Super Smash Bros. Ultimate as a Fighting Game: Competitive Basics
How Smash Ultimate works as a competitive fighter: percent and knockback, stocks, shields and out-of-shield options, ledge play and tournament rules.
How Smash Ultimate works as a competitive fighter: percent and knockback, stocks, shields and out-of-shield options, ledge play and tournament rules.
Links, cancels, chains, target combos and juggles explained in plain English, plus damage scaling, input buffers and how combo routes are written.
What footsies and neutral really mean, how spacing, pokes and whiff punishes work in 2D and 3D fighters, and simple drills to start practising.
Every God of War game in release and story order, from the PS2 originals and handheld entries to Ragnarok, Valhalla and the 2026 Sons of Sparta.
Every Bayonetta game in order, where to play them today, how Origins fits in, and the combat ideas that make PlatinumGames' witch a genre icon.
From Tekken (1994) to Tekken 8: the sidestep, tag battles, Bound, Rage and Heat, the Mishima feud in brief, and Katsuhiro Harada's long run with the series.
How Street Fighter evolved from a 1987 arcade curiosity to Street Fighter 6, era by era, with the mechanics each generation added to the genre.
How parries work in Street Fighter III, SF6, Garou, Sekiro, Metal Gear Rising and Bayonetta, and why the risk/reward trade-off makes them so satisfying.
What invincibility frames are, why dodges are about timing rather than distance, and how rolls, Trickster dashes and reversals use i-frames.
How Devil May Cry's D-to-SSS style meter and Bayonetta's verse medals grade combat, what raises and drops a rank, and how it feeds mission scores.
Every mainline Devil May Cry game plus DmC, in release and story order, with the collections and remasters to use and the best entry point for newcomers.