#street fighter

Roof Rage brings traditional fighter sensibilities to the platform fighter

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by Amr (@siegarettes)

  • Roof Rage
  • Developer: Early Melon
  • Publisher: Early Melon 
  • Switch, PC

I was a bit cool on Roof Rage when it first released. Its original cast felt a bit disjointed, pulling primarily from East Asian martial arts with some left field additions, and its variations on the platform fighter’s directional specials made it difficult to get to grips with. Those initial criticisms still stand, but my time since the original review, alongside numerous improvements, have allowed me to appreciate the unique take Roof Rage brings to the platform fighter genre. 

Namely, Roof Rage is a platform fighter that channels the spirit of traditional 2D fighters, with big combos, fast movement and a focus on turning a good read into big damage. 

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Fighting on the Streets:  2 months with Street Fighter V

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At some point in the thralls of my Puyo Puyo fever–where I’d stay up all night practicing stair patterns and T-Spins–it became clear that I’d caught the competitive bug. Playing with friends drove me to improve, and getting absolutely bodied by others playing online made me want to understand what techniques I needed to be adding to my arsenal. 

Eventually I came to realize that Puyo Puyo Tetris was pretty much a fighting game–you needed quick reactions, practiced techniques and the ability to read an opponent. All of that had just been obscured by my lack of basic knowledge. My practice regimen also wasn’t unlike what happened in a fighting game training mode–hours of repeated motions to nail a specific technique. I’d finally entered the mindset you needed learn a fighting game. 

Enter Street Fighter V. 

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