Features you do NOT want to see in modern fighting games

character variety its always a great thing, not only on archetypes and gameplay styles, but also on execution, oddity and other stuff

agreed actually. I like how viper is a change of pace, though I think superjumps not being a universal mechanic is weird. I also hate how it lets her do very practical things that other character’s can’t.

Everything else about her is cool.

F-dat… Rendo-Kan Karate.

This. It’s stupid seeing dainty little females doing big tons of damage. One of the problems I have with Sakura’s design.

i’m just saying, if someone is comboing me, i don’t want to get hit with the same combo because they can
stop mid attack, it gives people a way to kill like almost all your health.

how is your example principally worse than comboing into a super
damage scaling prevents that from being insane, its just a meter option. there’s nothing non-tourney-worthy about that.
as far as combos go, rcs are mostly useful for getting damage off something that usually doesnt give good damage

Damage scaling… you’ve got me there.

The thing about her is that for all the cool things Viper has going for her, for the majority of people it mostly means investing an inordinate amount of time on a character just to get her down and it may not even be the character you end up playing. Guilty Gear, with the exception of Eddie’s negative edging and general awesomeness, has more or less similar execution requirements across the board. Viper in SF4 is just there by herself. In general its really shitty because it mostly means that less people get to practice the match up unless they have a dedicated player there. Places that don’t have it get to eat a dick. She’s all great in the hypothetical but the practical side of it is that if you want a character and have an advantage over pretty much all of the field, Viper is the best choice because you are guaranteed to have more match up experience against your opponent’s character than they are against yours.

Edit: Just to preempt any stupid retorts, I’m not saying Viper is either easy to play or grasp, or that somehow she is beyond OP. But that in the grand scheme of things, Viper’s rarity makes it so that your opponent has a greater chance of being put in a situation he doesn’t than understand than Viper’s opponent will.

On Rufus’ BnB, one frame BnB’s are just generally retarded; similarly with Guile, if they wanted to make him more offensive, they would’ve added an extra frame of hitstun to his crouching jab so that crouching jab into crouching strong would be 2 frames instead of 1.

I don’t follow…

I believe he is saying Viper is so far out the norm that the typical SF player isn’t likely to play here making her a rarity in the player pool because the type of players that would play Viper don’t likely play SF (Viper is in the wrong game).

I think that’s a good thing (in general). If you are the kind of person that likes extra tricky, technical characters and the finger dancing to go with it, then you have a character to play that is more than just dp FADC ultra, etc.

Personally, I don’t like how retarded some of Viper’s requirements are re: SJCs and so on, I mean, if I am meant to be able to cancel a move into a move, just let me do it, don’t make me do extra inputs just for the sake of it. LA! That’s besides the point, I don’t play Viper, but I’m glad that the option is there should I decide to, just as I don’t play Zangief, but I am glad to have more character variety.

I guess the character variety is kinda nice, but all she means to most people is that character they’ll probably lose with since they can’t even pretend to play her.

Kind of; if the rest of the cast could do faints ( I mean honestly all they are is less useful FRCs) then Viper would make sense. If Zangief could jab, jab, short xx Green Hand feint Piledriver, or if Balrog, Vega, or Bison had the feints too she would make sense. Most of the players would learn to do the feints and then picking her up in the process wouldn’t be half bad. But by herself she has extraneous requirements to make her functional that she is more of a bother to learn than anything else.

Viper is more of a specialist character. She requires more time, execution, and effort than the rest but the reward could be greatly beneficial (Wolfkrone is an example.)

I think a perfect example of the Viper dilemma people seem to be having would be Litchi from BB. My opinion, she’s a very interesting character design-wise, but she’s probably the hardest BB character to learn and play at a competitive level.

I’d say Carl or Mu-12 over Litchi.

3D.

And no to combos that last longer than 3 seconds (excluding super-cinematic ones).

Also, all games should have a guard bar (like Alpha 3) or slow-recovery dizzy meter (like 3rd Strike).

oh but wasn’t that what she was made for? seem like a mission success to me. Flash metroid picked her up because he felt he could utilize his techniques from GG series with her.

Edit:

While I admit some game should have it, But not All games, Certain game have designs that just don’t blend this well. But if anything than look at chaos code as it looking to have something like this. (Though they have long combos)

(Note to self: Don’t type paragraphs of shit when you are dead-tired. You will misremember shit.)

I’m…admittedly still not sure how I play about Viper. It’s less because she has execution and mechanics so different from pretty much else in than it’s because she has (arguably necessarily) shitty normals means that outside of c.:mk:, she seems to end up “poking” with her specials more than usual. Not that’s necessarily a bad thing; all of the original SF4 characters save Oni have really awkward if not outright sub-par normals. It just seems to compound issue of her hardly being on the ground–I can’t say that I like character specific super-jumps as well, but I don’t understand nearly enough about Maya to confidently say that she doesn’t “need” it.

Hmmm…shit. I typed that last night? Shows long it’s been since I played that game and how tired I was when I typed all of that.

My bad. All I can ever readily remember from that game is Yuki being the worst and Zantetsu and Lee being better than every one else. Sigh. That games needs more play…

Anyway, removing that from the original post since it’s woefully inaccurate and quoting this to show I fucked up.

Hecatom, is that what were you referring to? Or did I make some other egregious mistake? Teach me, Ms Litchi.

basically all about the Last Blade 2 and Blazblue its wrong (including the dlc part where you are paying to win)
and im flattered that you consider me as beutiful as miss litchi

(These are just some words.)

Ah, I expected as much. I will change that now.

Ah. I can never remember what happened with Blazeblue’s DLC especially, so I figured I had that wrong at least; I’m guessing Makoto became the best character (if she even was) in the game after she was DLC? Like I said, I’ve only been able to watch videos of it and lurk on dustloop from time to time, but, yeah, that’s basically nothing without a hands-on experience.

I will correct and/or excise most references to Blazblue as well then aside from that button layout example. No need to spread misinformation to get a point across.

Well it’s not like know what you look like. I’m allowed to imagine.

Comeback mechanics… hands down. put that bs in a separate mode for the casuals.