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They actually do have this in the training menu, in case this changes your mind
Character Strategy:
Training Menu > Character Guide > 2 tabs over there's Character Explanation > There's even a quick strategy button for a quick rundown on common buttons
Frame Data:
Training Menu > 1 tab to the left (or 4 to the right) is Display > Turn on Frame Information
It will straight up tell you how + you are, and there's all sorts of other options in the game. This game is VERY informative on what the advantages of each move is and keeping things transparent for the player.
At the end of the day this is a highly skilled genre that will require dedicating time to practice and educating yourself on various concepts. This isn't something you get better at in 10 hours. Get a buddy around your skill level and you'll have a lot more fun with it. There's also a crap load of information both specific to this game and general to all fighting games on Youtube, Twitter, etc. that you can apply to your training. There is simply no shortcut to success. Even if the developers hand you the information silver platter and simplify the controls for you, you're gonna have to practice.
There are a ton of practice scenarios ranging from the absolute basics, to character practice, even specific character counter strategy. Go through every single one of those and you'll come out with a pretty solid understanding of the basics.
Frame data display is in fact a feature in the game's training mode. Considering you didn't even realize that, I suspect you did not take a thorough look through all the training mode options.
Being beginner friendly doesn't mean the game takes no skill to play. You'll need to at least put in the effort to learn or you will never improve.
This game has probably the lowest execution barrier of the fighting games I know of, but this doesn't mean there is no depth. The skill gap between someone with experience vs someone brand new will be great, and you will lose a lot. This is simply part of the experience.
The early goal of any fighting game isn't to win, but rather, it's to self-improve from the matches you've played and winning at this stage is simply a byproduct of the journey. It should not be the focus.
riots fighter will be harder than this game
If you really feel you absolutely need to be winning to have fun...answer's still practice. Finding someone around your skill level is cool and all but you won't learn much because they won't punish your bad habits, which is the reason you're probably losing in the first place. This would be a different story if you were both intermediate players though.
Lastly, this is the most beginner friendly fighting game next to Street Fighter 6, who literally has a combo bot as one of the control modes and a easy input mode. There's no input barrier in this game to new players, only fundamentals. No matter how many excuses are made these are facts that aren't going to change.
That said, Riot games is already too late. Street Fighter 6 opened the floodgates to a ton of newcomers to the genre thanks to all the easy mode controls and their single player world tour mode.
This is 1v1 so you ain't getting carried. Work on it.
Project L is going to be even worse about this because it's a tag fighter btw.
1) Op doesn't own the game
2) Op complains about a lot of things not being there, that are in the game.
3) They made easy inputs specificaly for newer players, they just didn't take the technical inputs away for everyone else who wants them.
4) There are 2 Tutorials, one in the Story Mode and one in Training Mode, where you can go trough every scenario under the sun
5) There are also character Guides in Training Mode
6) There is also Frame Data in Training Mode
7) Speaking of humaliation, I had a long talk with someone new to FGs recently and it doesn't bother him that he loses a lot, he expects it since he is new to the game and the genre.
The general problem is that for some reason every of these posts people expect that there will be some way to avoid getting their teeth kicked in early on.
You have this in every game you get into under the sun, you will get dunked on in PvP until you start to understand what to do, this is just what the learning experience is.
You don't just grab a Guitar (since OP loves music examples) and can play it perfect from the get go, it takes failing, practice and sticking to it to get good.
One very good thing about FGs is how experience from one game will translate to another.
Concepts rarely change and the only thing you have to adjust to are the games rules.
Lastly I recently had another talk about why people don't stick with FGs, difficulty was brought up, but quickly drowned out.
How so? Because there are Millions playing difficult games, a lot of them more difficult than FGs and they are getting praised to be excellent and even if people die 50 times to a single enemy, they keep playing.
It's about the mindset and what you want to achive.
I don't play FGs because I want to win every single match, I play them because I want to fight other people.
If someone stuff my face 10 times, that motivates me to work on myself and makes me want to beat that person even more.
In a way I play because I want people to beat me, to give me a reason to push more forward.
It's about the mindset in the end. If you just want successe from the beginning, maybe play something from Ubisoft or EA.
Gotta be able to accept the defeats and learn from them to improve.
this game did everything it could to cater to beginners and you're still not satisfied. maybe you could just play anime arena fighters instead of trying to play a genre you clearly aren't motivated to get good at and demanding it caters to your every whim. it's time for some introspection. getting good at ANY fighting game means legacy skill that carries over to all fighting games, just drop the ego and learn, you didn't even bother to check everything in training mode since you claim it has no frame data display. enough time to write up this essay but not enough to check every option in training mode, my kind of humor
GBVSR keeps it very straightforward in terms of resource management, allowing players to focus more on the fight. And the option of motionless inputs further helps streamlining the process of getting to the process of learning the fundamentals of fighting games quicker than ever before.