I played the PS2 one a while back with some friends. (Narumite Hero I think it was) Each match would wind up being more teleport fests than actual fights, an attack only landing if one of us missed.

I’ll admit that was more to be blamed on the guy I was fighting, and if the second one isn’t like that I’d give it a shot.

True, which makes me wonder if you can have a game with SF complexity designed with that kind of easy commands. Or if easy commands would only lead to games like Melee. Not offending Melee players, I’ve gotten into it lately myself.

As for the general populace’s opinion, I’ve never heard anything positive from anyone on it, not just SRK. The most common point of compliant was a no brainer: The GG controller sucks for fighting games.

Actually, I disagree entirely. Smash has one of the more insane execution barriers I’ve ever encountered for actual high-level play. It’s the only game I like that seems to risk alienating players by requiring too much execution from them.

Look, I’m not saying is here, I’m dealing with a hypothetical. If we could make doing all the physical things required to play basketball well easier and if we could make the high levels of the sport open to an audience not comprised almost exclusively of people taller than 6 feet, wouldn’t that be better? Right now you do have to be taller than average, and in most cases much taller than average, to play basketball at a high level; there are only a dozen exceptions in a league of hundreds of people, and those exceptions, like Nate Robinson, a 5’7" man who can dunk, are almost even more incredible. You have to have a combination of crazy genes and a crazy dedication to the game to get into the NBA. But if we could magically change that so that you could easily learn and do all the things NBA players do, wouldn’t that be great? If that happened, the pro players would be the ones who really understood the game, not who happened to have crazy genes and crazy dedication, and the number of people who can understand something is much greater than the number of people who are 6’8" and want to spend 5 hours a day dribbling a ball.

Well, in fighting games, that can happen. We can make games accessible to everyone and not dominated by those with crazy genes and dedication, and all we have to do is make execution easier.

To me the only interesting thing in fighting games is what happens before a combo, the spacing, the application of strategy, the anticipation, etc; once Yun gets me in Genei Jin, I could go to sleep and wake up at the end of the combo, it’s totally uninteresting to me. New combos and other “discoveries” are only not useless and boring to me insofar as they can be applied to strategy.

I can’t explain why, but I’d rather have combos than say… a move that does the damage equivalent of a combo, and maybe looks the same, or whatever.

As much as execution doesn’t add to strategy, I think that there should at least be a basic skillset required (maybe not a crazily hard one) to perform certain things in the game.

What’s wrong with you?
First of all, if you haven’t noticed, after my posts were made, everyone in this thread(including you) have finally used Strategy and Tactics, in their proper context. Secondly, how you are going to say that I made a bad point, and then go on to say that you didn’t even read my posts beforehand?

What are you? Some kind of aristocrat? Adjust your monocle and re-read my posts then, and understand that alot of what’s been going on has been covered, and the proper use of two of the most important words in this thread, have now been corrected.

And I’ve already made a distinction between execution-intensive mechanics that are necessary or inevitable. I brought up the 360 slams for example. Shortcuts are used to pull them off, a 270. A 360 should be rewarded more in damage than a 270. That way strategy would remain the same, but if your execution is better, than you get more out of it than someone else who can’t do it. FRCs don’t need to be in Guilty Gear, but have you ever considered that maybe some people play the game because of FRCs and difficult things similar?

Where do you draw the line then?
You might aswell go play DOA then, because yes, DOA has some strategy in it and there’s more to the game than meets the eye. Buuuutt, execution is not a strong point on that game, so people can get highly rewarded for random feats of reversals and comebacks. Execution can help take the randomness out of obtaining damage and such.

Chess doesn’t have execution(to the extent we’re all talking about here), but Chess is also turnbased and you have plenty of opportunities to rectify mistakes, cover up randomness, and mount a comeback. You also start with the same exact pieces as your opponent does. Everytime the game is played. Did you know in Chess, you could just play the board more than your opponent? That’s part of the ‘thinking x# of moves ahead part,’ even when playing your opponent for the first time.

Any competitive sport, or competitive fighting game will always have imbalances in them. Basketball, you have a point guard just like the other team has a point guard, but one point guard is better than the other in something or both(whether it be strategy or tactics, and even technique for both).

I don’t care if you don’t read this long post. Someone will. Don’t comment on some shit you haven’t read.

How does a long combo not have strategic relevance aswell?

Are you an idiot?

Even if you take the damage aspect away from it, matches have a time limit and long combos effect the clock.
(sidetrack- a good strategy against CC infs in A3 is to waste the clock down to point where, your combos become just as powerful as their CC inf. That’s a reason why resets are done in the game too, to get faster damage otherwise they wouldn’t KO due to time. A normal VC can become just as good when there’s 30 seconds left.)

If Player A can do a long combo, SURELY, that’s going to change Player B’s strategy. Player B isn’t going to play unsafe and take as many risks, as a part of his strategy.
Player B might know how difficult that combo is, and takes into consideration a percentage Player A can complete it.

Ambiance -> can this dude do the combo under pressure? Let me make it a part of my strategy to pressure him with other moves(make him use his meter for other purposes, taking the combo away, etc.)

There’s a reason why some people can do so many cool combos and shit in training mode, but when they actually play someone, even given the opportunity… they fuck it up.

Hate to break it to you guys, but Adam Warlock is all over this part with his Basketball analogies.


Like a said before, a great solution is to have an easier(shortcut) version of a move do less damage than when it’s performed the harder way. That way it retains it’s utility, but if you can perform it better, then that’s the plus.

You know, I really respect and acknowledge all the points thats been made in this thread for easy execution for the sake of expanding the scene. They are for the most part legitimate concerns, but there comes a point where you just have to say “fuck em” and move on. I love fighting gmaes because they are pehaps the last videogame genre in which there is still an incentive to come back and keep playing the games. There is shit that you cant do right off the bat and you have a desire to learn how to do them. I like them for this reason.

If you want to win then you either adapt these techniques into your own repitoire OR you find a way to take away the advantage and outmaneuver him/her. If you are a new player and you dont want to adhere to that standard then the scene for that particular game is probably better off without you. Why the fuck should we change our rules that we took years to establish just to suit some scrub ((I am by no means saying that anyone here is one)) whos going to get his ass kicked anyway?

I mean, If you arent dedicated to learning your character or learning the inner workings of the game, then how the hell are you going to be dedicated to helping the scene by hosting others and travelling for competition?

Please correct me if I’m wrong…

Hm. I’d write something longer, but it’s four AM and my pain meds are wearing off.

So I’ll just say “I read everything the above two posters said and agree with a good 95% of it” and go to bed.

I have mixed feelings about it, but I think it’s detrimental to a game when a notoriously difficult technique becomes an absolute necessity for high level play, because it cripples the game’s user base.
Especially, when it’s something that most people aren’t gonna be able to do. Like, you couldn’t have a game revolve around having to kara everything, and as much as I enjoy doing VCs/CCs in A3, it turned ‘a lot’ of people off of trying to get better at it, because they just sort of figured “Well, fuck, I’ll never be able to do that. What’s the point?” Most people find Geneii Jin combos daunting enough, but to have to worry about tech prevention and breaking the corner juggle limit and all that is too much for most people

I think that’s one of the main reasons why 3S has such a large user base. It doesn’t really require any crazy execution.

Bingo. Even the mighty CC infinite is useless if there’s 10 seconds left on the clock.

i always thought making the 20-hit combos difficult was just a way to make you burn quarters practicing.

I agree 100%. Smash is the least intuitive game ive ever played, and its excecution requirement to even touch a high level smasher are absurd.

The strategy would not remain the same. People whose hands randomly aren’t as able to pull off 360s would find command grabs less useful and would have to play longer rounds, meaning they’d have to play differently; people who happen to have been born with hands that can easily do 360s would have the advantage only because they got the luck of the draw in the hands department. And no, I don’t think I’ve ever in my life considered that some people play GG because of FRCs and other difficult things. Although I don’t really get Beatmania either.

You’re right that someone will always be better than others, but I’d rather have that advantage exist as a result of one player having a better understanding of the game, not because he happened to have been born 7’1" and 330lbs.

The point is that combos that take a long time to complete could be done as autocombos and have exactly the same result, with the exception that they’d be easier to do. In Third Strike, what would be the advantage of requiring someone doing Chun’s SAII to press qcf+k each time Chun does a kick? That would be pretty hard to do, I’d imagine, but the result, in terms of damage, positioning, and time elapsed would be identical. It would just be difficulty for the sake of mindless difficulty, and it would unnecessarily turn off lots of people.

At high levels, among people with the required manual dexterity and training, this wouldn’t factor in; you’d just assume everyone could do everything, and play accordingly. It would only factor in when people with less manual dexterity or training would play. In effect you’re creating two classes of people, a class of people with both the natural-born gift of quickly doing complicated stuff with their hands and the time and dedication to practice everything, and a class without one or both of those things. Again, I haven’t heard why creating that kind of barrier to entry at both the entrance and again at the highest levels is preferable to not.

Just because we can doesn’t mean we should. It gets BORING when everyone can do everything. The audience completely disappears when you reduce competition down to the level where anyone can do it. It’s boring. It breeds repition on a much lartger scale. You don’t watch athletes who are average. You watch them because they excel and do things no one else can. Copycats will abound even more because everyone can do it.

“Wow look at that awesome setup!” Stolen because I can do it at the press of a button. All the work you did to innovate some new strategy or tactic is mass produced at leisure.

Unfortunately, streetfighter doesn’t have the numerous positions and tactics available in chess because of the sheer number of moves the game has so you can’t reduce it to anything that resembles it. Yes, Chess is difficult to map because of the fact that the option tree is so huge. The only way to even get something similar is to increase the number of options in SF which results in what? You guessed it. More commands. At that point, you have 3 options: 1) make all the moves random 2) add more buttons 3) increase the movements necessary to execute the move to differentiate them from each other. Guess which one has been selected?

The strategy would not remain the same. Meaning the strategy would be different, but strategy still remains, no? I hate to play on words in this part, but you’re not denying the inclusion of strategy at this point.

Perhaps combo video makers?

Why can’t we have both?

Am I right in saying that, you just shut out those that have the advantage of being 7’1" 330lbs? So is it fair that that 7’1" person can’t take advantage of the physical side of the game now?

What about fatigue? Well, that’s not physically fair either, let’s just never get tired.

Just like there’s specific positions(Power Forward/Center) that a 7’1" person can take advantage of, a person that’s dope at execution can use twitch/pixie characters that have tough commands. So are you saying that, someone that’s terrible at execution should be able to use a character that typically has tough commands, just as much as the person that can take full advantage of that?

Now there’s no variety.

In that case, why even have the auto-combos? It’s going to work no matter what now. Might as well just have the screen go black for an instant, have 5 seconds from the clock disappear, and when the screen comes back have the damage already reduced.

It’s the same thing isn’t it? There’s nothing impressive about an auto-combo that you have no control over, especially when you see it once already. Remember Killer Instinct? Remember the Ultra Combos? After you saw it, it wasn’t even all that anymore cause you had no control whatsoever over it’s fate, you just sit there and watch. It’s like watching a cinema CG clip or whatever, that you can’t exit out of, on a game you’ve played before.

Just like how some of you guys were saying how you get annoyed with long combos(everyone does, when it’s repetitive though, but i digress) and you put the sticks down. Well, now both you and your opponent can put the sticks down!

You can assume everyone could do everything, but that’s never the case, is it? Strider/Doom doesn’t win that shit all the time.

Do you not see how you’re creating two classes of people as well? Those that don’t have the natural-born gift of understanding all of the game’s strategies better than the next man, or the time to devote to knowing/learning all moves/frame data/etc. that can be made in a situation.

I’m in the camp where there needs to be a nice inbetween compromise. I’m not of the extreme on either side. I’d like a mix of both strategy and tactics, based on the game’s engine, and based on certain character selections.

If you can’t do moves with a certain character, then don’t pick that character, move to one that has moves you can do. The better games are the ones where you can pick that other character and be just as successful as the other dude that picked the character you passed up.

the problem is that fighting games are heading in a direction where that is simply no longer a viable option

What is so different about being born 7 feet tall 330 pounds with great manual dexterity versus being born with a great strategical analytical brain? If you get rid of difficult execution then all the people with shit dexterity and great brains will rise above the dexterity people. Then those with even better brains than the great brains will invent some ridiculous tactics that are so complex that all the newly promoted great brain fighters don’t have enough brain cells to keep track of, then people will be saying “why doesn’t the game reward me just for good execution, it would make high level play more accessible”. If you want a game where everyone is equal then play a roulette wheel

how can you fucking idiots CONTINUE to completely miss the fucking point? nobody is asking for a game that’s EQUAL, we want a game where skill levels are differentiated more by strategic than by manual ability because we think that makes for a more interesting game. yes, that’s a matter of opinion, but judging by this thread there’s evidently there’s enough people who believe it to warrant taking fighting games more in that direction. is that really so hard to understand?

yes meng for some people it really is

Strategy still remains, sure, but I think it’s diluted.

If I could, I would shut out the advantage they get just from being gigantic, yes.

I want variety in execution, but I want it in things like having charge characters vs dragon punch characters; requiring different commands means Guile players have to use different strategy than Ryu players do because they can’t sonic boom or flash kick as often or quickly as Ryu players can fireball and dragon punch. No players are taken out of the picture that way, they just have to play differently. Whereas, with characters that have very difficult execution, some players are taken out of the picture because they physically can’t do the motions well enough, and I think that’s a bad policy choice.

This is how I feel about all combos. As I said above, when I’m hit into Genei Jin, I could fall asleep and wake up when it’s over.

Sure I see that. But I’d prefer not to have physical gifts and limitations dictate who is good at what; I’d rather have the pros be pros because they understand their thing better. Yes, that excludes some people, but I think it excludes fewer people and it certainly creates fewer and lesser barriers to entry than if physical gifts dominated. And as Polarity points out, I think a game that differentiates people according to their understanding is more interesting than one that does so according to execution.

And we don’t have that already? The opponent doesn’t drop dead and Player 1 wins! doesn’t flash across the screen the moment someone executes a FRC or whatever differcult tech you’re hating on. He still has to use strategic reasoning to setup whatever he’s going to execute. If anything, more complex things encourage more strategic thinking on how to use what’s available. He can get by on abusing one thing for only so long before the player that knows more he does completely rapes him. So he goes back to the drawning board again and the cycle repeats. He gets better as a result if he’s willing.

The newer games haven’t changed the fact that the person who can outsmart the his opponent is the winner. It’s just given us more tools to work with.

And why aren’t you playing Blitzkampf or MB? Not all new games are playing like GG as much as people complain they do.

nobody is saying strategy doesnt exist, just that it only becomes really important once you already have the execution down, and getting to that stage is getting harder and harder

because both those games are dull as fuck. i’d rather play GG than those, for all its unnecessarily difficult execution at least it has pizazz.