All the individual special moves have always been fantastic. Lots of creating a sense of weight, power, momentum movement (Hokuto moving backwards to load her kicks like a bow and arrow, Allen JUSTICE FIST recovery stomp arms pulled in during the step back) That’s actually something casuals should notice, as they only think of fighting games as learning all the special moves and only using them. Doing them exclusively and so often will let you see the small details like that.
Maybe with more time and money, and someone letting them know about how people play the games with footsies or whatever, they could do more differentiated low forward/low strong.
Granted if everyone has a diff one, that defines hard matchups on whats better. This is actually a defined case example of everyone has the same one so footsies is really who paid attention better/spaced better/p[re-emptive fit one in first or counter poked the other guy. Way better than the problem that doesn’t need to be solved out there all the time where platitudes run wild in ‘fighting games made simple with no motions, only one button, or the most balanced fighter would just be really boring with Ryu vs Ryu’
Garuda even reposes himself when you go to neutral something lazy ass CapcomDIMPS never did with SF4 models.
and
fighting game players should definitely love faster animations instead of that slowass SF4 stuff
-sitting in place, jab going nowhere, hitboxes applied to them almost just like Mortal Kombat 3D models
- with tons of canned animations like camera nonsense during a command grab/Ultra cutscene when nobody has control anymore is where they ever did much of anything.
tl;dr?
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CRacker Jack > David Sirloin