Martial Arts in the Video Games: FAIL

No, sir, I must insist that it is, indeed, you who sucks. Good day, sir.

You guys are stoopid. Everyone knows that Lee Chaolan is the best Tekken character. Machine Gun Kicks!

Hrmph.

Karate Champ is an old favorite of mine and, particularly when contrasted with modern games, it stands out as one of the most realistic fighting games ever made (with one of the most intuitive control schemes ever implemented).

Okay, so the game is pretty much point fighting…I like to think of it as the empty hand version of Great Swordsman.

Eddie and Hwoarang (and possibly Lee Chaolan -with a modified Marshall Law move set-) are the cheapest characters ever to grace tekken.

i have admiration for anyone who plays as King/Armor King.

oh and hey, nobody mentioned Bushido Blade or its sequel? possibly the best swordfighting games ever. one-slash kill and all that.

Newest characters in Tekken 6:

Leo - Hakkyoku-Ken
Zafina - Ancient assassin. If it were Kung Fu, it would be called Spider Kung Fu.
Miguel Rojo - Self taught brawling str33t f1ght3r
Bob - Free style karate who happens to be a fat guy.

I shit you not. It looks like Namco’s running out of styles.

I hate it when people play as King… in my opinion, King is the cheapest character EVARZ. Once he gets a hold of you and does that seemingly endless succession of rasslin’ throws, there’s no way you can get out of it. Everyone that I’ve played against who uses king always uses that cheap-ass throw combo, it’s the ONLY thing they do.

At least that throw combo is hard at fuck to do…or it was in Tekken 3 (the last game in the series I played).

so when are they going to include Systema? :icon_rabb

seriously though: they need another ground-fighting character (they already have the russian Sambo character, why not add BJJ? Judo?)

well, it IS hard to do… maybe its just me. i like to stick with the “new” jin kazama and bruce irving.

still, most of my losses usually come from forest/marshal law, and hwoarang… damn fast kicking.

King’s chain throws aren’t a big deal since there are escapes.

Tekken has always had a unique ground fighter in Marduk. Better yet, he has a DLT that can only be escaped and not reversed. At a certain distance, the throw itself is inescapable. He even has throws that ends up with him on mount.

Between Marduk, Dragunov, and to an extent, King, you can’t get much more of a ground game in Tekken.

I always thought Zafina was reminiscent of the Indian style of MA Kalarippayattu

, that some say pre-dates Kung Fu.

http://www.youtube.com/watch?v=6sh7x3-VXh0

http://www.youtube.com/watch?v=0B09zqMiA4k

This art seems to have 2 different versions floating around. When I had originally seen the art on Fit TV’s “Deadly Arts,” it was described as a healing art and used to keep the foundations of Indias traditional medicine and culture. The forms were also slow and seemed a bit more extravagant when it came to stretches and stances. The forms viewed on the youtube links, as stated by the host of “Mind, Body, and Kick Ass moves,” seems like it’s derived from forms of Kung Fu.

I don’t think we’re going old skool enough…

Karateka was by FAR the most influential martial arts game.

Lessons it taught us:

  • Martial arts consist of only three kinds of punches and kicks, Low Medium and High
  • You have to climb up a huge mountain to do battle with many other krotty-ka's (which you could fall off of immediately and die if you're like me)
  • Getting touched while running is teh deadly
  • Getting touched while standing is teh deadly
  • The only way to move while fighting is to sit in a low horse stance and cross one foot in front of the other or behind the other
  • Repeatedly kicking someone in the crotch as they move towards you is a great strategy
  • Progressively harder opponents will have progressively more bizarre head gear
  • Hawks are f'ing annoying (and teh deadly)
  • Gates have motion sensors and will slam shut on you faster than a catholic nun's thighs
  • Women don't like you running at them

Except for Dead or Alive: The Movie.

Maybe if they had this in the movie, it would have transfered better to the silver screen.

Better:

http://www.youtube.com/watch?v=NISv4pWxrFo

HELL YES Bushido Blade!! I LOVE those two games. Even if the fighting is a lot slower than a swordfight would be (presumably so you don’t die immediately all the time), it’s the best/most realistic swordfighting game EVER. I really wish they would make a sequel, but it’ll never happen :icon_cry: Iaijitsu FTW in Bushido Blade II, by the way.

Oh man do I have problems with fighting games. I agree with the article author, but there are so many more points to hit. My two main ones are physics and blocking.

I hate most fighting games because they’re so unrealistic. Virtua Fighter is the best one in my opinion, but even that sucks. It’s because winning focuses more on exploiting the game engine rather than actual skill. I speak, of course, of FLOATING/JUGGLING/BOUNCING moves. When you kick/punch someone, generally they do not fly into the air. I have been an MMA fan for several years now. The only time I’ve seen come CLOSE was where Huston Alexander uppercutted Keith Jardine so hard he was lifted up onto his tip-toes. No one EVER gets knocked from their feet into the air by a strike in a real fight. NO ONE. If by some miracle of physics, you do manage to knock someone into the air with a strike, it’s also nearly impossible to then run after then and strike then again while in the air. If by some double miracle you manage to do both of these things, the midair strike will NOT cause them to “float” along in midair. Same deal for bouncing combos against the ground-people are not made of rubber!

Secondly, the defense. Basic defense for pretty much any empty-hand fighting game you play, is this:

Note the arm position/movement and memorize it, because that’s how it looks when you block in EVERY FIGHTING GAMER EVARRRR. Blocking low means crouching way down, and doing the exact same damn thing. Exactly how does holding your arms up in front of you and doing nothing block anything? Covering up is good, but how is it that the same static arm position protects you from punches, kicks and magical fireballs? Wouldn’t just…swatting away that jab with a hand be easier? Wouldn’t, say, moving an arm to the side of the head your opponent is kicking at make more sense? It’s permissible to have the character magically impervious to attack with this position in 16 bit games. But for Virtua Fighter 5 on the PS-freakin’-3? Let’s show a little creativity! Let’s shin-check a low kick for once!

Oh and also, I just love how knockouts happen. Taking any amount of damage has no impact whatsoever on your fighting skill, stamina or ability to stand up straight until you actually fall over and die. And a crouching punch to the knee is just as effective in knocking someout out as a punch to the face. And after being knocked out you can get back up and have a full life bar for the second round.

Gotta get me one of them life bars…

EDIT: Another reason why I love Bushido Blade. The defense makes sense! In BB I, yes there’s a generic “block” button, but depending on your stance and weapon, your character will generally do a quick upward thrusting motion with their weapon, using their shoulders. This actually makes sense, tapping your opponent’s weapon and disrupting their strike before they’re ready to make contact. In BB II, for straight line strikes you knock it aside with a horizontal one, and for horizontal strikes you knock it aside with a straight parry. Holy logical blocking system, Batman!! In addittion, you can’t just hold the guard/parry buttons…if you time it wrong, the opponent’s strike will knock you can and disrupt your balance.

In fighting games, you end up fighting robots, mutants, or demons. Reality’s already lost long before the fight starts.

When it comes to MA in fighting games, the only thing I’m looking for is how well the techniques are represented from said art. I don’t care if people get up when necks should be broken, but if there’s a pro wrestler in the game’s roster, there better be pile drivers and/or suplexes in their repertoire.

I don’t care if I’m using a character who’s a genetically engineered human fighting in the middle of a burning temple, but if the game states that he’s a boxer, then I expect to see him take a boxer’s stance, use a lot of punching, non-existent kicking, and slips/boxing movement.

nice thread… killer instinct was a wierd one too. one time i did an ultra combo on the gameboy version with jago an it crashed and broke my damn gameboy…guess it couldnt handle it.

one of my favorites was rival schools on dreamcast. where else can u beat the crap out of someone with a base ball bat an then tag in your partner whose a teen jail-bait tennis player to unleash a deadly barrage of tennis balls at opponents.

the worst fighting game i played was some wierd ass game on jaguar…cant remember the name of it…but it was wierd an stupid. my buddy who invited us over to play
got forever teased on foolishly purchasing an atari jaguar with a fucktarded fighting game

Might you be thinking of Kasumi Ninja?

Video of said travesty:

http://www.youtube.com/watch?v=jEWu_PL46Qg

I sort of think like this too…sometime I play Virtua Fighter 5 just to see the movesets because they accurately (and beautifully) represent each art. But I think most good fighting games have reached the level of accurately representing fighting styles, and now I want to see them move past it into realistic gameplay.

oh…my…gay… FLAMING BALLS!

that’s it. i’m done. seacrest, out.