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Infil
@Infilament
Fighting and rhythm game veteran. I like talking about game design. I make fighting game websites at infil.net (The FG Glossary, The Complete KI Guide, & more)
Canada
Joined December 2009
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    Introducing The Fighting Game Glossary. Over 650 terms carefully explained with 200+ video examples and Japanese translations. Easily search by term or game, share links to terms with your friends, and explore related concepts without losing your place. glossary.infil.net
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    this is how fast rematch is in SF6. devs, please stop making us watch fadeouts, forced outros, doing stuff like artificially delaying the menu popping up, etc. I want to rematch literally as fast as I can hit the button after the KO
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    terry's "you down for one more?" win pose is different depending on how far away he is from you when the round ends. if he's far away, he walks over to you before extending his hand
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    SF6 at Evo was probably the best top 8 I've seen for any game ever. This is the benefit of developing difficult and complex system mechanics and then asking the players to perform under pressure. It's a good lesson for everybody in charge of FG design both present and future.
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    this "2xko is too messed up for beginners" discussion is silly imo. they're trying to make a FG that lasts 10 years, you don't do that by making a baby game with nothing to dig into. you attract newcomers by making a game that looks too fun to ignore and a welcoming community
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    casual rocket league player watching a pro hit a flip reset shot that took 1000 hours of practice to learn: wow, I can't wait until I'm that good, better start practicing casual FG player asked to press one button at a precise time: dear diary, today I have been wronged
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    this video makes me smile and reminds me why I did all that work
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    virtually every interaction where a good player can hit another good player in any fighting game happened because of a wrong guess. this includes basic mixups and 50/50s, but also whiff punishes, movement mixups, etc. it can't be removed; it's a staple of how the genre works
    Do people actually enjoy guessing in fighting games
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    You are ultimately responsible for every interaction when you play a fighting game. If a move doesn't work the way you expect and it causes you to lose, the game is not to blame for this, you are.
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    the worst lie SF players perpetuate is "SF has traditionally been a game focused on grounded footsies and whiff punishing". it exists as one small aspect of those games and nothing more. every SF game has gross set play, full screen safe on block moves, powerful jumps, and more
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    i'm still very upset at how they handled outfit 1 colors in SF6. watching the game (especially tournaments) is boring, since everyone picks colors 1-2. individuality is lost. using drive tickets to unlock them will take *years*. something drastic needs to change here.
    Manรจge Dorรฉ or Air Slasher? ๐Ÿฉฐ๐ŸŽง Dance with Manon and Dee Jay's Color 3-9 for Outfit 1! #StreetFighter6
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    Street Fighter 6 is the best fighting game Capcom has ever released. It's a product stuffed with an incredible amount of quality of life and care, the battle system is expressive and creative, and there's content for all skill levels. My full review is linked in the replies.
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    I regret to inform you that there's never been an age of "footsies and neutral". ST Vega wall dive, 3s Makoto dash/Urien tackle xx aegis/Yun genei jin, CvS2 roll cancel, SF4 Viper/Fuerte/Seth/Jaguar Kick/EX Lunge, Marvel 3 Vergil swords... they're flying at you in every game ever
    I've noticed that recent fighting games are having a paradigm shift toward "aggression mechanics"; SF6's Drive Rush, Strive's Wild Assault, Granblue Rising's Raging Chain, even Tekken 8's new Heat system. We're moving past the age of footsies and neutral, and into an age of unga.