Ryu throws a Hadoken. Honda’s got two options. Neutral jump - does nothing for him, block - does nothing for him. If he jumps forward, he gets DP’d. If he butt slams, he gets c.hk trip-guarded.
In Super Turbo, you are less likely know when you are going to be defeated since damage can be massive at any given moment. As little as two hits, you are dead. I just played that today.
I agree w/ you right there. Almost all casual gamers will not complain that “there’re too much characters” to choose from (in a fighting video game); most don’t even mind if there are too many “unbalanced fighters” since most of them play the ‘fighting game’ mostly for fun. In a tournament setting, things are very much different, but tournament players are just a very small segment of the game-buying group.
I’ve always thought rosters were getting to high. The problem is people who want tons of characters and are willing to sacrifice individuality to get it. They basically want one character model that shares moves between skins but has unique super awesome cinematic attacks like a Naruto game. This isn’t bad, but it’s not a fighting game.
Now if we can have our cake and eat it too, no problem, but it’s more likely to become “lets just make another evil shoto”. As long as it’s a priority for the casual users we are kind of screwed.
Everything about every character should be baked with love. Walk speed, jump arc, every move animation, hurtbox, hitstun values. Even if you can only get out two characters this way Id be happy.
A few things. Ryu’s red fireball is really good, fast, and knocks down past mid-range. Honda’s really fucking fat and has a lot of grounded jump frames. There’s no trip guard in ST, so you can freely sweep Honda at far ranges whenever he jumps in. Honda’s jump is floaty. Honda’s super has no fireball invulnerability on startup, and even if you hit Ryu, the subsequent hits don’t combo, so he can DP them.
Honda’s only saving grace is the nj.mk, or floaty nj.fierce to get over fireballs. You have about 0.25-0.50 of time where Ryu can’t throw a fireball, so you’re allowed to walk up and play footsies, or do hands damage, or trades with fireball. This is usually when Ryu jumps backwards, which is still good, because he’s pushing himself into the corner. Honda likes cornered opponents.
It’s a difficult match. Kusumondo played like a beast in 2012, taking out several of America’s best shoto players, but that just shows you how much damage a player can do when they have almost TWENTY YEARS of playing the same character and game.
And for the record, Shogatsu is the best Honda player in the world. He plays a worse character than N.Honda, and still eats shotos for breakfast.
You only have too many characters when the individual quality of those characters could be substantially improved if more time were spent on them instead of on making new characters.
Still loses to Korea, because when you pair Infiltration with a Korean Akuma, you get a similar effect as to what happened when LG and Samsung started up, a ka, Sony makes more than Playstation? And what the fuck is a Mitsubishi?
Then again… Mexico beat Korea in their own game recently, and in basketball, Mexico came out of nowhere and beat Argentina. So unexpected.
After USA, Russia, Europe, and the Middle East blow each other up, we’re going to be eating Bi Bim Bap Burritos. #MexiKoreaTakeover.
That said, hoping they don’t fuck with the Philippines. I’ve still NEVER eaten adobo.
Me personally I’ve always liked about 16-25 characters for 1 v1 fighting games and about 40 for he team fighting games.
When it gets to be more than that things start to devolve into the unfun/work as far as I’m concerned. So I quit sf4 right before AE 2012 came out… And haven’t looked back. I’d rather play a small roster where i know wats gong on than play a huge one and get gimmicked out at matchups i don’t know…, and learning a bunch of matchups isn’t always the funnest thing there ever was.
Tekken is a cool game… But I’m a slow learner and I already know that it takes me about 1000-3000 times to see a low move in combat before I start to be able to see it… Same with mids and blocking them on reaction. Then when we see that there are probably between 5-10 low moves per character in tekken and more than 40 characters… That’s ALOT of time getting beat down by unseeable lows and mids… When I had payed my friends zafina for almost 2 months and I still couldn’t see alot of her lows… I knew the game wasnt for me… I gave it the old college try but in the end I just didn’t have enough time to learn a game I was only halfway interested in anyway… So I dropped it. Now I play skullgirls and though the roster is small it allows all of us to learn the matchups, so the games are actually pretty high level even with a small community. I like that more than a huge roster.