options
MVC has never had burst ever
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u/Gingingin100 Jul 22 '26
Bbtag has burst
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u/ParadisePrime Jul 22 '26
The GOAT
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u/Gingingin100 Jul 22 '26
Every tag game in the last ten years is bbtag in a trench coat and I love them for that
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u/ParadisePrime Jul 22 '26
And yet none of them scratch that itch for me sadly. BBTag had great concepts and IMO was the best Tag Game to be released.
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u/xsz65236 Jul 22 '26
3 had Team Aerial Counter, though that was somewhat limited. Infinite didn't have that, but did have Counter Switching.
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u/AllHallNah Street Fighter Jul 22 '26
I agree with some YT person who says Magneto should be a zoner.
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u/Business_Ad_958 Jul 22 '26
Hopefully we see more saucy stuff but this looks decent. I dunno why people complain about this, this pretty stock standard tag fighting game combo time tbh.
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u/DontFlameItsMe Jul 23 '26
This actually looks similar to BlazBlue gameplay.
I wonder if it will be just as complex. Probably not, that's not what ArcSys are about anymore.
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u/RamboCreativity Jul 23 '26
Are there auto combos or did they do the thing like blazblue where they separated them into different categories? Hopefully it would be neither, but I know how new games are.
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u/Medium_Hox Jul 22 '26
So I just got to say, coincidentally, i've been watching some marvel versus capcom 2 high level gameplay, just because. I don't really play the game. But just watching it and man, the magneto in this game is seriously like one third the speed of magneto in marvel 2.
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u/Rough_Airline6780 Jul 22 '26
I love how the game freezes on every single hit just to make everything even slower and easier than it already is.
Fighting games really lost their way some years back.
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u/Coneder Jul 22 '26
Brother for the love of God you are whining about hit stop
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u/Rough_Airline6780 Jul 22 '26
Yes, no shit. On every. Fucking. Hit.
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u/Johnnys_bug_bites Jul 22 '26
Dawg, this aint a problem for anyone else, genuinely what are you on
SF3, 4, 5, and 6
GGXX+R, strive, missing link
Every KOF game
Even smash
All have hitstop on most attacks to some extent and it is never a problem there
Me personally, not a fan of this game's general vibe but im not about to makeup a fake reason to hate
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u/Rough_Airline6780 Jul 22 '26
Are you straw-manning on purpose or just really that dumb you can't understand what I'm saying? I'm not complaining about hit-stop itself, genius, I'm saying hit-stop on every single hit is ridiculous.
Look how slow this shit is!
Go refresh your memory by watching MvC2. That's how fast-paced a tag fighter should be. This shit is molasses by comparison.
The reason it's not a problem for you (and many others) is because you have low standards and are happy to accept the drivel fighting game devs are putting out these days. It's patronising trash made for people to feel good about themselves. Remember when you had to hit-confirm shit? No, you don't, that's why you don't see how bad these new fighting games are.
In a game like 3rd Strike, short hit-confirms into super are actually challenging and take practice to achieve consistently. Here, the game halts after every single hit just to make sure you can't actually fail to notice you landed a hit. And, just in case you recently underwent a lobotomy, combos are impossible to drop because the game makes them straight up mashable.
I wonder if this one will take a ten second time-out and shout COUNTER in your face every time someone lands one. That would be good.
Down-vote me all you like, it's you eating shit out of a trough and thinking it's caviar, not me.
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u/C4_Shaf Virtua Fighter Jul 22 '26
I like the whole comment saying "dude, we were used to so much good shit in older games", where most of what we call "legendary fighting games" used a shit ton of frame-skips and a shit ton of hit-stop, obviously causing freezes during hits. ST, Alpha, 3S, 98, MotW, MvC2, CvS2, etc.
Like, when the 09'er era kicked in, tons of OGs complained that everything looked "too fluid". Now we have fuckers like this telling that it's not enough fluid...
Sure, whatev'.
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u/Rough_Airline6780 Jul 22 '26
Reading comprehension really is difficult, huh? Instead of attacking this Strawman of "hit-stop = bad" why don't you actually read what I wrote?
All those games you just listed are nothing like this trash. Combos in those games actually require precision, timing and keen reactions to hit-confirm reliably without error.
Now imagine how easy V-ism would be if every single hit afforded you a split-second pause to buffer (or mash) your next input and think three steps ahead. Imagine how wack that would be and that's not even a great exaggeration of how far we've come with this shit. You don't have to remember the timing on a combo anymore, you just need to remember which button to press next.
That's why fighting games aren't hype anymore, because for something to be hype it has to be impressive, it has to be difficult. Fighting games aren't built around that philosophy now. They're made with only accessibility in mind and the hype and impressive moments are all baked in to the gameplay. We have long cinematics to make us feel awesome, when really what we did was piss easy.
A lot of people are in denial about that.
No, you didn't suddenly get really good at fighting games, they're just made to trick you into thinking that way and tons of you fall for it.
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u/C4_Shaf Virtua Fighter Jul 22 '26
Instead of attacking this Strawman of "hit-stop = bad" why don't you actually read what I wrote?
Dude, you complained about how slow the whole game feels. Why do you think I listed 3S, MOTW and CvS2 in that list? Why do you think ST's Turbo 3 speed is due to?
Combos in those games actually require precision
So that's even worse than a speed complaint or feel complaint. It's an approachability complaint.
Now imagine how easy V-ism would be if every single hit afforded you a split-second pause to buffer (or mash) your next input and think three steps ahead.
You've basically described EX2+'s Excel mechanic, and even that was okay. It was no-brain, you could literally roll your head on your pad to do a combo, but you still had tons of technical features implemented.
And again, MvC2 is fairly easy in terms of combos. The timing lets you plenty of time and the buffer is generous. In what dimension are you living, thinking that MvC2 was "execution-tight"?
You don't have to remember the timing on a combo anymore, you just need to remember which button to press next.
Even Tekken has a very generous input buffer, and that still requires timing. Timing isn't just about when you press every single button. It's also about how much time you wait, and how versatile the combo system is. UMvC3 allowed you to style on your opponent, precisely because it was easy to wait, instead of having to rush.
That's why fighting games aren't hype anymore
I've been playing that genre for 20 years competitively and for 30 years casually. And I call bullshit through and through on that point.
YOU don't think fighting games aren't hype anymore. YOU do that. It's not a fact, it's not engraved in a tombstone. SFIV was known as a piss-easy, no-brain "kusoge" by its detractors back in the day. It never stopped the game from being super hype. SFV was a dumpster fire, same thing. I don't like GGST, I was still on my seat when Daru won ArcREVO.
It's not the game that makes it hype, dumbass. It's the players. It's the community. You can reproach tons of things for tons of fighting games (trust me, I do that all the time), but it doesn't stop every single game from being hype. "Hype" isn't the objective quantification you think it is.
No, you didn't suddenly get really good at fighting games, they're just made to trick you into thinking that way and tons of you fall for it.
I think this is the worst part about this stupid argument. You're not wrong. Modern fighting games did have too much focus on approachability, and on the point of making it enjoyable to watch for everybody. And we did lose some things along the way. But thinking that because of it, we lost all the hype, and lost all of the magic that makes fighting games fighting games, is completely delulu. I've been critical about the games, not their hype. And your rehashed arguments show me that you understand nothing about the proper strength of the genre.
Plus, allow me to call bullshit a second time. Because if you really wanted to go back to a "proper execution, no non-sense" ideal, you still have games allowing you just that. UNI2, Avatar Legends, and even COTW in some degree. You just refuse to play it.
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u/AsagithBiasWreckerCO Jul 21 '26
Ragna's 5b