The reason people say these old games are hard is because the first time you pick them up you get squashed by people who have been playing them for 5+ years.
On the other hand, if you picked up SF4 in '09 or MVC3 you started on a level playing field.
Imagining running into a Urien unblockable on day 1 and trying to replicate that shit in training mode, as opposed to low forward fireball.
Only execution barrier for me are charge characters -but it really depends on the mechanics and how lenient the Charge system is and if I can charge-partition or not- and 360’s and 720’s. Fuck 360’ and 720’s! I hate those inputs.
I believe part of the reason shit that shouldn’t be execution heavy ends up being so is that games these days seem to have lower damage overall, meaning you end up having to do more fore big damage. For example in 3S, if had meter, all I needed to do was to hit confirm into super and I could take out 50%. Nowadays, I’d likely need to cancel some shit just to juggle into less damage.
UMVC3 Wolverine gets a lot of flak for being “easy” in terms of execution but I actually think he’s one of the most well-designed characters in that regard. His entry-level BnB is pretty easy and mostly undroppable. Most FG players could learn in in a few minutes. Most gamers could get it down on day one. His frame-traps, setups and mix-ups are a bit harder to time but I think most people of intermediate skill can get them down consistently. Finally, his Fatal Claw loops are available to hardcore people who want to maximize damage. I think that’s a really nice learning curve.
I’ve seen specialists like Noel Brown drop it in tournament play. I’ve seen JWong use an easy DHC so that he doesn’t have to loop with Logan. That’s hardcore to me.
Which Ryu combo? c.mk to fireball is undroppable, but c.mp x 2 and solar plexus links are no joke. Daigo drops them every now and then even though he practices for hours every day. I’ve played at offline tournaments here in Japan so I know people drop Ryu links all the time.
In MvC3, I’ve seen people drop joudan combos in the corner. I’ve seen people drop wesker palm combos. I’ve seen people drop doom’s foot foot dive to level 3 too many times.
+1 on KoFXIII being difficult is a myth.
They give you input shortcuts, a massive buffer window, more hitstop than pretty much any game I’ve played, large cancel windows, and a button hold input repeater.
Unless you’re trying to squeeze that last 50-100 damage for the meter you’re spending, in no way is XIII a difficult game, strictly from an execution standpoint at least.
First out comes the kara throw, so if they do nothing, you get that.
The f or d in the beginning parries into f+mp xx TKD if they attack - in the same way the SGGK doesn’t let you parry > throw, it’s parry > attack, this is parry > TKD - parry > chop xx Demon
If they throw you, the lp+lk tech throws.
If they’re out of your throw range, and bait a throw, as soon as the throw is done animating, demon in their face.
ESSENTIALLY, it’s a TKD with a parry to start it off, and the LK added to the first LP of the demon.
Fingers I use… (Mind you, I get TKD like 7/10 and Jiro Demon about 3/10
MP - ring
LP+LK - Middle/Thumb
LP - Index
LK - Thumb
HP - Pinky.
If he was referring to the button hold trick it’s an extremely useful execution technique. If you’re performing a special/super move and hold down the button the special move will come out ASAP for about 5 frames. On your wakeup you can input the special motion and hold down the button and it’ll come out as a reversal as long as you have halfway decent timing. Some characters really benefit from it since their optimal combos require you to do their specials as soon as the other finishes (Kyo’s meterless corner is a good example)
Here’s a guy explaining it in-game:
When you do a special move you can hold down the button to still get the special to register as soon as you are able too. Not like you can hold it 2 seconds prior, but i’m sure people have had the situation in say SF4 where you’ve done SRK FADC into nothing because you pressed PPP too early, so it helps in places like that. Especially when you are doing moves one specials one after another.