discussing motion inputs in fighting game design
Published 3 years ago • 117K plays • Length 10:40Download video MP4
Download video MP3
Similar videos
-
6:30
sidenote: why motion inputs still exist
-
11:53
it's time to talk about simple inputs again
-
15:33
fighting game difficulty & the "skill-gate"
-
14:48
fighting game strategy & difficult execution are intertwined (but not required)
-
15:34
t8 💥 kdf | ulsan (azucena) vs hysteria (reina mishima) 💥 tekken 8 player match 💥
-
13:44
zoning is cool, and offense after a knockdown isn't what defines "rushdown"
-
10:27
how to use keyboard for fighting game
-
10:31
a semi serious discussion of motion inputs in fighting games
-
10:42
the basics of forming a fighting game strategy
-
7:37
sajam discusses laugh's theory on types of fighting game playstyles
-
10:45
watch new fighting game players learn without fixating on difficulty challenge (impossible)
-
12:36
'combo expression' is in fact a real part of fighting games
-
19:18
motion inputs
-
13:06
discussing perspective in guilty gear, netcode, & 'difficult' fighting games
-
15:44
intentional design and the modern fighting game dilemma
-
12:29
the fighting game glossary (glossary.infil.net)
-
7:41
how to recognize your own improvement (it's hard)