About Me and this "academy"
This is my fighting game academy where i teach others how to play any kind of fighting game!
I will cover all things, from pokes to throws to launchers and more. For more fighting game content see my youtube channel
Note that I have not played EVERY fighting game and there are some aspects of different fighting games that will not be here due to this(Example:I have not played 3D fighting games much so i cannot go to deep into detail as i do not have enough experience)
Type | Description | Examples |
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2D fighting games | The traditional fighting game. You can only move left and right and can only jump and crouch. In these types of games the entire map is relatively small and you cannot move that far from your opponent. Stalling is not possible. The goal of this game is to hit your opponent and deplete them of their health. You are also able to push an opponent into the corner(Where the maps ends and you cannot move backwards any more) which can open a whole new world of combos. |
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3D fighting games | Very similar to 2D fighting games, but instead of being able to only move forward, backward and jump, you can now sidestep. Another big difference is that the map is bigger compared to 2D fighting games. This adds a whole new dimesion(get it?) to gameplay with things such as sidestepping dodging projectiles. Each 3D fighting game also has a unique style of gameplay change things up even more. |
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Platform fighters | The party/casual type of fighting game. The fact that these type of fighting games have multiple jumps as a universal mechanic greatly increases air combat when compared other kinds of fighting games, which are a lot more grounded. It also has a unique K.O system, where instead of depleting all of the opponents health to score a K.O, you have to knockback your opponent into the border, which is the edge of the map in which they will be K.O'ed |
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Roblox fighting games | Not an official type of fighting game, but so unique that I had to put it on this list. Roblox fighting games are about 99% grounded. Jumping is a thing but it does almost nothing as it does not change your normals/specials. Two other obvious differences are the fact they are done on public servers and not private matches and also that your special moves have cooldown. |
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↖ 7 Up-back |
8↑ Up |
9↗ Up-forward |
4← Back |
5• Neutral |
6 Forward |
1 Down-back |
2 Down |
3 Down-forwards |
Type | Description | Preferred values | Examples |
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Pokes | A low risk, varying reward move you use when want try and catch your opponent off-guard. These are usually quick/long range moves that are not very damaging or punishable on hit or block. Used mostly in footsies to make the opponent block and keep them away from you. The best pokes are usually very fast, long range and can also be combo'ed out of which are good due to you being able to get more damage off 1 quick hit. THere are even archetypes(something i will explain shortly) that thier entire gameplan is centered around these moves. They are called footsies characters. |
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Launchers | These are moves that knock the opponent into the air, allowing for juggle combos or air combos. Most are very prominent anti-airs but have poor horizontal range. In 2D fighting games juggle combos can be devestating(Especially if your character's name just so happens to be Urien) and in games like MvsC, where characters have a universal launcher, air combos can be the main combos routes for most characters. |
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Anti-airs | A move whose purpose is to catch your opponent jumping. These usually have poor if not outright abysmal horizontal range but have amazing vertical hitboxes. These are not meant to be combo'ed off of, so the best qualities of an anti-air are fast startup so they can be done on reaction, invincibility to beat out jumping attacks, and, in games where airblocking is a thing, being air unblockable so you can't be punished for making the right choice |
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Combo starters | You should really try and land these types of moves, you can get a lot of reward for it. Combo starters start combos(as the name implies) and usually have high hitstun,good frame advantages or can be cancel into other moves. The best combo starters have good range,so you can start your combos from safe distances, and quick speed to increase priority and safety |
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Combo filler | A pretty sad kind of move. These kinds of moves either serve no purpose or are outclasses by other moves. The only point of thier existence is that they can be slotted in-between combos for extra damage(This might not be true depending on the scaling) and/or meter build. I can't exactly describe the best kind of combo filler as, if a combo filler is very good then technically it is not combo filler. |
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Combo ender | The last moves in the combo trilogy, combo enders are usually pretty damaging moves that a lot of other moves can combo into(Supers generally fall into this category). They might also leave you in a positional advantage for a reset or mix-up. The best combo enders should have high damage, and leave you in a positional advantage. |
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Combo extenders | Very good move and a mix of the previous 3 mentioned. These moves can start, fill, and end combos. However they are mostly used during a combo to make it longer(that is why they are called combo extenders). The best combo extenders have high damage, and also give you flexible options, letting you choose what you want to do after a combo. |
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Projectiles | From lasers to ground waves to the legendary hadoken, projectile are the core of defensive gameplans(with exceptions). Projectiles are a seperate hitbox from the user which can behave differently depending on the projectile. Projectiles can also clash, with either both dissappearing or 1 destroying the other, which can be dependent on the number of hits. There also two types of projectiles: waves and beams. These two will be explained later |
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Projectiles:Fireball | You should exactly what i mean but nonetheless..... Fireballs are a kind of projectile that are a seperate hitbox from the user and travel along the screen with varying speed and angle(Note: Some fireballs do have hurtboxes and can be hit). You can also mobe while they are on-screen and they have a high amount of active frames, so you can use to as a "shield" for pressure |