Roll Cancelling
Well, for one thing, it is DEFINITELY not a scrub-friendly tool. Yes, you can practice it to the ponit where you are consistent with it, but believe me: scrubs will be scrubs. Roll Cancels are good, yes, but if they are over-used, it will do them no good. Smart players will beat a scrubby Roll-Cancel player as easily as he can beat a non-scrubby Roll Cancel player. The onyl thing that makes it harder is that things that worked before don’t anymore and things that didn’t work before now do. That’s fine. After the initial shock of “Oh crap, I forgot if he RC’ed there, I could get beat!” wears off, smart players can deal.
The problem lies with EXPERTS using Roll Cancels, not scrubs. Not only do they have the penchant to perform an RC with much higher consistency, they can also utilize it in smarter places… places when they’d actually count. This is where danger lies.
RC’s, in the end, however, are a tactic that can be used by any character. So, really, it results in doing one thing. Let’s pretend that RC’s aren’t a technique. Let’s just give EVERY Special Move in the game invincibility when they start up automatically. Does this ruin the game? No, it CHANGES the game. Differnet characters will become top tier and different characters will drop. A nd different Grooves even become better. C-Groove, for example, increases in utility 10-fold thanks to the benefits of Damage and Air Blocking. Of course, in some instances, RC’s just make a good character even better (like Blanka).
Regardless, it doesn’t break the game. The biggest problem is that RC’s AREN’T easy to do. They aren’t automatic. So RC’s WILL break the game for those of us (including me) who have never practiced it, never bothered to learn it, and never bothered to figure out how to fight against it. If RC’s were for free, believe me, all of us would accept it a lot more and everyone would just do it, and CvS2 would be a different game. Would it become broken? Hard to say, since CvS2 isn’t what I’d call “non-broken” in the first place.
But that’s a different story (and yes, I still like the game).
Tell that to OG.Sagat, who many people pick because of a Fireball. Have you ever played Cammy versus a top tier Ryu? It’s not pretty. Fireballs dominate ST the way Crouch Fierces dominate CvS2. The main differences are:
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Fireballs are more aggressive. They promote action. You can’t sit there against Fireballs. Crouch Fierces, however, promote turtling, because they win mostly through space control, not offense. No one attacks with Sagat’s Crouch Fierce. They just throw it out because it is safe. And that causes turtling, because the other guy can’t do anything. Now if Sagat’s Crouch Fierce had better range and did Block Damage? See how much sitting around would occur NOW.
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Super Turbo daamge is so high. So these things don’t annoy you for a whole round. You get frustrated by a Crouch Fierce in CvS2, and you get hit by 8 of them a round. In Super Turbo, you Block 3 fireballs, get nervous, make one mistake, BOOM. Dead. They bug you a bit, and then you die. It doesn’t have a chance to get on your nerves.
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Super Turbo is older, and people played it out a LOT more. Fireball traps were annoying, but you will get people like ME who argue that Cammy doesn’t die to Ryu just because of Fireballs. I think she can beat him. But that’s because the game has been played out.
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All characters were cheap. CvS2’s flaws are accented because there are 44 characters, and a lot of of them are subpar. CvS2 may have just as many “top tier” or “close enough” worthy characters as ST… but if ST has 12 worthy characters, that leaves 4 unworthy ones. But in CvS2, that leaves 32 unworthy characters. It’s more glaring. CvS2 falls into the pitfalls of having too many characters for a game that wasn’t designed to be “cheap” enough. The games where EVERYONE is cheap (and not everyone is fair) as a method to promote balance have always thrived: ST, MvC2. And ones that don’t thrive are still more fun to go back to (Vampire Savior).
Actually, that is completely false. Jumping over fireballs in CvS2, if they are RC’ed, will still warrant you a Combo. The invincibility doesn’t last long enough. Their delay overshadows the invincibility by quite a bit.
That feeling has left SF now because of the Ratio system. Rounds are a lot more meaningless. It’s only the very last Round if it’s down to the last characters. In older games, every Round counted, so a comeback any round, or a crucial win any Round made a difference. In CvS2, if your first character barely eeked out a victory against his first character, who cares? Your next will come in and kill the other character right away. No big deal. These days, it’s when those weak character beat up on a full character that is worth noting, but it’s not nearly as exciting as a close victory at the end of a round.
No, you’re not totally off, but it just needs to be less emotionally attached. It’s easy to complain about something but not to think WHY it is that way. Of course all of us can marvel at the glory days of ST, but the very same reasons you like ST, you’ll hate about MvC2. I personally think MvC2 is a brilliant game because it’s the closest thing we’ve had to ST in a while. Unfortunately, I’ve never learned MvC2.
I’ve always regretted that ever since.
I’m just saying that instead of yelling at games, figure out exactly why what you hate detracts from the game. As I said, I do consider CvS2 broken, but I can go into step by step why, and why these things affect the overall enjoyment factor of the game. It’s easy to declare it crap, but it’s better when you can explain why it’s so. 