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After beating Fatal Fury, I felt obligated to play Art of Fighting because of how much I liked it. Sadly I didn't get the same enjoyment here.

The music is decent, the graphics are good looking, the movement is much better Fatal Fury's, and I like how the story is framed as a kung-fu action movie with cutscenes thrown in the mix. I just feel like the gameplay holds AoF back.

This is probably a me problem, but I don't like how sluggish the special moves feel. A Hien Shippuu Kyaku or a Haoh Shoukou Ken takes eons to come out, so don't go using them willy-nilly. Then there's the meter mechanic, the Spirit Gauge. I feel that it's a hindrance.

Not only do you need it to perform special moves which drain a lot of it, but it's difficult to get it charged high enough with the AI being so neurotic. They'll be constantly taunting you to shrink the gauge or outright intercept you, while they constantly charge theirs up. It feels like this picture. Mr. Big is especially guilty of this. Penis-headed bitch. But I'll give SNK some credit, the Spirit Gauge adds another layer of strategy to the game, which did keep things interesting.

I respect this game as one of SNK's legacy titles, but it's not something I'd like to revisit.

Its original mechanics diferentiate it from Fatal Fury, but fails to be as compelling as the original series

While the graphics are nice and colourful, a good representation of the Neo Geo's sprites, the gameplay leaves a lot to be desired. The original was known for its clunky and heavy movement, and this takes it to the next level. Slow moving, badly animated figures with massive latency between button presses and anything actually happening on screen. The sound too is woeful, underneath a basic as they come score you may just be able to pick out some scratchy sampled voices. Shameful.

This is just an 80s movie disguised as a fighting game

This review contains spoilers

Yeah... I prefer my fighting game to have a story that could be as simple as this, but at least something that invests me to continue fighting. What a stupid cliffhanger though, it's obvious that's the protagonist's father. The question is why did he kidnap his own daughter?🤣

Real Streets of Rage vibe at times, especially with the detail in the slum and the bar backgrounds and the music overall


Vaya experiencia...

Empecemos por lo bueno, el título es un deleite visual bestial para el 92, los personajes y escenarios aparte de gigantescos son bien vistosos y resalta positivamente a todo el elenco, el daño físico visible de los personajes mientras más son heridos y el detallito "jocoso" al derrotar a King con un super muestra que estos tipos tenían maestría técnica y potencia y las querían venir a presumir.

Ya en lo jugable es un título que se siente un tanto más suelto que Fatal Fury, el input a veces es medio sensible saliendote poderes a mitad de un caos o brillando por su ausencia cuando específicamente quieres hacer algo aunque ahí si debo decir que el factor presión del rival hace que quieras hacer todo a la rápida y recién allí caigas en cuenta que AOF es exigente con el input y el manejo de tu control en las situaciones, misma razón por lo que cualquier especial te quita barra y la misma es recargable a voluntad.

Lamentablemente en términos de balance el juego es una porquería, daños masivos y desproporcionados, un estado de Stunt bien gratuito y constante, valores de supers mal hechos y un sistema de burlas para rebajar barra muy útil pero dentro de todo fácil de abusar (y de que te abusen por cierto) que hace que el título, en un todo, sea una pesadilla en sus peleas finales.

En conclusiĂłn, Art of Fighting es un juego cumplidor de la vieja SNK pero se notaba que estaban bien lejos de su refinamiento que los hizo legendarios y aĂşn no se desataban del todo de la idea de querer hacer otro Street Fighter, pero el Ryo motociclista es tremendo patrimonio del gaming, eso sĂ­.

Además está tremendo el drama que construye la escena al derrotar a Mr Karate con Yuri deteniendo a su hermano de seguir peleando con "ese" hombre, es todo bien satisfactorio y "épico."

This game was ok, but almost falling to not good. The soundtrack was good, only Robert and Yuri had memorable designs. Basic game, nothing special.

Art of Fighting | MaraSNK%

Art of Fighting é um dos piores jogos que já joguei em toda minha vida

O jogo até que é bonito, mas o elogio acaba aí, o sistema de barrinha é horroroso, a gameplay é dura e pesada, nada linka com nada e é totalmente quebrado, o jogo é grotesco.

1/10

I want to like "Art of Fighting" so badly! The music is sick as hell! (I even own the vinyl) The sound design will rock your ass! The game oozes of 80's nostalgia too. I even like how there's an RPG element to where you can gain stronger attacks thru the bonus stages. The giant sprites are also really cool! Unfortunately, the game controls so poorly, the hit detection is so spotty and the game just as a chunky and clunky feel to the combat that it was never fun to play. The game is ridiculously difficult too. It never really felt fair either. It felt like the game suffered from very strong imbalance in favor of the CPU. Your only real defense is figuring out how to cheese it, which eventually worked for me after several times dying per opponent. Also, despite being a very influential game for the fighting genre with having a story mode integrated into the actual gameplay, it didn't detract from this just feeling like a Street Fighter rip off. John in particular is a straight up copy and paste of Guile. That's another thing, "John"? The names are all so boring in this game. When the ultimate bosses are "Mr. Big" and "?", you just know they didn't put much effort into it. As a historical piece there is value here, but SNK's future titles did everything better.

Unsurprisingly, SNK's later fighters do everything better.

I really want to like Art of Fighting, I really do. I love the big dumb sprites and the attention to detail for 1992 in making the characters show damage during the fight, and the whole crime drama plot of finding the person who took your sister is cool as shit.

But John Crawley is broke-ass Guile down to both his character design and his obnoxious ability to throw three sonic booms faster than I can throw one of my great value hadokens. The AI being patented early SNK dogshit combined with the terrible feel to the fighting and the stiff control just makes for a crappy experience.

This game makes me hate Mr. Big, and that sucks because I love Mr. Big, at least his theme in this kicks ass.

Has some damn amazing music.

As the first Neo Geo game I played as a kid, the first thing that jumped out at me was the graphics. The characters looked great and had large detailed sprites, and the camera zooming in and out as you went closer and further from each other was a nice touch.

Upon revisiting, the gameplay doesn't hold up that well thanks to some noticeable balancing issues between characters. The control is stiff, clumsy and just feels slightly 'off', and the gameplay doesn't seem sure of what it's trying to be (it's not blazingly intense like Marvel vs. the Entire Universe or slow and methodical like Samurai Shodown). So there wasn't enough of a hook to draw me into it, besides the abovementioned good graphics and some entertaining Engrish.

the game looks nice but it doesn't do much mechanically. its crazy to see your character get their shit kicked in to the point of a concussion.

Very flawed port of an already flawed game (The sequel though is the dog's bollocks). This was never a Street Fighter 2 contender so hopes for the snes version weren't high. It's not too bad graphically, fairly faithful to the original, even if they did have to shrink the characters down a bit. The sounds and music are very muddy though, not its best feature. I can't say much for the gameplay either, vastly overpowered moves and an unforgiving AI mean you probably won't be replaying this much.

Although not a popular game, this was the game that created many mechanics that we still see being used to this day in fighting games. Super influential among developers at the time.

Art of Fighting introduced supers/super meters, and taunts. The 2D sprites were ahead of its time, however, the most important part, the gameplay, was still quite clunky. Also, the characters weren't as interesting as other fighting games at the time which held the game back a lot.


Well, now that I have dipped my toe into the world of Fatal Fury a couple times at this point, I figured I may as well go ahead and check out another fighting series from SNK that they have made back in the past. So, naturally, the most logical choice to make would be with a series that is a prequel to Fatal Fury, Art of Fighting. Unlike Fatal Fury and, to an extent, The King of Fighters, I had never heard of Art of Fighting until about 1 or two years ago, when I was checking out what other titles SNK had made aside from Metal Slug. I was well aware of The King of Fighters and Fatal Fury at that point, but to find another series that takes place before those two, as well as one that is half of the foundation of The King of Fighters, was a pleasent surprise. So, after playing through the first game in the series, I wasn’t surprised to find that it was essentially the same as Fatal Fury, except with plenty of changes… and I am completely ok with that. It does carry the same weight, feeling, and fun that a typical fighting game should carry, while also introducting new elements to the genre at the time, as well as some other elements that I wish more fighting games had as a whole.

The story is fairly detailed, with a focused plot following just a few characters, rather then a bunch of characters coinciding with each other, but it is a simple kidnapping story, so it could’ve been done better (not to mention, it could’ve not ended on a cliffhanger), the graphics are just as good as other fighters from SNK, while adding more detail and character with elements such as seeing the damage enemies can do on characters’ faces, as well what is shown in the bonus stages, and having the camera constantly zooming in and out while the fight is going, which does make it feel more alive, the music was alright, not really being all that memorable or unique, but it fits well alongside the many fights that you will be a part of, the controls are about the same as Fatal Fury, and they work well enough, even if, much like plenty of other fighting games of the time, they can be pretty stiff at points, and the gameplay goes about what you would expect from an SNK fighting game, but it does stand out from other fighters at the time for several reasons.

The game is your typical 2D fighter, where you take control of one of ten fighters, take on plenty of opponents in 1-on-1 fights, deal many different punches, kicks, grabs, and combos to deal the smackdown on your foes, and take on plenty of bonus stages to not only get more points, but also gain new moves, upgrades, and techniques if you manage to complete the bonus games properly. For the most part, it is all what you come to expect, but going back to the bonus stages, I do appreciate what they do with them here. Many fighting game fans are probably very familiar with bonus stages, and while they can be fun, most would probably agree that most before this don’t serve any purpose rather then just… you know… points. But, in this game, you actually can earn stuff from mastering them, which makes them all the more important and satisfying to master.

In addition, Art of Fighting introduces several elements that would become a staple of the fighting genre, such as the Super Moves. Sure, you have to unlock them from the bonus stages, but whenever you manage to pull these moves off, you deal MASSIVE damage to your opponent, and it feels very satisfying to do so… or at least, it looks like it does, because I myself wasn’t able to unlock any of them (I suck). While that is all cool and all, one inclusion that I am much more interested in rather then that would be with the new Spirit Gauge. Throughout fights, whenever you use special moves against your opponent, this spirit gauge will go down, and will make the special moves weaker the lower it is, with you needing to charge it up to get that power back. This may seem like a dumb idea, and many may wonder why this is an inclusion to begin with, but to be honest, I actually love this mechanic. Many fighting games often fall into the same trapping of, when it comes to beating your opponent, you would only need to find one special move, and spam it over and over again, which is satisfying to pull off, but if you are on the opposite end of these moves, it would feel completely unfair. With this, it helps makes things more balanced and makes it so that you can’t just spam your way to victory, which may be a bit of hassle for some, but for me, it is an inclusion that I greatly appreciated.

However, not everything about Art of Fighting works as well as you think. This may just be a problem to me, but I did mention earlier that you could play as up to ten fighters in this game, although, when playing through Arcade Mode, you can only play as two, which really sucks, not gonna lie. Sure, I completely understand why this was done, because the story is focused solely on Ryo and Robert saving Yuri, so having the option to select any of the other characters would make no sense in that context, but still, they couldn’t have just made an alternate non-canon scenario for each of the other fighters so you could play as them there? I dunno, again, that just may be a me thing. Other then that though, you may be expecting me to bring up how this game has fighting game syndrome, but… honestly… I didn’t find this game as difficult as other fighting games. Trust me, I got my ass kicked plenty while playing through, but compared to something like Mortal Kombat or the original Fatal Fury, this game is much easier then you think, even though it can still be quite a challenge at times, so I was pretty thankful for that.

Overall, despite a limited roster for arcade mode, I found Art of Fighting to be a pretty good time, with several new interesting and unique mechanics, some of which would become a staple of the fighting genre, and while I wouldn’t say it is as good as something like… sigh... Street Fighter II (I’m sorry, I don’t wanna keep making that comparison, but I have to), but it can still be a fun time. I would recommend it for fans of fighting games, as well as those who are fans of the Fatal Fury series, but for others, you don’t need to check it out, unless you wanna check out where Super Moves originated from. But anyway, before I go, since I mentioned Street Fighter, I need to point out something… the continue screen and the character select screen of this game is literally almost an EXACT COPY of the ones from Street Fighter II. Now, I don’t wanna assume that SNK was copying Capcom completely… but they did copy Capcom completely there.

Game #340

Difficulté de l'époque malgré le mode facile, manip de l'époque donc pas toujours aisé à sortir, que deux personnages jouable en mode Story. C'était déjà pas terrible pour l'époque et ca ne l'est toujours pas aujourd'hui. Restent les musiques qui sont sympa.

Clássicos se tornam clássicos por diversos motivos e eu não me arrisco a questionar as razões pessoais de ninguém pra considerar este aqui um.
Por outro lado, eu nĂŁo me importo com o status de certos jogos o suficiente pra moldar minha opiniĂŁo sobre eles.
Art of Fighting Ă© um desses jogos.

Com sprites grandes e bonitos, uma boa trilha sonora e uma história interessante (apesar da péssima localização), AoF engana facilmente os olhos e ouvidos de quem o conhece pela primeira vez.

É na jogabilidade, entretanto, que provamos que o tempo, a demanda e os jogadores fizeram muito bem aos jogos de luta.
De maneira simples: a jogabilidade de AoF Ă© horrĂ­vel.
Os comandos são dificultados pela necessidade exagerada de precisão e rapidez, a movimentação é lenta e dá uma sensação de peso e, como se não fosse ruim o bastante, o jogo usa um sistema de chi (energia) pra limitar os golpes especiais que podem ser realizados.
A possibilidade de "desbloquear" novos golpes pelos minigames bonus do jogo Ă© uma ideia interessante. Infelizmente os minigames parecem ser feitos pra garantir que o jogador vai falhar, o que nĂŁo Ă© surpresa.
Caso nĂŁo falhem, bem, basta lembrar do meu ponto sobre os comandos.

Do lado da IA, encontramos o clássico da época, ou seja, uma IA que parece (e talvez seja) capaz de ler seus movimentos, reagindo muito bem a quase tudo que fazemos, dominando a luta com facilidade.

Se sobrevivemos a essa combinação macabra, encontramos um cliffhanger que pode interessar aos mais masoquistas que querem enfrentar o jogo seguinte.

Os personagens de Art of Fighting sĂŁo queridos meus e a King Ă© uma das minhas lutadoras favoritas dos jogos de luta, mas, se eu quero me divertir com qualquer um desses personagens, aqui definitivamente nĂŁo Ă© o lugar.

É um clássico, com certeza.
Felizmente, o tempo passa e as coisas evoluem. Incluindo clássicos.

this games jank as hell, but it do be an early neo geo title so i'll forgive that. Has a wack system where your special moves are tied to a meter that goes down for every special move you use (likely to avoid spamming...?) but if you taunt at your opponent, it lowers THEIR meter, so you can spam taunt in order for your opponent to not be able to use any of their special moves, which is very funny. However, this game is not save from the most common problem infecting every neo geo fighter and thats that the single player side of things is shit and i dont have anyone to play this with so I can't really say I enjoyed playing this all too much.

I know i'm not that great in fighters (ok, maybe a little), but Art of Fighting is a hard fighting game to get into. The gigantic sprites from what I can see is just for show. Mainly to just try to one up Street Fighter II. The only difference between this and Street Fighter II is how much more the game limits you.

First off, the game only lets you play as Ryo or Robert. This game's Ryu and Ken. So if you wanted to play someone like King or Mr Big, then tough luck. You can only do that on vs. Second is the stupid power meter. I mean i guess its there to prevent you from using your specials all willy nilly and be more strategic? But that honestly doesn't help when the AI is the typical input reading ass created for the sole purpose of eating quarters. But if you're playing it on a collection or the AES, then its a control tosser.

The game is just not fun. Even as a fighter. You're better off playing Fatal Fury or King of Fighters. Which is unfortunate since this is the only series that Ryo stars in. And its ass. The ending is also not even worth it, because it ends on a cliff hanger. The 2nd AoF game isn't any good either btw.

Dan Hibiki was right about this one

I knew this was something mocked by Capcom for blatantly ripping off it's successful street fighter franchise, but really I would call this slander. To say that Art of Fighting is a fighting game is to say the like of fighting street is a fighting game, and while both have fighting in the title, it's more often a struggle of fending off characters rather than actually knowing how to fight properly.

While Fighting Street, to it's core, is a game weighed down by it's bad controls and unpredictable sensitivity for pulling off moves; Art of Fighting is like looking at a more ugly yet better controlled car. Sure, Art of Fighting is a game that can absolutely be played, but compared to the likes of Fatal Fury and King of Fighters (Both SNK properties made by the same people), the game just falls flat to have anything worth looking at.

Literally everything in this game just pales in comparison to any other fighting game out there, and we're not talking about fundamentals here. The story only dives into 2 of the characters in a cast of 10; both stories are also a retelling of each person saving a damsel in distress while proving minimal dialogue and bare minimum cutscenes. None of the stages are particularly interesting, unlike most SNK properties, and all the character designs lack any charm or substance.

Really it just feels like someone higher up saw Street Fighter II, and told the gamer people to make that game. While the game does indeed control to a point, it just feels stiff and dead most of the time. Any charm or substance this game has is stolen or watered down to not really matter. Really it's a shame Art of Fighting had to be this way, but it got two sequels, so hopefully something improves.

"I hate the Art of Fighting..." - Dan Hibiki, Alpha 3


The constant camera zoom is weird, the characters’ faces get all puffy and bruised if they suffer even one hit, and the story, in which basically-Ryu does basically-Final Fight, has the audacity to end with a cliffhanger. “Lmao you’ll just have to play Art of Fighting 2!” A deeply unpleasant experience

I also really like the lengths it goes through to be a SFII rip-off. Change one vowel from Ryu to Ryo, give him an orange outfit instead of a white one, and yeah, let's give him a fireball to shoot. The only problem is, Ryu is believable as a karate nomad wandering the world, but not as a born-and-raised denizen of Fatal Fury city. My man rides a motorcycle through town wearing his gi and traditional wooden geta, which he then kicks off before each match to fight barefoot. Don't you have like jeans and a cool leather jacket or something? Stop goofing off and keep that shit in the dojo, dude, your sister's missing!

From a technical stand point, Art of Fighting is very impressive. The big sprites are a sight to behold, and the camera zoom is very impressive. The stages look great. The music is pretty damn good, even if there are some weaker tracks.
The character designs are a bit of a mix bag, as there are very stand out designs like Ryo, Robert, King, Lee, and Mr. Karate. You also have designs that feel a bit weaker, but asides from Mickey still get the job done.
The biggest innovation this game brought to the table was without a doubt the spirit gauge and taunting. While needing to constantly manually charge it, and losing access to specials because of an empty meter can be annoying, it's something you can get used to.
The biggest flaw is the difficulty. It can get unfun at times, but man is it satisfying to have beaten the BS character. I feel this is worth playing at least once.