How hard is the 20K BP to maintain/grow? For example, if you beat a player with 2500PP/5000 BP, I think you still get like 15 BP when you’re at A/15000 BP. What do you get at A+?
BP still confuses me because I thought BP doesn’t take into consideration PP, but if you beat an opponent with < 1000 PP versus > 1000PP, even at the same BP, the BP you get seems to differ.
CVS2 is by far one of the better games in the street fighter for numerous reasons.
Variety, 6 grooves x about 35-40 characters is thousands of combinations.
Pure footsies. One you learn to counter roll cancels with your own roll cancel or a throw, the game becomes extremely solid. No bullshit ultra combos. Total footsies, and learning to build meter to take advantage of footsie opportunities.
The game flow. While there are setups in the game, its not like sf4, which is super duper setup based because throws create a hard knockdown. Most grooves get up very fast from throws, which means there is never any delay in the game, its always rush and chase and bash and beat. A guard bar ensures that turtlers get their head smacked in. This level of intensity simply keeps cvs2 awesome.
Nobody took a pole or anything, as far as I know. But i was in the heart of the street fighter community in those days (lived in norcal). And judging by the continued cvs2 tournaments norcal has, this game will never die. Too much going on, too many varieties of gameplay, all mixed up together. The game simply doesnt get boring and there is always something new to try if you want to. Or, just practicing and perfecting what you like can still take years.
Well CvS2 was released in the second half of 2001 (more than 2 years after 3S, the last SF until SFIV), so besides MvC2, that was released in 2000 and pretty much divided the opinion of SF players, there wasn’t many Capcom games for the community back then.
Not to mention that CvS2 died as an internationally competitive game for tournaments long before 3S did
Anyway, people keep playing ST and 3S in tournaments and casuals too.
Hell, you can find a lot of recent CE or HF tournaments on youtube, especially in Asia.
CE or HF are truly core fighting games. No bs, no ultras, supers, ex, throw techs or anything. Just about spacing and knowing your options.
I also like SSFII, but this game is kind of despised by people in general.
I don’t see how you can rank CvS2 above those games, but it’s a matter of personal taste for me.
SF3 almost killed street fighter in America. Literally, for like 10 years, it was completely toxic. some people kept with it, but frankly, very few people actually like it and play it actively. I dont even know why people bother on the international circuit…every shadaloo showdow international sf3 tournament final I seen (which is like the only major sf3 tournament outside of japan i know of) is always chun li and ken…zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz. Stupid game is stupid.
CvS1 is not talked about because it was out for only a year before cvs2 came around. It was pretty clear that cvs1 was kinda a place holder for cvs2. Less grooves, less characters, less flexibility in the ratio system. Nakoruru was stupid, but regardless when it was out it was certainly the most popular street fighter game. However, in practically every way, cvs2 is superior, hence, nobody bothers with cvs1.
In other words, cvs2 is basically the completed/finished version of cvs1. In other other words, people dont play cvs1 for the same reason nobody plays vanilla sf4…they were both superseded by superior games that have the same foundation, but add to it tremendously.
Honestly, for true long term greatness, nothing will ever take over ST. Its just a beautiful, perfect game. Sorta like mvc2, its flaws make it excellent, and it somehow balances itself out in truly ingenious ways. Always a chance to win, 2 hit dizzies, whatever, anybody can come back in a tournament.
I’m a casual though. My enjoyment boils down to the art being appealing, the soundtrack, and parrying the cpu once in a while and laughing. I have no plans to compete with it, just love having a few beers and cheesing the AI.
Someone once posted a compiled list of winning teams on SBO (it’s been a garbage tournament lately, but it was once respected) for 3S and it goes like:
2003: Yun - Ken - Makoto
2004: Ken - Chun-Li - Yun
2005: Ken - Chun-Li
2006: Ken - Chun-Li - Yun
2007: Chun-Li - Yun - Makoto
2008: Akuma - Makoto - Chun-Li
2009: Chun-Li - Yun - Makoto
2010: Ken - Chun-Li - Yun
Seriously…
The first time that I saw and played SF3NG (the 1st version) on an arcade (back in 97) I saw the end of SF
If you ask me, the best FG of all time is SSFIV:AE2012. Really. Not only it’s a great looking game (compared to current FG) but it’s probably the most balanced SF game ever. There’s still a lot of BS in it, but what game doesn’t?
While I do enjoy sf4, and the most current version is about as balanced as this type of street fighter can likely get (though i would have a couple more tweeks), the flow of sf4 is very very herky jerky and not very smooth. I talk with one of my old school street fighter friends, and we both agree that the primary failure of sf4 is A: a lack of a guard bar, and B: no quick recovery from throws. Because of the lack of these two aspects, SF4 has this speed up/slow down element. The game simply doesnt keep up the intensity. I daresay that the evo finals were simply boring, and I think in large part its due to these structural type issues that the developers knew about and specifically stated they would never change/add in. Instead of constant pressure and attack, sf4 is primarily a setup based street fighter, where setups replace overall aggressiveness and footsies.
The only reason a lack of guard bar and slowish wakeups were not a problem in ST is because A: The game was already extremely fast, and B: throws were breakable and still did damage, and C: because of B, no guard bar was needed because turtlers could not just break every throw and survive, all throws did damage no matter what.
Sorry, watch any high level ST matchup. Compare the intensity and constant attack of those matches to what we see in SF4. Remember at evo, the tournament of champions where the finals were a vega and a honda? That shit was intense, and those are the most turtle based characters in the whole game. Yet they constantly went at each other. How does that matchup work in sf4? ZZZZZzzzzzzzzzzz. Its not because of individual styles, the actual structure of the ST rewards aggressive behavior, whereas in many ways sf4 hinders it, except for certain characters.
ST will forever be the king of Street Fighter. Original, arcade, unchanged, unedited, unfucked with ST. One of the hardest games to find, yet always priceless when you do.
In sf4s defense though, they really fixed parrys and made them fit within the street fighter environment, unlike in sf3 where it was this artificial monstrosity that just absolutely destroyed the spirit of footsies and attacking in street fighter.
I understand what you’re saying, but I think it boils down to personal preference: I don’t like fast-paced, very agressive, quick matches. Never did.
I like CE the most because of its slow-paced mind battle, that kind of chess-like fight. What I hated about HF and then ST it’s the Turbo, I don’t like the artificially accelerated gameplay. Maybe because I have horrible reactions.
And there’s just too much “randomness” in ST (or previous SF2 iterations) that always bothered me. Like damage and stun having a random factor to it always pissed me off.
Back then I didn’t know any better, but now that we have SFIV as a game to compare, it’s just so much better having fixed, defined values for damage and stun all the time.
And I think that throws are too good in ST, especially for those characters that have throws that can’t be softened (Ken, Blanka, etc).