I have long been intimidated by fighting games. I'm not sure exactly when this started, and there are still some fighting games I do enjoy — most notably the Dead or Alive games, which I've always felt have been the closest I've come to genuinely "getting" one of these games. And I would love to change this situation — particularly with the number of excellent SNK fighters we have on Evercade now.

Like I say, it wasn't always like this, though. Back in the SNES era, I, like literally everyone else I knew, had a copy of Street Fighter II, and played it to absolute death. I remember chatting about it with friends at school, discussing the various characters' endings — back then, people still respected the single-player mode of fighting games rather than treating them as the afterthought they seem to be today — and bragging about how easy we found such-and-such a special move to perform. (My friend Andrew was the only one of us who, he claimed at least, could perform Zangief's Spinning Piledriver.)
Beyond that, I remember having a good time with the original Tekken and Soul Blade on PlayStation, Soulcalibur on Dreamcast, the aforementioned Dead or Alive… it all feels a world away right now.
The obvious answer to this is to just try and play a fighting game again. But the temptation, given the amount of information out there today, is to try and look something up; to try and find a guide to "getting good" at one of these games, before you even start actually just playing it.
The trouble is, most guides these days — even supposed beginners' guides — are filled with impenetrable jargon, and move on to complex concepts way too quickly, making the prospect of even thinking about trying a new game difficult to contemplate. I read a guide the other day that said when you are learning a new fighting game from scratch, one of the first things you should do is look at a wiki and learn the framedata for the character you want to play.
Not "play the game, see how you like it" or "pick a character that you find sexually attractive, consider an aspirational figure or think is amusing for some reason". Look at a wiki and learn the framedata.
Now, while I won't deny that once you're taking a game seriously to a particularly sweaty degree, looking at a wiki and learning the framedata probably is helpful — but man! When you're someone who doesn't really know how to play a fighting game, like at all, but is interested in learning at the very least the basics, and then you're hit with something that sounds like the exact opposite of fun as one of the first things you're suggested to do… well, that doesn't feel like much of an incentive to play!
This is the trouble with having too much information available and the baggage that a large and active "community" brings. Back in the SNES era — and even onwards into the Dreamcast and early PS2/Xbox ages — none of us knew what the "FGC" was, and we didn't need to know. If we were lucky, we still had the original manual for Street Fighter II and knew that a fireball move was down, diagonal, forward and punch, and that was, somehow, enough. The way we played would have probably been considered "button mashing" by someone who knew the game extremely well, but again, it didn't matter! We were having fun with the game, we were enjoying playing it — and we were able to play it well enough to (after a lot of continues, in most cases) actually beat the single-player mode.
Like I say, though, the single-player mode of fighting games is seemingly barely given any thought whatsoever these days. The assumption from most of the "guides" out there appears to be that you must always be looking to get ready for competitive action, to be on top of your versus game, and to be able to perform every move absolutely flawlessly, exactly when you need to perform it. Playing against a computer? Ugh, literally disgusting. Get online and get wrecked, because that's the only way you'll learn.
That may be true, but I wonder how many other people out there are like me: having once enjoyed something like Street Fighter II before all this "advice" was everywhere, but now feel completely and utterly intimidated and demoralised any time they even contemplate picking up a new fighter — to such a degree that they just never even try a game that could potentially become an all-time favourite?
As I say above, I think the answer, honestly, is to simply ignore all this and just have a go. If you're only fighting against the computer, it doesn't matter if you suck. If the only skills you develop are "how to beat the computer" — and you do so enough to be able to see a favourite character's ending on a handful of credits? I think that can be enough.
I think you can make it enough. So y'know what? I think I'm going to make an effort to have a go at some of these absolutely beautiful NEOGEO games we have on Evercade. Sure, I'll likely be turning the difficulty level down to the minimum, at least to begin with — but that sounds a lot more fun than looking at charts full of numbers, abbreviations and terms like "Greco-Roman cancel". At least for now. Maybe I'll find myself wanting to do that at some point down the line — but for now, just playing the game sounds like a good idea.
Now the only question is which game to pick…?
Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.
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