Antistatic

Antistatic

This game needs more attention.

It’s the most Melee-like platform fighter out at the moment in a genre overran by developers too afraid to commit to the formula that made the genre so big competitively.

Most developers try to differentiate their games with weird, unsatisfying, shallow mechanics that end up souring the experience, but this game from my short time playing is more set on pure and solid gamefeel and exploring the genre from it’s roots, with unique movesets instead of directly ripping or tweaking already existing characters.

Real player with 1.9 hrs in game


Read More: Best Competitive Platformer Games.


Very early in development, so it’s lacking in a lot of departments. That said, the core gameplay is tight and with some time most of the problems will be fixed and most missing features will be implemented. Also, the dev seems pretty engaged with the community and is very active, at least on discord, while posting constant updates about the development timeline. Overall, at it’s current state it’s a very ‘rough’ game with a good core that only shows signs of improving.

Real player with 0.7 hrs in game

Antistatic on Steam

Bludgeon

Bludgeon

Bludgeon is a death match between bird-riding warriors wielding flails. Evade the spikes and your enemies' weapons in your feeble attempt to survive and become victorious. Grab some controllers and some friends, and prepare to be bludgeoned!

Inspired by games like Joust, Towerfall, Super Smash Brothers, and Bomberman, Bludgeon is being built with love, knowing there are few things more fun and worthwhile than a room full of friends enjoying a good video game together.

Features:

  • Simple but polished gameplay, centered around use of the flail – swing it, block with it, and throw it!

  • A unique, sensible control scheme.

  • Risk/reward based gameplay:

    • If you have your weapon out, you can attack, but it hinders your movement.

    • You can throw your weapon, but that leaves you temporarily defenseless.

    • Keep your weapon out longer for a super-powerful charged attack!

  • Up to four players at once.

  • Several characters and stages to choose from.

  • Pain and death at the hands of your enemies – or, if you’re fortunate, sorrow and guilt as an undeserving survivor in an uncaring world.


Read More: Best Competitive Combat Games.


Bludgeon on Steam

Knight Club +

Knight Club +

Tight controls, smooth gameplay, feels damn good when landing those combos.

The four weapons feels unique and powerful in their way:

-Dagger: Short range but the fastest weapon. Dagger mains will let you always guess which way to guard.

-Axe: Big hits with the most wide range, strongest at medium range. Powerful hits just melts the opponent HP.

-Spear: Longest range, hit them and ruin their tempo, baiting and spacing skill are essential if you don’t want to get murdered by those dagger mains. My favourite.

Real player with 14.3 hrs in game


Read More: Best Competitive Casual Games.


Really fun game, and a fantastic party game, would definitely suggest for a house party if you can get your hands on some controllers.

  • Easy to learn, not too many or confusing moves.

  • I love most of the characters and the weapons are all great.

  • Great UI, the sound design is very satisfying and along with all the clashing weapons and combos and stuff like that makes for a very fun experience, really good work.

And don’t get me started on the soundtrack. it’s a bop :D

Real player with 6.2 hrs in game

Knight Club + on Steam

Dashwalk Dueling

Dashwalk Dueling

Dance your sword across the arena while trying to keep your feet on the ground in this fast-paced platform fighter. Its minimal mechanics and visuals are the foundation for complex ground movement, creative combo routes, and fast-flowing combat! Choose from eight supers and reversals to dismantle the competition.

Intricate Combos

Dashwalk Dueling’s combo system lends itself well to 50/50’s and frame traps, although some simple combos still existed throughout, as you carry your opponent across the stage with jab strings. Players will darken when in hitstun to help you to understand combos intuitively, alongside a combo counter that will give you clear feedback on your combos and strings.

Guarding and Parrying

Dashwalk Dueling has a deep guarding and parrying system. Players can hold a guard against their opponent, and at any time during that guard they can dash away, release the guard to parry, or guard poke, to help them to react to an opponent’s option and parry. Guarding on its own does nothing but open up these options, if you are hit while guarding, it is the same as being hit while not guarding.

Grounded Movement

Dashwalk Dueling’s combat is built around grounded movement. When you’re hit offstage or run offstage, you can jump back, otherwise, no jumping is allowed. This encourages spacing heavy grounded play with any airtime being a struggle for your life.

Powerful Training Mode

Dashwalk Dueling’s training mode is built with labbing and competitive play in mind. Features like frame advantage, move frame data, hitbox displays, per frame simulation, an adaptive combo counter, and more are included and togglable.

Dashwalk Dueling on Steam

Fantasy Strike

Fantasy Strike

“Fantasy Strike is an easy-to-learn fighting game that you will not be remotely good at.”

What if you could always flawlessly execute every special move input, when you wanted to, every time? Would you dominate your opponent? What if they were similarly skilled? What happens when all the excuses evaporate?

Fantasy Strike is not an easy game. It is incredibly accessible in terms of execution and information given to both players; different coloured hit-sparks conveying frame advantage or disadvantage, flashing warnings when a throw could have been jumped out of and auras conveying a moves invincibility or armour. But every advantage is enjoyed by your opponent also.

Real player with 983.2 hrs in game

There are many, many reasons why you, whether a fighting game expert or a complete newcomer like me, should play Fantasy Strike, but here’s a couple of my favourites.

The game was designed from the ground up with accessible depth in mind. Fighting games are notorious for having a steep learning curve, where you have to spend hours upon hours learning combos in the training room before you can get to the “real game”. This game does away with that execution barrier so you can start actually having fun pretty much immediately. You open up the game, play the tutorial explaining the basic mechanics, watch one of the in-game videos explaining how your character works and how to play them, and you’re good to start playing with other people. There are no complicated button combos to learn, all special moves are a single button press away at any time, so you can focus less on getting your hands to do complex motions quickly and more on trying to read and predict your opponent.

Real player with 959.1 hrs in game

Fantasy Strike on Steam

GAROU: MARK OF THE WOLVES

GAROU: MARK OF THE WOLVES

some suggestions:

key mapping A+B,A+C,A+D.. really necessary.

game’s fps has never reached 60,it should be fixed immediately.

network state,player nationality,replay,spectator mode.

when you’re in a match against someone,i want to see player ID in the game.

–——————————————————————————————————————-

这游戏也玩了很多年了,刚发售马上就入了。之前一直是在GGPO,FIGHTCADE,还有国内的几个平台上玩。

最大感觉就是节奏和其他平台完全不一样,也许和游戏全程不到57的帧率有关,很容易连段失误。

这个游戏组合键不可或缺,官方竟然不能设置,像是AB,AC这些都是游戏系统中经常用到的键,希望下次更新后能够改进。

Real player with 104.1 hrs in game

☑ Garou : Mark of the Wolves, the legendary fighter finally on Steam

☑ DotEmu terrible Port with massive input lag/delay, screen freezes, audio glitches & more bugs

☑☑☑ Code Mystics remaking the port with GGPO rollback netcode and game running flawlessly stable

☑ Awesome sprites, fluid and beatiful animations

☑ Great combos & mechanics (T.O.P , feints , multiple supers for each) that aged perfectly fine

☑ Semi-Small (14 characters) but dreamlike roster

☑ Story mode , MP , Practice mode, Gallery, Leaderboards and working chievos

Real player with 33.9 hrs in game

GAROU: MARK OF THE WOLVES on Steam

Suburban Scavengers

Suburban Scavengers

Suburban Scavengers is a small tug of war fighting game where you’re trying to get somebody’s garbage couch into your house.

Have you ever seen an item being thrown out as garbage that you thought you might like to take home? Have you ever wanted to punch a mall santa in the face or elbow drop a hipster? If you’re looking for a game that you can do these things in, look no further.

Inspired by a One Game a Month game jam themed “couch” and the video game “Nidhogg”, Suburban Scavengers is an award winning (Orlando iX2016 - Best Narrative), fast paced, easy to play, competitive fighting game that will get your blood pumping and adrenaline flowing.

Suburban Scavengers on Steam

Ultra Street Fighter® IV

Ultra Street Fighter® IV

Ultra Street Fighter IV is not a game for everyone . It is a very hard game. A hundred hours is the basic . Always people say you need to know combos No!

What You Need To Know This Game

+Basic Elements

+Game Systems

+Frames

+Hitbox

+Save/not save combos/moves For example Heavy/Ex Shuryuken is not save

What i like in ultra street fighter 4 is W-Ultra is the big standout here, giving you access to both of your characters ultra combos instead of one or the other.

Neither will do as much damage, but the utility it provides is almost irresistible for characters like Dudley for instance, whose Ultra 1

Real player with 817.8 hrs in game

USFIV is currently one of the most balanced 1 on 1 2D fighting games with a good fighting system, good amount of characters, moves and game modes. SFIV is a 2D fighting game like most of the previous Street Fighter iterations. It has various characters which increases the chance of some that may catch your fancy. There is even more characters in this ultra edition which is an upgrade to previous SFIV versions. Fighting speed in general is normal compared to other 2D fighters which leaves a good open window for command inputs in-between. This PC version have a decent system settings and controllers compatibility other than x-input (xbox 360/one based) devices and keyboards. For all characters the fighting system has 6 main buttons, blocks are done by holding back, standing, crouching and jumping attacks, throws, dashes, wakeup delay, characters get stunned after certain amount of attacks taken, a 2 stage charge attack (called focus) for each character which strength varies by the duration pressed, characters have special moves and there is extra bar (called super) which has 4 stages (bars) and can be used for having ex version of some specials by using one bar and a super which consumes all 4 bars, there is finishing move bar (called ultra) and each character has 2 ultras which can be selected individually or together, focus then dashing can be used to link some attacks (called focus cancel) and can be used to cancel an active attack for defense and backing up. Attacks are categorized into high, medium, low, overhead, throws, some characters has command throws also and fully charged focus is unblockable. All non-normal attacks will chip the health bar when blocked and can finish a round. All characters have taunts which can be disabled before matches. Arcade mode acts like story mode with few (1 or more) still images with narration as prologue and a small animated clip as epilogue with rival battles before the boss battle that has special before and in match dialogue. There is versus mode for local or computer battles and also there is computer versus computer matches. Training mode is on normal quality with ability to record actions for the dummy and can be locally controlled or computer controlled and all bars are modifiable, there is challenge mode which is a series of combos for each characters. Online multiplayer is decent now but with less players than the consoles versions as there is no cross platform multiplayer, all online battles have voice chat, there is ranked battles, online training, room battles and tournament like rooms with one active match at a time and all can be open invitation to all or friend invitations and in rooms you can set the number of slots for which type. Online battle can be selected to start and halt current offline matches when found, this applies to arcade and training modes. Online and versus matches replays can be saved although in limited amount and you can watch some matches for high ranking players and some recent replays for others all can be viewed by region or characters. There is a ranking system for your overall points and your character points. You can be unique online by having an icon, a title and a vs screen message and all are pre made. There is different customs for each character and a lot of them are unfortunately available as DLC.

Real player with 170.1 hrs in game

Ultra Street Fighter® IV on Steam

UNDER NIGHT IN-BIRTH Exe:Late[cl-r]

UNDER NIGHT IN-BIRTH Exe:Late[cl-r]

game has peaked 959 players at once all-time on steamcharts and is this good!? damn shawty

Real player with 112.0 hrs in game

Best fighting game

Real player with 86.4 hrs in game

UNDER NIGHT IN-BIRTH Exe:Late[cl-r] on Steam

Jumpala

Jumpala

Ive played a lot of jumpala. From the early builds to the demos and finally release. I can say this game has a lot of replay value with a good amount of variety in the gameplay and playing style no 2 matches are going to be the same. Not to mention the secrets you can find. This game has a community that is very welcoming and encouraging making me very excited to see the future of the game.

Real player with 56.2 hrs in game

Just got done playing this game with a friend online for several hours. It’s late and we should go to bed, but we couldn’t put the controllers down. The game is addicting and a ton of fun to play. We laughed with each other and had a great time. I highly recommend this game!

Real player with 53.9 hrs in game

Jumpala on Steam