Join the club, have a seat, take a number, get in line. I’m not fond of it either. I’m an 11’er yet I had to learn everything the hard way. Not a huge deal. But I was willing (still am) to commit to it.
I just think this generation of gamers feel as though games have become a “chore” aka “more work”. I feel as though the entertainment value has dropped and now everything is “Too much this, no fun” blah blah blah blah.
If people want to learn then they have to start slow and learn. It’s not gona be easy. I never expect things to be easy (well that’s a lie actually). For comeback mechanics, I don’t want to shove information and strategy down someone’s throat (though it would be amusing to watch them squirm and whatnot) but if they refuse…not much can be done.
With how revenge seems to work in 5 (hopefully they might have torn a page from MK9/SFxT where a full bar raw does only 20-30%, command grab supers might be bumped up to 30-40% because of combo reasons and range obviously). The players that want to improve will (hopefully) others that just want “ez wins buttons” won’t.
I’d just like to point out that you can throw some of the most complained about ideas together and still come out with a good game at the end. Look at Melty Blood for example. Complex game system (good luck figuring out the mechanics without knowledge of the game). Relatively low damage, high scaling. Meter build on hit/block. Health regain. Parries. Combos based primarily on jab-confirms. Setup-based play on knockdown. No chip-damage death. Lax input system, with demanding execution at high level. Each of these ideas are often lambasted on these forums. And yet Melty is still a damn good game.
As I said before, it’s usually the implementation of an idea that’s problematic. Not the idea itself.
I’d rather prefer the complexity and tidiness of Melty Blood over the mess that is SF4…
Ryu’s tatsu flies over EX fireball in a Ryu mirror match, yet a single fireball by Ryu hits Ken’s EX tatsu…
Cant get into that game at all. It basically makes you good just at SF4 but destroys the foundation for other fighters.
applying this for 44 characters is a nightmare! So many exceptions to the rule make this fighter perhaps the most confusing for beginners.
main reason I had no idea what was going on when switching from SF2 to SF4.
3S, Vampire Savior and other fighters have EX moves too but far less characters, so it is not much of a problem there.
“I played (insert another game here) and magically got better at SF4” is something that happens very, very often, it seems. Almost everyone I know who got into fighters through SF4 has said something similar at one point, myself included.
Having too many characters is a problem. I think 30 tops for 1v1 is just right. Maybe a little less. For anything more then it should be 2+v2+ fighters then. I don’t mind less fighters per fighter. As long as at least one character holds my attention I’m cool. KI did it well I got hooked to Sadira immediately which is the KI version of Juri <3. Anyway, I do hope the roster isn’t so big you lose yourself in it. But it needs to have Juri for me though. That’s the one and only catch.
I think I was getting at a satisfying level with SF4 AE. Had mainly Rose, reached C+ level and was close in reaching 1000 PP. But made the mistake of abandoning the game and trying to learn other fighters, mainly the classics of the 90s. Probably had enough of that game! I realized how much I sucked in other games. When I returned to SF4 I got worse and in the meantime competition had learned the game and got much better. Whereas previously I’d reach C+ rank with ease, now it seems more difficult. Changing controls also matters (from keyboard to arcade stick), but player level had risen considerably. Or beginners had left the game, leaving just the dedicated players! But SF4 certainly has the most WTF moments in any fighting game so far!
this isnt really a big problem,considering most players pick the few popular characters for which you know their gameplay inside out. For some characters I am really clueless or have to struggle but it is unavoidable really. Yes, in fighting games you need to find a balance between choosing your favorite character, adapting to her playstyle and becoming good. I play Makoto, mainly because she looks similar like in 3S and feels comfortable with an arcade stick. Whereas characters like Guile, Zangief and Ryu play totally different from their SF2 iterations.
I don’t think it’s because of popularity…I think it’s more along the lines of “What character can get me the easiest wins all the time.” It seems to me these days, gamers just want to be casual but at the same time reel in the wins without lifting a finger so to speak. Want best of both worlds. But whatever.
even in smaller rosters, weird characters that few people play are a problem. like 3s has 19 characters, but only ~12 of them see frequent use. how many people in America really know the matchups for their character vs Twelve or Elena? I’d wager less than 10 total in the country, because there’s just not that many dedicated specialists for those characters in existence. when you run into that character in tournament it’s pretty tough. odds are good if you play a popular character the other guy knows the matchup way better than you do.