[LIST=1]
[]tiny blockstun (exacerbated by #2)
Whether this is a plus or a minus is a matter of preference. There is such thing as too much block stun. When combo strings also act as true block strings, it creates lulls in the action every time someone blocks an attack up close.
[]mashable specials
Same with CvS2.
[]enormous reversal window
**Same with CvS2. Also, if reversals were too difficult, meaties would be too easy and too powerful. It’s a catch 22, but I’m glad Capcom sided with allowing the players to do what they intended to do. **
[]risk free quick rising
**I partially agree but I think this is a matter of preference. The quick rise mechanic obviously caters to the guy who got knocked down, but this increases the value of an untechable knockdown and adds a more tactical element to offense and defense. **
[]worse position off a crossup than a front on jump in.
A matter of preference.
[]no need to time deep jump ins ever
A matter of preference. This caters to offense anyway. You should like that.
[]ridiculously huge tech window
I would agree if not for the fact that even the world’s top players get thrown often enough.
[]Crouch teching so you can attack while teching throws :looney:(wasn’t so bad in 3S because throws were faster and harder to tech)
I agree here. I think crouch teching is lame. However, in CvS2, the tech button is also a fierce or roundhouse. You’re getting an option select whether you like it or not.
[]no(fewer?) throw invincible frames on wakeup
No throw invincible frames on wakeup. I love it. This is one of my favorite things about SSF4.
[]jabs are still king despite an artificial limitation on chained normals that’s incredibly easy to get around.
A matter of preference and another catch 22. In CvS2, fierces and roundhouses are king. As mentioned before, Cammy’s s.HP is 3f startup, +10 on hit and block.
[]fucked up jump arcs
???
[]FADC dp to make blocked dps safe. This wouldn’t be so much of an issue if the fucking things didn’t lead to close to 50% damage.
Would you prefer RC’s that are safe on block, consume no meter and lead to 80% in damage?
[]Getting rewarded with a move that does 50% damage for getting your ass kicked (K groove notwithstanding, but at least that ran out)
A-Groove and to a lesser extent C-Groove also skyrocket when you get hit by or block any multi-hitting attack. Those don’t run out. CC’s and Supers are more powerful than Ultras.
[]Piss easy (usually unintential) auto-corrected reversals (that potentially lead into 50% damage)
Same as CvS2. I hate it too.
[]Trading with said piss easy (usually unintential) auto-corrected reversals that lead into 50% damage for free because you fucked up.
Agreed. I hate it too.
[]Invincible backdashes to promote even more defensive play.
Backdashes are vulnerable on recovery. Just like rolls in CvS2. Where there’s a counter, there’s a way.
[]Weakening the fireball game because new players would find it too difficult to get around it (although this has been the trend for all games after A2).
You’re reading too far into it. I doubt that is Capcom’s reasoning. To be fair, fireball characters were very strong in Vanilla, and to a lesser extent, Super. This also promotes offensive play, so you should like this.
[]Completely fucked up hitboxes, making certain characters completely immune to certain attacks. Also certain attacks just completely go through your opponent after certain specific setups.
I agree. I hate character-specific combos, but every game faces them. Even CvS2. If anything, SSF4 has less of this problem.
[]Move shortcuts so you can just crouch and do a dp at the drop of a hat to react to the already floaty jumps. Consequently jumping in becomes more difficult so they have to make dp’s shitty to compensate which leads to dp’s trading into ultras which are there the give shitty players (the illusion) of a fighting chance. (see how it’s all intertwined?)
Again, you’re looking too far into Capcom’s reasoning. I’m okay with shortcuts, particularly for comboing crouching attacks into DP motions.
[]As a bonus, shortcuts also tend to fuck up alot of characters more than it helps them (e.g. Gouken, Seth…).
I agree that if shortcuts are to be implemented, they need to be more polished. Hakan is another example. It drives me nuts.
[/LIST]
Anyway, I think the majority of this list seems to be more of a “Why SSF4 is different than I’m used to” rather than “Why SSF4 sucks”. I’ve noticed that the vast majority anti-SSF4 people are attached to a game of the past that they really like, and they use that game as a benchmark to measure all fighting games. In the Edmonton thread, it’s all about CvS2 or 3s. When a fighting game newbie enjoys SSF4, everyone is quick to say “Oh, it’s because it caters to noobs.” and “If you think THIS game is good, you should see the OLD Street Fighter games.” It’s not a matter of new players enjoying SF4 because they haven’t had a chance to experience the splendors of (insert game here). If anything, it’s old players hating SF4 because they are jaded and emotionally attached to (insert game here).
I’m not saying that everyone should like SF4 or that nobody should hate SF4. I’m just saying that it should be judged by its fun factor and technical merit rather than how uncomfortable it feels after being so used to an older game.
BTW, just since we’re on this topic. The thing I hate most about CvS2: The Clock. You can face up to five 99 second timers in the course of a match, so usually the time left on the clock is inconsequential. When the sense of urgency is reduced, the pace of the game suffers. Furthermore, when the clock actually does matter, the sense of urgency it creates is so one-sided and makes for some really lame tactics. If A-Sakura just polished off your first character with a Shosho, she’ll turtle up behind her c.HP, s.HK and roll cancel arsenal and whiff attacks until she has another full meter. The clock is reset to 999 and the incentive to attack is so one-sided because your health regen is based on the time remaining on the clock and you simply cannot afford to let Sakura build up meter. It’s not even a matter of having more health than the opponent when time runs out. Every second wasted translates into damage (less health regen) and more paint in Sakura’s A-groove bucket.