I'm wondering if playing Skullgirls would be good practice for Them's Fightin Herds? I've been considering buying it.
In no way trying to take away from your point, engine means nothing when it comes to comparing how things play.- operating on the same Z-engine
M6 getting to use the engine wasn't relevant due to how the game would play, it was relevant to the limitations the original engine we had to use had. The more robust an engine, the more able it is to produce games of varying styles. Mike Z has shown before that he can just make platforms in a Skullgirls stage if he wanted to, and suddenly it could be like Smash.surely Mane6 receiving Skullgirls' engine wouldn't be such a big deal if it was completely irrelevant..
Unfortunately, seeing footage and actually being in the game are completely different things. Skullgirls is a great place to start because it offers a fantastic tutorial system and is very easily accessible since it would have about the same system requirements and goes on sale quite often.It is (from what I gather as the receiving end of the product) a quality engine with considerable possibilities, and perhaps provides a similar starting point for a fighting game, explaining why for someone who is used to Skullgirls TFH seems so "familiar" in the footage I got to see so far.
I would disagree, Divekick will not prepare you as well as other fighters.Something that would be surprisingly good practice, besides Skullgirls, would be Divekick.
See, this is a good choice as well, although some Melty combos can be just as long as Skullgirls combos haha. Melty Blood can teach some bad habits as well though, like relying too much on 2A confirms and mashing a bit too hard when not needed.I'd say the closest game to TFH is Melty Blood.
Skullgirls has extremely long BnB's, but technically speaking they're both Chain Combo games.
D (the fourth button) is a shield, and is used in the Shield Bunker input. It isn't just used for throw, you're thinking of the Quick Action button, E Button, whatever you want to call it.So, take your pick. I'd say Melty Blood though, since it too has a 3 button system (Grabs the 4th.)
MKX and MK9 don't use normals the same way most 2D fighting games do. It's about pre-set combo strings. That doesn't really carry over into learning neutral in other games. Not to mention that the block button prevents crossups from being a thing, while it's a big part of mixups in almost every other game.I'm curious about Mortal Kombat X (or previous). I have seen suggestions for a lot of other games, but none for MK. Would be interested to know if there is a reason for this
THATS WHAT I KEPT TELLING HIM (my brother)! That 'block button' just feels weird after SG, and it all feels.... scripted is the word I used. I shall stick to SG, I am starting to make progress with that anyway, and the tutorials are wwwaaaaaaaaaayyyy bettter. Thank you!MKX and MK9 don't use normals the same way most 2D fighting games do. It's about pre-set combo strings. That doesn't really carry over into learning neutral in other games. Not to mention that the block button prevents crossups from being a thing, while it's a big part of mixups in almost every other game.