As somebody said, the high damage is the comeback mechanic. You start with footsies and skill in round 1, and in the second half the losing player still has a chance.
High Damage>>>>>>>>Low Damage. I got sick and tired of watching USF:4 because characters with strong damage were individuals like E. Ryu who had to do a 10+ hit combo to make any significant threat off of 1 mistake, which unlike the Vanilla SF:4 days getting hit felt like you were being put on life support, producing a greater sense of urgency every time.
These are the very reasons why SF:II is still enjoyable today (Not because itâs the best SF series ever of course ), because if anyone played back in the OG days, just simply getting hit by two sweeps from a character was significant damage, and because of that, the threat and danger was far greater which made the game more interesting, and exciting. Which ultimately pushed you into having to play nearly flawless making little to no mistake.
Within this type of environment, Iâve always personally found myself having to learn the fundamentals, and basics of the SF game asap, because of the lack of mistakes you were allowed to make.
The damage for SF:V is perfectly fine where itâs at, and it should stay this way so making just 1-2 mistakes is significant (Reminiscent of SF:II), not the other way around in which you have the mindset of âOkayâŚI can screw up 4-5 times and still be okay.â
Iâll lose my mind if SF:V ever gets to a point to where youâre going to have to land E. Ryu style combos in order to equate to Vanilla SF:V damage of 3-5 hits.
Well that is where the skill level differs. USF4 you actually got to earn your damage off of a trap, mistake etc and then do the difficult combo for lulz/entertainment and at the same time demoralizing your opponents will while adding up the stun. This hype gets you off the seats!!!
This reminds me of Gen.
You got hit by Gen 1 time, and could put your stick/controller down for the next 20 seconds because you were stuck in a boring low damage juggle.
Yeah meterless moves that take long to happen and donât add that much damage do kill the momentum of the game. Sethâs SPD was a huge offender at that, although I gotta admit it is enjoyable when you are the one doing it to the opponent. Nothing like forcing the opponent watch for 10 seconds Zangief or Hakanâs U2 as punishment for trying to jump and getting read.
Chunâs Spinning Bird Kick in SFV is reaching this annoying long status for me. Whoever decided it should be comboable and become the default finisher âŚnot cool at all.
If the game is good, then people will play it, and people will want to watch people play it, and then they try it and enjoy it because the game is good
To sacrifice the game being good in any capacity for the sake of getting people to watch it is, frankly, the wrong approach
Itâs also not an approach Capcom is taking so itâs a ridiculous point to make
Only hardcore fighting game enthusiasts think this way. Your Average Joe isnât going to pick up an FG purely on the basis of its gameplay merits. Why do you think SFV pulls in 10x the viewer numbers of Xrd? Because the game is 10 times better?
How is somebody who has never played a fighting game before going to evaluate what a âgoodâ fighting game is in the first place? If you donât know anything about the genre, youâre probably just gonna default to whatever looks âcoolestâ or most exciting. Or whatever has the biggest tournaments. Thatâs what I mean by spectator appeal.
Agreed, SFV didnât do well because the reviews told all the casuals it was pay-for-beta and for them it kind of was. Character count and content matter, SFV looks like a shell compared to all the massive roster of IV. FGC has held the genre back in a lot of ways, they get plenty of catering too despite being the 1% in terms of numbers and skill too much input from them can alienate 99% of purchases.
And which games have the biggest tournaments/most participants?
The viewership of fighting games is so dismally small compared to the total sales of the game - gameplay and content are what push units
The people spectating are already the hardcore players to begin with
There are countless games that are made with spectating/esports in mind as a primary goal but fail miserably as the core game itself stinksâŚit is at most a secondary concern w/ any game genre
While I donât hate SF5, DSP surprisingly gave a rant about why SF5 isnât what itâs chalked up to be and even took shots at Alex Valle and LI Joe for comments and statements theyâve made defending the game. What do you guys agree with? What did you guys disagree with?