Best Fighting Game of the Generation?

Double Helix did that piece of garbage Front Mission Evolved? God, that piece of crap is why I pretend the Front Mission series just starts at 1 and ends with 3 and 4, because the post-Front Mission 4 ones released outside of Japan have been awful.

I like the people who bash DoA for being misogynistic but they worship AH.

Also I played some KI gold recently, I don’t like it D: am I a horrible person?

KI Gold wasn’t that great. I owned it and played the shit out of it, but years later when I got KI2 to run on an emulator, there was no going back to Gold.

There are many characters that don’t need to use 1f links to be played at the highest level and most characters that do ‘rely’ on 1f links can plink them. With 39 characters with varying execution requirements on the roster, 1f links is no longer a legitimate complaint of the game. You can hate 1f links but it doesn’t make sense to hate the game for it when there are more than enough characters available to play who really don’t need any to be played effectively. It’s on you.

Most links are easy. If a 2f link is easy, then a plinkable 1f link is easy. It did not take me long at all to get Dudley’s f.hk, st.hk link down 90%+. It’s literally one afternoon of practice, maybe, if you’re distracted. Stop pretending plinkable 1f links are some insurmountable wall. If you hate the game, fine, just don’t cop out with some easy to repeat reason like “I can’t be bothered to practice a little bit.” There are many legit reasons to dislike the SF4 series. Having to plink isn’t one of them.

Slow movement speed, easy reversals, disproportionate footsies vs. vortex rewards, ultras, overimportance of meter management, low hit and block stun, low pushback, crouch tech etc. etc. etc. All better reasons to dislike the game.

Killer Instinct has never been a decent fighter. I still play it from time to time for the epicness but I know what I’m getting myself into.

Guile’s flying Fierce, standing fierce, fierce boom, backfist. Basic easy shit in SF2, 15 minute training mode exercise in SF4.

They’re a dumb design decision. Instead of spending that time learning important basics like footsies, spacing, etc, people wind up spending time working out the timing of link-based combos that wont help them much outside of SF4. It’s a waste of time, really more than anything.

I enjoy SF4 but it’s a very confused game design-wise. On one hand, they say it’s supposed to be beginner friendly, its got Ultras, generous reversal windows, and the special motions are very lenient, yet most of the basic combos take more practice than the so-called “hardcore” SF games, to work out the timing. And again, that time would be better spent learning fundamentals, not just combos.

The 1 frame link combos still aren’t a part of that initial design approach. They’re an unintentional result of the same make-the-game-easier mindset that gave us easy reversals. Low hitstun and blockstun, intended to make mashing more effective and reduce the amount of time you were out of control of your character created all these just-frame scenarios.

High level players just adapted and practised their one-framers. Capcom decided not to mess with it in subsequent updates because that’s just what SF4 became.

A game can be hard and scrubby-feeling at the same time. AE has a bunch of stuff that makes traditional footsies/zoning less important - free “get in” buttons, near fullscreen multi-hundred point punishes for a fireball character daring to throw a fireball because fuck learning to play around them, denying the type of interaction is so much better, focus not costing meter so you can fish with it in footsies, which gums up the neutral game pretty badly. The input shortcuts and large buffers help in making a DP at first. Then after a bit of time they get in the way of doing what you want to do and teach you bad muscle memory for any other game.
It’s a great goal to make a game easier to play. It’s also acceptable to think that fireballs shouldn’t be as good as in ST. But the thing is, SF4 doesn’t do those things properly. It does those things via bandaids that sound like the result of “Make game, kneejerk patch in reaction to forum monster whining”, and seemingly without much consideration to the eventual feel of the game. Same thing applies to the links. It just feels slapdash. It’s a good game, but it’s a good game despite of itself, not so much because of itself.
You can do an easy-to-do-stuff game properly. That game is called Super Smash Bros and it’s one of the best games of all time. But the thought process isn’t “we made a game but wait, our customers are retards, gotta retardify this”. Smash starts from simplicity and then looks at how that simplicity can be used to do a ton of cool stuff, just as something like KOF13 starts from need of speedy, exact inputs and then grows that principle into doing cool stuff. There’s a ton of advanced technique you can do in Melee and even in Brawl, but the basic game isn’t build assuming you can do it. SF4, you can do an AEyouken and then promptly hit a brick wall because there’s a bunch of “hard just because” stuff the game assumes you can do. Those games also tend to lack a bit of the binary nature of some AE mechanics like anti-fireball ultras. There’s some, but it just isn’t as prevalent.

So if that’s the case then why wasn’t Vanilla as link-heavy as Super and AE are? They didn’t decrease the amount of hit and Blockstun from Vanilla to Super did they? I think Capcom added them to add some kind of arbitrary challenge for better players. But it’s an example of not thinking before they implemented it. There’s great risk to doing even a simple combo if you’re not 100% sure you can complete it, especially if your opponent has an Ultra in the tank or a decent SRK.

Regardless, some of those top players drop combos all the time in tournaments.

Capcom helped revive fighting games on a more mainstream level this generation but they also brought with it poorly thought out design. Which is sad when you see a company like ArcSys who are meticulous and intelligent in their design choices and their games show it. Yet those games can’t get more than a handful of folks playing them.

Capcom didn’t bring back fighting games they just brought back Capcom fighting games. VF, GG, KoF, and Tekken were always around.

I know but i’m talking about on a mainstream, even people who dont play fighting games know about it kind of way. none of those games have the brand recognition SF does except Tekken.

More people recognize Terry Bogard than Ryu world wide as a fighting game character.

When the ancient meme-spewing passive-aggressive brony apparently in his 30s who will get defensive if its about little girl horses and anime pics *he *likes is the “voice of truth”, I’m not gonna try.

If its not in the collective of the US, Japan, and Europe, it sadly doesn’t really matter.
I can find 100 players for Melty Blood and Touhou’s fighting games at any given moment on IRC too, doesn’t mean they’re relevant.

That may be true, but I suspect more people are aware of a Hadouken, Shoryuken, or even Scorpion’s Spear, than have any idea about Buster Wolf. I’m just saying though, since you’ve still got some good points anyway.

Capcom, time for Power Stone 3

Oh, you can say whatever bad thing you want, but repeating the same fucking single thing you have to say for years after years is spam. Find new material at least. Anything ELSE you have to say about the game besides not liking the characters?

I’d be surprised if that were the case, but I guess it would depend on who you asked and where they live. With that said, Terry has his own look whereas Ryu looks like your general karate guy.

I’d like terry better without his stupid pony tail, don’t get me wrong I like him a lot, he’s an awesome character.

I just wish he’d get a haircut.

Because damage was higher in general in SF4. There were also fewer characters. You can’t add characters to the game without carrying over similar execution requirements and you can’t just add a bunch of hitstun to a load of character’s moves without potentially adding yet more 1 frame links which you’d then in turn complain about.

Maybe I’m missing something (im running on little sleep) but if they didn’t change anything to the base engine (I.e. hit/blockstun) then how do you explain the preponderance of 1f links that suddenly popped up in Super? Why was it suddenly more difficult to do the same combos i was doing in Vanilla in Super? It seems to me that more hitstun would make chains more useful, so I don’t follow how adding hitstun creates more 1f links.

I don’t see how anything other than changes to the stun engine itself would make such things necessary and if they didn’t change the engine, then it seems to me that they just put the links in just because.