Agree on the appreciation of SNK sticking to their guns and not following all the modern trends like most other FGs do. Really looking forward to this one. Fingers crossed they don't fumble the basic online infrastructure on release this time.
"Not following trends" Except the rev system is pretty much the drive system in sf6. To the point even in this video JM calls overheat, burnout, several times
@@Argosaxelcaos And SNK is using again ex moves in another franchise. This is an idea created by Capcom and that didn't exist in any classic SNK game... It was KOF13 that started it, then all sequels followed it, and the new Samurai Shodown also used it (in little different way), and now FF is the 3rd SNK game that adopted it. Even though that is just a minor issue but I don't like it.
SNK with FF (1991) are actually pioneers in fg narratives, with that direction being improved in every story sequel. Even AOF (1992) with its roughness in gameplay has an incomparable arcade mode style, that Capcom never matched with a fg until the late 90s. FF and AOF are actually the ones who taught the 2d fg industry on that aspect... Because SF lore and storytelling in the beginning was a joke. So that wasn't something SNK took from Capcom, it was an original contribution to the industry.
Becoming very excited for this game. And yeah, I'm a lore hound. Not just SNK games, but all games. Fighting games are my favorite genre because of the characters and their relationships. Which is weird when I say it because I used to be a jRPG guy.
THANK YOU! I've been wondering if this game's combos were gonna focus more on chains like KOFXV or links like Street Fighter. Looks like an even mix of both! I'm gonna make this my main game! I don't CARE if it falls off in popularity! I hope it doesn't....
@cappachino20 Links are when combos make you wait until a move has completely finished in order to do the next move. Chains are when you can interrupt the animation of one move part way through and do another move.
@@cappachino20if you're familiar with sf6 this is a quick comparison... Chains are target combos, links are when (for example) Kimberly does two crouching medium punches in a row
@@cappachino20 Keep in mind the difficulty doesn't change too much depending on style but what the devs do to handle it(along with player mindset/style). SNK games at times can be pretty tough but around the time SF4 came out that game was tough to do high damage combos in cause of how inputs were handled.
SNK put a lot of focus on the story of their games from the beginning. In the first Fatal Fury and Art of Fighting they specifically only allowed you to play as the main characters in arcade mode because they are the focus of the story. And they may be privative now, but they had cutscenes in between fights to give context on the broader storyline, back in a time when other fighting games would give you no story outside of the ending.
"We tend to not care about the story that much" true but it is important to casual players, and having strong single player offerings is what can bring fighting games to the next level, sales wise.
@@Argosaxelcaos i understand that, yet i don't support this direction fighting games are moving towards. Fighting games are meant to be difficult, that's the nature of their mechanics. If fighting games are made easier and easier this doesn't mean amore people will play them, it means they will become less interesting. Good players of the fighting do not arise because of easy mechanics in them, they practice and hone their skills. Adding story is good, but not what fighting games are about. And this is coming from someone who loves the Fatal Fury Lore.
It’s cool to see a game not limiting itself by using Art Design instead of trying too hard to get crazy graphics. In mechanically focused games, like fighting games, the mechanics are the most importantly part. It’s cool if they look amazing, but it’s not as big a priority as it needs be to a dramatic narrative game.
8:33 yeah people say stuff like this, and then you actually look and the 7th most viewed Tekken video ever is that 2 hour one about the lore. Hell, it's pretty much entirely what MK seems to sell itself off of. It really shouldn't be a surprise they'd put effort into the story here, the narrative was actually a huge focus of the earlier entries of the series in the first place. There are reasons people get attached to these characters aside from the gameplay, it's why that one mvci guy who talked about functions gets eternally dunked on. Given the series' legacy it'd be strange if they didn't put effort into the narrative.
Casual players care about the story a lot for sure. I thought I quit fighting games and bought SF6 for WT mode, thinking I wouldn't sink time into ranked, but I ended up playing a lot and getting a character to master.
"it's why that one mvci guy who talked about functions gets eternally dunked on." Combofiend. He was Capcom's community manager at the time, and is also one of the best fighting game players ever.
@Airlancer sadly he got thrown to the wolves on that one. Capcom couldn't exactly come out and say "yeah it because Permulter is a out of touch old man who have no idea how audiences works", and function was the worst possible excuse to make.
Great video, I'm also hoping to enjoy this games more classic vibe. I've honestly enjoyed sf6, tekken, and strive a ton but I've been hungering for some of that SNK feel in a new package for a while
re: Story Caring. I think it's important to add in these little character development moments because it makes it interactions much better. Ex. In Rock's trailer, right before he pops his ultra, he says "This one's for you Terry!" and then proceeds to do his variation on Terry's Power Geyser from KOF15. These little story moments and interactions are the little extra that elevate the experience so much (imo)
8:40 that is not surprising coming from Fatal Fury. Having a good story was one of Takashi Nishiyama's goal from the start when he created the serie. Also worth noting that the competitive player always represent only a part of a fighting game fanbase (a more or less large part depending on the game). There are people playing primarily for the character and lore (and local multi-player with friends). And that's not getting into the necessity to get general video game fans outside hardcore fighting games fans to play them if you want the game to be successful enough in the eyes of the company.
I think breaks and feints are some of the coolest things about the Fatal Fury series. I'm glad it feels like a lot more characters seem powerful than in MOTW. But more so than offense, the defensive options are what really open this game up. I just hope we get closer to Real Bout 2 pacing and mobility than MOTW, and then we might truly be getting something that will go down as a modern classic.
I don't agree with the "these days games want to limit your combos" statement at the start of the video. When even Street Fighter has wall-to-wall corner carry combos and combos that deal 80% damage, the balance is skewed. Tekken, Mortal Kombat, all the anime games...they all feature long combos. And while the combos showcased in this video are undeniably cool, I personally want more games with a cadence like Samurai Shodown.
Taunt canceling in mark of the wolves was simultaneously the most difficult and satisfying mechanic ive ever used. Hopefully this mechanic returns in a capacity beyond just the break mechanic in city of the wolves.
This game looks great. Loooove the cellshade graphics. Good throwback to that one kof (12, i think) with *the* most beautiful graphics that just sadly never caught on. Hopefully has good online play
The whole S.P.G. System is interesting to me. You pick one third of the bar? And all are the same size? I wonder if that makes one of the segments superior. I’d think putting yourself at a disadvantage early on would reward you more at lower health. Especially with how much damage combos seem to do.
I don't think you need to have a high budget to make one of the best fighting games ever made, if you look back at the history there's some precedent, and hopefully we see a really great game come out of this. I got hope, can't wait to get my hands on it.
Goddamit, nooo, this game has a DI-style move? Argh, I effing hate that in SF6. I’ve been looking to this as my SF6 replacement…we’ll see. **EDIT** I am down off the ledge now. I checked the official site for the game, and I think what JMCrofts is referring to is the "REV Blow" technique, which can only be performed while in SPG. Further, based on the example video on the site, it doesn't look like it leads into a full crumple and tons of damage.
May the gods give this game a good online. I leave in China and if the online is just "ok" than the game is unplayable online. I need SF6 online standard for good online. May SNK have the ressources to pull this off
I feel like fatal fury and by extension kof fans do care about story. Especially since the last canon fatal fury was like real bout 1 or something And obviously casuals too. Story is how you become endeared to these characters and probably the best way for snk to keep growing its brand. I personally think these characters can be more entertaining than street fighter characters at times but snk just does a poor job at showcasing that
Really don't know why my other comment was deleted, but I'll try again... It's on Fightcade, you can literally go play it right now if you wanted to. It even has rollback.
The particle effects are a bit much, but his game is so gorgeous. I'm glad SNK doesn't have to spread themselves thin over 40+ characters, so they get to show off. The SF6 era has been paying off.
Bro, wth are you talking about "issue with MvC2" and "old games can't be played anymore"? I've LITERALLY SEEN YOU playing all of these old games including MvC2 and SVCChaos among many others on Fightcade. You know damn well there is a still a thriving scene for old games and that they definitely can be played with very little effort from the end user.
"A lot of games try to limit your combos" I wish they did. Combos have gotten way out of hand for games, with dozens of inputs that are just too much to learn for anybody with a job and a life. Or someone with ADHD. I seriously wish combos were much, much shorter.
You'll still be able to do short combos. Those just won't be the most damaging. The best players in everything (video games, sports, etc) are gonna be the ones that play it all day everyday, that's life.
@@extremepop324 There is a lot of other things to be good at, in a fighting game. Reaction time, reading an opponent, footsies, adaptation, matchup knowledge and more. You don't need Dragonball FighterZ 3 minute combos in every game just to show off how good someone is at memorizing.
I have a job and a life and I learn UNI combos fine. Its okay to prefer games with shorter combos, but I'd appreciate it if you didn't try and make your distaste for them or struggles in executing them into some kind of judgmental assumption about those of us who do enjoy them and can execute them.
Agree on the appreciation of SNK sticking to their guns and not following all the modern trends like most other FGs do.
Really looking forward to this one. Fingers crossed they don't fumble the basic online infrastructure on release this time.
Agreed. Online needs to be strong or this game is dead
"Not following trends" Except the rev system is pretty much the drive system in sf6. To the point even in this video JM calls overheat, burnout, several times
I mean they literally copying drive system but yeah, at least they copying good trends of sf6 bad trends of 5, tekken 8 or strive
@@Argosaxelcaos And SNK is using again ex moves in another franchise. This is an idea created by Capcom and that didn't exist in any classic SNK game... It was KOF13 that started it, then all sequels followed it, and the new Samurai Shodown also used it (in little different way), and now FF is the 3rd SNK game that adopted it. Even though that is just a minor issue but I don't like it.
That's not completely true, because of the similarities between the Rev system and the SF6 Drive system, as already pointed out in the comments.
9:28 fatal fury had always been a cinematic series since the very first one giving us the Bogard Vs Howard conflict
SNK with FF (1991) are actually pioneers in fg narratives, with that direction being improved in every story sequel. Even AOF (1992) with its roughness in gameplay has an incomparable arcade mode style, that Capcom never matched with a fg until the late 90s.
FF and AOF are actually the ones who taught the 2d fg industry on that aspect... Because SF lore and storytelling in the beginning was a joke. So that wasn't something SNK took from Capcom, it was an original contribution to the industry.
Becoming very excited for this game. And yeah, I'm a lore hound. Not just SNK games, but all games. Fighting games are my favorite genre because of the characters and their relationships. Which is weird when I say it because I used to be a jRPG guy.
THANK YOU! I've been wondering if this game's combos were gonna focus more on chains like KOFXV or links like Street Fighter. Looks like an even mix of both! I'm gonna make this my main game! I don't CARE if it falls off in popularity! I hope it doesn't....
Hey hiyo! Very casual viewer who doesn't play but loves watching; What's the difference between chains and Links?
@cappachino20 Links are when combos make you wait until a move has completely finished in order to do the next move. Chains are when you can interrupt the animation of one move part way through and do another move.
@@lostinaseaofdreams Oh makes sense now! Many thanks 😁
@@cappachino20if you're familiar with sf6 this is a quick comparison... Chains are target combos, links are when (for example) Kimberly does two crouching medium punches in a row
@@cappachino20 Keep in mind the difficulty doesn't change too much depending on style but what the devs do to handle it(along with player mindset/style). SNK games at times can be pretty tough but around the time SF4 came out that game was tough to do high damage combos in cause of how inputs were handled.
SNK put a lot of focus on the story of their games from the beginning. In the first Fatal Fury and Art of Fighting they specifically only allowed you to play as the main characters in arcade mode because they are the focus of the story. And they may be privative now, but they had cutscenes in between fights to give context on the broader storyline, back in a time when other fighting games would give you no story outside of the ending.
Bunk-shsnmmmmn̈mmmmmm ml !
"We tend to not care about the story that much" true but it is important to casual players, and having strong single player offerings is what can bring fighting games to the next level, sales wise.
Who will buy the game to never play it after a month.
@@AlbertoMonroy-lq2vwtrue, but these guys make the bulk of sales so we kinda need them.
@@AlbertoMonroy-lq2vw Spoiler alert, they still bought the game, and that is what helps SNK not die
@@Argosaxelcaos i understand that, yet i don't support this direction fighting games are moving towards. Fighting games are meant to be difficult, that's the nature of their mechanics. If fighting games are made easier and easier this doesn't mean amore people will play them, it means they will become less interesting. Good players of the fighting do not arise because of easy mechanics in them, they practice and hone their skills. Adding story is good, but not what fighting games are about. And this is coming from someone who loves the Fatal Fury Lore.
@@AlbertoMonroy-lq2vw we’re in 2024, stop living in the past
MOTW has some INSANE stylish combos!
and at the same time some of the basic BNBs are surprisingly complex, a true gamer's game
What game is that?
@@akdyearling Garou: Mark of the Wolves
It’s cool to see a game not limiting itself by using Art Design instead of trying too hard to get crazy graphics. In mechanically focused games, like fighting games, the mechanics are the most importantly part. It’s cool if they look amazing, but it’s not as big a priority as it needs be to a dramatic narrative game.
I am more hyped for CoTW than I have been for any fighting game in Years. This is the one that can fix me bro.
8:33 yeah people say stuff like this, and then you actually look and the 7th most viewed Tekken video ever is that 2 hour one about the lore. Hell, it's pretty much entirely what MK seems to sell itself off of. It really shouldn't be a surprise they'd put effort into the story here, the narrative was actually a huge focus of the earlier entries of the series in the first place. There are reasons people get attached to these characters aside from the gameplay, it's why that one mvci guy who talked about functions gets eternally dunked on. Given the series' legacy it'd be strange if they didn't put effort into the narrative.
Casual players care about the story a lot for sure. I thought I quit fighting games and bought SF6 for WT mode, thinking I wouldn't sink time into ranked, but I ended up playing a lot and getting a character to master.
"it's why that one mvci guy who talked about functions gets eternally dunked on."
Combofiend. He was Capcom's community manager at the time, and is also one of the best fighting game players ever.
@Airlancer sadly he got thrown to the wolves on that one. Capcom couldn't exactly come out and say "yeah it because Permulter is a out of touch old man who have no idea how audiences works", and function was the worst possible excuse to make.
Looking at the new Rock trailer they really show some creativity with the tools we've got
love the high pitched sound that is played when a super is activated
Hyped about this game. Marco was my fav in Garou i hope to see Gato here too
I LOVEEEE garou and city of the wolves looks legit incredible. I'm so damn hyped.
I had the chance to play the demo at EVO2024, i had a blast! You know SNK means business when they have an english dub for a game....
wow an snk game posted on this channel
Great video, I'm also hoping to enjoy this games more classic vibe. I've honestly enjoyed sf6, tekken, and strive a ton but I've been hungering for some of that SNK feel in a new package for a while
re: Story Caring. I think it's important to add in these little character development moments because it makes it interactions much better. Ex. In Rock's trailer, right before he pops his ultra, he says "This one's for you Terry!" and then proceeds to do his variation on Terry's Power Geyser from KOF15. These little story moments and interactions are the little extra that elevate the experience so much (imo)
I love the art direction and can't wait to check it out!
Imagine The Last Blade 3 coming out for their next game. Has to have the cleave in twine finisher animation tho.
8:40 that is not surprising coming from Fatal Fury. Having a good story was one of Takashi Nishiyama's goal from the start when he created the serie.
Also worth noting that the competitive player always represent only a part of a fighting game fanbase (a more or less large part depending on the game). There are people playing primarily for the character and lore (and local multi-player with friends). And that's not getting into the necessity to get general video game fans outside hardcore fighting games fans to play them if you want the game to be successful enough in the eyes of the company.
Can't wait for the shadow drop of Kizuna Encounter: Super Tag Battle: Online Edition at next Evo.
I think breaks and feints are some of the coolest things about the Fatal Fury series. I'm glad it feels like a lot more characters seem powerful than in MOTW. But more so than offense, the defensive options are what really open this game up. I just hope we get closer to Real Bout 2 pacing and mobility than MOTW, and then we might truly be getting something that will go down as a modern classic.
Can’t wait for this game! Looks so dope!
I gotta get my doubloons up this game looks amazing and there's still so much we haven't seen
More games should go with a more cartoony, stylized art style. Those age better.
I don't agree with the "these days games want to limit your combos" statement at the start of the video.
When even Street Fighter has wall-to-wall corner carry combos and combos that deal 80% damage, the balance is skewed.
Tekken, Mortal Kombat, all the anime games...they all feature long combos. And while the combos showcased in this video are undeniably cool, I personally want more games with a cadence like Samurai Shodown.
Taunt canceling in mark of the wolves was simultaneously the most difficult and satisfying mechanic ive ever used. Hopefully this mechanic returns in a capacity beyond just the break mechanic in city of the wolves.
We are ready for CVS3
Preecha army growing nicely I see. Still waiting to see if Joe is in the game but I'm good with her for now.
I just bought vampire saviors and now I hope they make another one.
Damn was that like 80% from that Vox combo? Sick. I hope the don't nerf that, looks fun as hell.
This game looks great. Loooove the cellshade graphics. Good throwback to that one kof (12, i think) with *the* most beautiful graphics that just sadly never caught on. Hopefully has good online play
Speaking of old Games, would love a Ninja Masters, Last Blade 1&2 rerelease
SNK Fans: Yes, we did expect it. SNK games are peak, people just sleep on them
This game looks really cool.
Great!
Bruh Preecha is cool-looking!
The whole S.P.G. System is interesting to me. You pick one third of the bar? And all are the same size? I wonder if that makes one of the segments superior. I’d think putting yourself at a disadvantage early on would reward you more at lower health. Especially with how much damage combos seem to do.
It does. The lower your SPG is, the more of a boost you get
@@toratalks oh cool. Thank you!
this game looks super fun ✅
@jmcrofts rooflemonger collab when? you guys are both my favorite fgc youtubers and cover very similar games so i think it would be great :D
Just defend looks a million times more fun than parry and perfect parry
KUSHNOOOOOD!
I would love to play kof 2001 and 2000 on steam really I miss those ones because of the striker system.
Nice game
I'm surprised that Power Dunk doesn't Hard Knockdown nor Knockback the opponent upon contact, But at least it does if opponent is airborne.
I don't think you need to have a high budget to make one of the best fighting games ever made, if you look back at the history there's some precedent, and hopefully we see a really great game come out of this. I got hope, can't wait to get my hands on it.
I can wait to play this imma play the old on but don't know if anyone online on ps5/ps4
wish theyd make a new bloody roar :/
11:40 You don't have to spoil anything, I know in my heart of hearts the Maximum Impact re-releases are coming. Trust me
as an andy bogard main in a lot of games I dont like how they wipe away him (and Joe) from the series
They’re probably still gonna be in the game they were both shown in official art when the game was first revealed
Terry, Andy, Joe, and Mai should always be playable in a fatal fury game.
@@GeneralGlockasiah say that to the best Fatal Fury game
I’m an Andy main too and have been hopelessly hoping he is announced. 😭Always loved his fighting style Shiranui-ninjutsu
@@Yuber187 Andy uses Koppoken. Mai uses Shiranui Ninjutsu.
Goddamit, nooo, this game has a DI-style move? Argh, I effing hate that in SF6. I’ve been looking to this as my SF6 replacement…we’ll see.
**EDIT** I am down off the ledge now. I checked the official site for the game, and I think what JMCrofts is referring to is the "REV Blow" technique, which can only be performed while in SPG. Further, based on the example video on the site, it doesn't look like it leads into a full crumple and tons of damage.
Brother, KoF alone has one the best stories in fighting games. Really sad that people sleep on SNK titles like Rage of the Dragons.
fun fact preecha is actually a guy name in thailand and she use muay thai so i pretty much think she is the one. lol
usually ppl with this name are 30++ bc its pretty traditional thai name for a guy it meant like happy or something idk
Is there a video where he interviews and talks with the developers? I cant find It and It seems interesting
May the gods give this game a good online. I leave in China and if the online is just "ok" than the game is unplayable online. I need SF6 online standard for good online. May SNK have the ressources to pull this off
Some friends and I are making a Discord server to help learn fighting games, what's essential?
Does it feel and play like Street Fighter 4? That's all I really care about
Add leona to city of the wolves pl
Yes it doesnt make sense but i love her
I feel like fatal fury and by extension kof fans do care about story. Especially since the last canon fatal fury was like real bout 1 or something
And obviously casuals too. Story is how you become endeared to these characters and probably the best way for snk to keep growing its brand. I personally think these characters can be more entertaining than street fighter characters at times but snk just does a poor job at showcasing that
I just wish I could play kizuna encounter online this game is amazing but forgotten
Really don't know why my other comment was deleted, but I'll try again... It's on Fightcade, you can literally go play it right now if you wanted to. It even has rollback.
11:29 ok cool....GIMME KOF11 then
What an aesthetic bummer -- it's all 3D with constant pauses for anime-esque close-up. Guess I'll stay on MotW.
"a lot of new games really want to limit your combos..."
citation needed??
Preecha looks fun but I really hate her design
They need to tone down the damage just a LITTLE bit. Characters do WAYYY to much damage. Giving me tekken vibes
The particle effects are a bit much, but his game is so gorgeous. I'm glad SNK doesn't have to spread themselves thin over 40+ characters, so they get to show off. The SF6 era has been paying off.
Pretty disappointing that grant isn't in this game
Grant gameplay is too goofy for a modern audience.
I loved snk and garou , My dong is nice
Bro, wth are you talking about "issue with MvC2" and "old games can't be played anymore"? I've LITERALLY SEEN YOU playing all of these old games including MvC2 and SVCChaos among many others on Fightcade. You know damn well there is a still a thriving scene for old games and that they definitely can be played with very little effort from the end user.
she or he?
not 1 new game really limits your combos that dropped recently other than strive SF actually got combos added
drastically lowering the skill ceiling results in "crazy" combos. What a shocker
Combos are boring, I don't want to memorize a 15 button rhythm game just to be competitive.
This will be an amazing game for good players. But complete ass for casuals. Just like kof15
"A lot of games try to limit your combos" I wish they did. Combos have gotten way out of hand for games, with dozens of inputs that are just too much to learn for anybody with a job and a life. Or someone with ADHD. I seriously wish combos were much, much shorter.
You have ADHD?
You'll still be able to do short combos. Those just won't be the most damaging. The best players in everything (video games, sports, etc) are gonna be the ones that play it all day everyday, that's life.
@@extremepop324 There is a lot of other things to be good at, in a fighting game. Reaction time, reading an opponent, footsies, adaptation, matchup knowledge and more. You don't need Dragonball FighterZ 3 minute combos in every game just to show off how good someone is at memorizing.
I have a job and a life and I learn UNI combos fine. Its okay to prefer games with shorter combos, but I'd appreciate it if you didn't try and make your distaste for them or struggles in executing them into some kind of judgmental assumption about those of us who do enjoy them and can execute them.
Animations look stiff, especially on wake up. Gameplay feels slow? Like sped up an extra 15% - 20% would feel just right?