Pocket Bravery
Pocket Bravery is inspired by classics from the 90s, such as Street Fighter, Fatal Fury and The King of Fighters. And its SD aesthetic had an influence on games like Pocket Fighter and other fighting games from Neo Geo Pocket Color.
But make no mistake, Pocket Bravery was created to be a new and unique fighting game, with original characters, vibrant colors and a combat system that will impress you, since the game was designed with the focus on high level players. Even so, it has features that will teach beginning players how to develop and evolve in the game.
The game uses the digital pad and four buttons, two for punches and two for kicks. You can execute the traditional commands from the fighting games using the directional pad plus the button to make special moves, super specials or even the final attack. Each character has an element that represents his strength, can be physical or supernatural. You can accumulate up to 2 attacks on the elemental bar. Through this system, it is possible to execute elemental attacks that have different characteristics from the others and bring new offensive or defensive possibilities for the player.
Read More: Best Fighting Multiplayer Games.
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
Read More: Best Fighting Arcade Games.
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
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.
Read More: Best Fighting Arcade Games.
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.
TEKKEN 7
I have fully gone down the rabbit hole of this game, gotten to the highest rank, won several offline tournaments, made close friends, and I still think this game is not worth your time. The developers are lazy, and Bandai Namco is as corporate greed as it gets. They celebrated 8 million sales with a definitive edition that is 60 dollars and doesn’t even include all of the content. “How should we reward our fans?” Sell them the game again! (incomplete of course, can’t include that juicy licensed content!)
– Real player with 1565.0 hrs in game
Best modern fighting game in terms of gameplay, fun at all skill levels and definitely worth picking up for the right price. FOR ANYONE WHO WANTS THE COMPLETE PACKAGE, DO NOT GET THE DEFINITIVE EDITION. It is hilariously overpriced, especially for a game that is on sale all the time. For the current autumn sale, this is what you want to buy:
Tekken 7 Ultimate Edition
Season Pass 3
Season Pass 4
Congratulations, you’ve gotten the game and all its dlc for $38 instead of $110.
– Real player with 385.3 hrs in game
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
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
Bamerang
Very fun Game for an evening with friends. The game is multiplayer only though but at that it succeeds quite well I think.
The artstyle and music are both very refreshing and fun.
Through steam remote play even online play is possible and functional.
– Real player with 8.9 hrs in game
I love this game!
Already played the Warm-Up before.
Pros:
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Great Music
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Great Artstyle
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Fast paste game
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Lost me a lot of my nerves playing against friends
Cons:
-“only” Local Multiplayer (Steam remote play can be used to combat that)
- no Computer Enemy / Shooting Range to practice
Great to play in between to have some fun.
Perfect as a Party game.
I would recommend this game!
Happy Boomerang throwing!
– Real player with 3.7 hrs in game
Circle of Sumo: Online Rumble!
In short it’s really fun!
The controls are simple yet complex at the same time due to many strategies you can apply against your opponent/opponents. It reminds me a little bit of Mound and Blade multiplayer in that sense.
The game also has a simple yet imersing ranking system which adds to a competitive aspect to the game.
Also as a sidenote developers seem like really nice people from what I’ve seen on their discord.
– Real player with 37.4 hrs in game
A super-fun multiplayer game, easy to learn but more tactical than it seems at a first glance. E.g. positioning is crucial (especially in FFA) and sometimes you can get away with a win even not touching anyone :D
You know a multiplayer game is good when you can see different players employing different tactics in order to be the last wrestler standing.
BY ALL MEANS at least try the free version: even that ensures hours of fun!
Netcode looked solid to me. Animations are very good and the action is always clear to follow (albeith a bit chaotic in FFA).
– Real player with 31.7 hrs in game
Street Fighter V
TL;DR Game was awful at launch, but has been really good for a couple years now. Most people that are complaining are either casuals that don’t know what they’re talking about, scrubs, or people that for some odd reason feel attacked when they see an advertisement or DLC char/stage/costume.
People don’t understand that these new versions and new characters requiring you to pay more money all over again is what Capcom has done from the very beginning. They’re actually being BETTER about it in SFV. In previous titles like SF2, Alpha, SF3, and SF4, when the new version of the game came out you had to BUY THE WHOLE GAME AGAIN to play the new characters and stages. You also COULDN’T PLAY THE OLD VERSION ANYMORE because everyone else had moved on to the newest version, which wasn’t just an expansion upon the old base game and was an entirely new physical title. For example, when Super SF4 came out, you HAD to spend $40 to buy SSF4 to keep playing because everyone stopped playing the vanilla version of SF4 overnight and that version of the game became vacant and useless to own. In SFV you can still play against the up-to-date community without paying for the newest DLC and not get left behind by the game and community. New characters and stages have never ever been free or cheap before in a Street Fighter game. To complain about this is just strange to long time SF players. Spending $120+ on the game by the end of it is just what we do because we like the game. SFV has given us the option to not have to do that now, although gaining in-game Fight Money is a slow grind. Viewing the Ads that the game has is a way to getting this Fight Money slightly faster. You can turn the Ads off if you don’t want to see them or gain the extra Fight Money.
– Real player with 653.4 hrs in game
Made it easier for new comers. Don’t like how they skipped out on better character animation with some of the dlc, as well as some iffy character models. Overall it turned out to be a solid street fighter title worthy of a place in the street fighter legacy.
This game really brings out the fundamentals of fighting games.
– Real player with 95.7 hrs in game
DRAGON BALL FighterZ
First Fighting game I’ve played. Very balanced at its current state, I hope it get a sequel or a big update to keep the game fresh,
– Real player with 1205.1 hrs in game
If you’re into masochism and you like Dragon Ball then this game is for you.
Now jokes aside this game is really good, the artstyle is stunning, the music is amazing, the roster is big and pretty balanced… but the fighting system is a bit of a pain in the ass, especially for the new players. You need to constantly make new combos if you want to get better at this game, and spend thousands of hours on Arcade Mode and training to even have a chance of being semi-good and develop game sense.
Overall I recommend it to anyone who’s into that sort of thing.
– Real player with 103.8 hrs in game