I just wanted to know if there was a more nuanced strategy than (in verison 1.1) “Hit the button as hard as you can, but save your strength, if your physical (as opposed to your virtual) body tires out with too many hard punches.”? Or was there a reason to punch or kick medium or light, other than saving your physical energy? Did different attacks have different speeds, reaches, and “reload times”? Or was the whole strategy before you found out the hidden moves, to punch and kick hard, to strategically place yourself in range when you attack and out of range when they attack, and to cross up by jumping over them?
If Street Fighter 1.1 (the one with the 2-bit buttons) had the harder is always better approach, was that same mentality of the game mechanics found in the 1.2 version with hard always equally better, or did they adjust 1.2 to reflect the fact it’s just not as hard of a physical feat, therefore, had to give you a strategic reason to use the medium or light attacks?
By the time Street Fighter 2 World Warriors came out, they totally redesigned the game to give the light and medium attacks an different advantage at the cost of attack power. Was that originally present in 1.1, did they change it in 1.2, or did they learn by watching experts of 1.2, that they only put their fingers on hard punch and hard kick and made the adjustment in SF2?
By the way, the reason it’s i the general discussion because I’m discussing the transition form “harder is always better” of SF1.1 (possibly, unless there’s strategy I’m unaware of) to different atttacks, generally classified as light medium and heavy, but are not just carbon copy attacks in every way except their strengths (different animations with different reaches and zones of attacks, etc.) and/or give strategic reasons why harder wasn’t always better (lighter attacks are quicker, therefore harder to block, for example).
Based on the Wii version of the TG16CD version, (and if the emulation is 100% accurate to the original, the TG16CD version too,) there was a cost for hard attacks. You had to charge to get harder punches. (less attacks) So it could have used the 1.1 code as the base code to convert to (if it was different than 1.2), which means harder is better except when you hold punch or kick, maybe you can’t block, or can’t move and “telegraph” your hard punch.
I’m just talking about the Mortal Kombat argument someone made in a dare-to-compare saying, there were no tickles, all attacks come at one strength, deadly. These are the kind of number 1 noob strategy which, when overcome, first opens up your game, from noob status to somewhat thoughtful beginner dabbler. Other fighting games have multiple attack buttons. They may be called different things, but they are somewhat themed relating the attacks in players mind who first approach, like in Soul Edge “horizontal” and “vertical” strike conveys the fact, just in those button names alone, that horizontal is dodged by jumping and vertical is dodged by side-stepping. If 1.1 was programmed to wear you out by heavy punching, then you change to 6 buttons without changing the game engine to accommodate that, isn’t that making the game less (physically) skillful and making the strategy a no-brainer?
I want someone who actually played both Street Fighter 1 in the arcades back in the day, in both the 2-bit button mode, and the 6 button mode. Is there a difference in strategy, or was it a hard punch physical contest (at least until you learned the special moves, which by the way, were not given. You were just given a note that certain combinations of direction and button presses give you powerful special moves, and shut its mouth after that.) did removing the 2-bt buttons remove the physical skill in the game, and not adding strategy to fill the gap?
I’m just here to point out when you were given 6 buttons, you had a reason to use each one of them. But if SF1 was designed as a physical strength/endurance contest, and the 6 buttons were added as a stopgap to save operator expense on buttons, and to hell with the strategic consequences of the game until SF2WW, wouldn’t 6 buttons weaken the game, and make a more interesting games with the 2-bit buttons? Therefore, shouldn’t SF30A have been released with an optional pair of analog buttons to put beside a joystick, and SF! be the analog button version otherwise it’s just a historical curiosity, and not really much of a game unless you have the analog buttons?