Search Results
6/26/2025, 12:12:21 PM
I have a theory
My theory is that every modern fighting game has a character specifically designed for women and casuals to win with to try and attract more players to their game
What does this mean?
It means
>Extremely autopilot gameplan, they don't need to do yomi, reads or conditioning. All they want to do is play a single player game with their guessing game and setups
>Related to above, these characters have no need to learn fundies, MU knowledge or spacing or nootch. They just get a knockdown and run their gameplan
>Low execution barrier, easy to use and conceptulize
>High volatility with degenerately high reward on both offence and defence to reduce the amount of interactions needed to win and shorten the round as much as possible (the longer a round or set goes, the more likely the experienced fundies player will win)
>Good normals to encourage mashing
>Thus this allows non-fgc casuals and women to win games they wouldn't never win in something like SF4
>Character is always female, usually cute or pretty
Examples
>Cag/Charlotta (GBVS)
>Ram (GG)
>Marisa/Lily (SF6)
>Miyako (MB)
>Lucky Chloe (Tekken), before her, Alisa/Xiaoyu
My theory is that every modern fighting game has a character specifically designed for women and casuals to win with to try and attract more players to their game
What does this mean?
It means
>Extremely autopilot gameplan, they don't need to do yomi, reads or conditioning. All they want to do is play a single player game with their guessing game and setups
>Related to above, these characters have no need to learn fundies, MU knowledge or spacing or nootch. They just get a knockdown and run their gameplan
>Low execution barrier, easy to use and conceptulize
>High volatility with degenerately high reward on both offence and defence to reduce the amount of interactions needed to win and shorten the round as much as possible (the longer a round or set goes, the more likely the experienced fundies player will win)
>Good normals to encourage mashing
>Thus this allows non-fgc casuals and women to win games they wouldn't never win in something like SF4
>Character is always female, usually cute or pretty
Examples
>Cag/Charlotta (GBVS)
>Ram (GG)
>Marisa/Lily (SF6)
>Miyako (MB)
>Lucky Chloe (Tekken), before her, Alisa/Xiaoyu
6/13/2025, 8:42:19 PM
6/12/2025, 11:15:15 PM
I have a theory
My theory is that every modern fighting game has a character specifically designed for women and casuals to win with to try and attract more players to their game
What does this mean?
It means
>Extremely autopilot gameplan, they don't need to do yomi, reads or conditioning. All they want to do is play a single player game with their guessing game and setups
>Related to above, these characters have no need to learn fundies, MU knowledge or spacing or nootch. They just get a knockdown and run their gameplan
>Low execution barrier, easy to use and conceptulize
>Good normals to encourage mashing
>Have a tool or a multitude of tools to avoid playing neutral entirely leading up to the goal which is the knockdown into single player guess for game loop
>Extremely skewed risk-reward encourages these characters to constantly gamble on defence as a successful gamble means the chance to start running their gameplan and get the snowball going
>Thus this allows non-fgc casuals and women to win games they wouldn't never win in something like 3S/4
>Character is always female, usually cute or pretty
Examples
>Cag/Charlotta (GBVS)
>Ram (Soive)
>Lilly/Manon (SF6)
>Lucky Chloe (Tekken), before her, Alisa and her saws of doom
Thoughts anons?
My theory is that every modern fighting game has a character specifically designed for women and casuals to win with to try and attract more players to their game
What does this mean?
It means
>Extremely autopilot gameplan, they don't need to do yomi, reads or conditioning. All they want to do is play a single player game with their guessing game and setups
>Related to above, these characters have no need to learn fundies, MU knowledge or spacing or nootch. They just get a knockdown and run their gameplan
>Low execution barrier, easy to use and conceptulize
>Good normals to encourage mashing
>Have a tool or a multitude of tools to avoid playing neutral entirely leading up to the goal which is the knockdown into single player guess for game loop
>Extremely skewed risk-reward encourages these characters to constantly gamble on defence as a successful gamble means the chance to start running their gameplan and get the snowball going
>Thus this allows non-fgc casuals and women to win games they wouldn't never win in something like 3S/4
>Character is always female, usually cute or pretty
Examples
>Cag/Charlotta (GBVS)
>Ram (Soive)
>Lilly/Manon (SF6)
>Lucky Chloe (Tekken), before her, Alisa and her saws of doom
Thoughts anons?
6/12/2025, 11:24:21 AM
I have a theory
My theory is that every modern fighting game has a character specifically designed for women and casuals to win with to try and attract more players to their game
What does this mean?
It means
>Extremely autopilot gameplan, they don't need to do yomi, reads or conditioning. All they want to do is play a single player game with their guessing game and setups
>Related to above, these characters have no need to learn fundies, MU knowledge or spacing or nootch. They just get a knockdown and run their gameplan
>Low execution barrier, easy to use and conceptulize
>Good normals to encourage mashing
>Thus this allows non-fgc casuals and women to win games they wouldn't never win in something like 3S
>Character is always female, usually cute or pretty
Examples
>Cag (GBVS)
>Jack-O (GG)
>Lilly (SF6)
>Lucky Chloe (Tekken), before her, Xiaoyu
My theory is that every modern fighting game has a character specifically designed for women and casuals to win with to try and attract more players to their game
What does this mean?
It means
>Extremely autopilot gameplan, they don't need to do yomi, reads or conditioning. All they want to do is play a single player game with their guessing game and setups
>Related to above, these characters have no need to learn fundies, MU knowledge or spacing or nootch. They just get a knockdown and run their gameplan
>Low execution barrier, easy to use and conceptulize
>Good normals to encourage mashing
>Thus this allows non-fgc casuals and women to win games they wouldn't never win in something like 3S
>Character is always female, usually cute or pretty
Examples
>Cag (GBVS)
>Jack-O (GG)
>Lilly (SF6)
>Lucky Chloe (Tekken), before her, Xiaoyu
Page 1