Win!
The shitload of crap he added to SF4 screwed the game.
Win!
The shitload of crap he added to SF4 screwed the game.
ohh and auto team tagg team air combo WTF is that…what happen to capcom abc launch abdc ,auto switch team mate abcd auto switch team mate, qcf super…WTF…O k i finally got it off my chest im done see ya mofroz ahahahahahahhaha
As much as I’d like to agree, Mike_Z has given me hope for a world where hitstun deterioration isn’t needed.
0/10
Especially considering that SFxTekken has separate kick and punch buttons.
cvs2 announcer is the best!
Umm…VF’s items are strictly cosmetic and have no bearing on gameplay AT ALL.
Lava, or any other thing you stand in that gives you damage over time. Either give me a Ring Out, or put a corner or some other barrier there-- It’s completely retarded to put an area in a stage where a character will slowly take damage just by standing in a certain area.
It’s particularly frustrating in a 3D fighter, where you may have to sidestep or jump to escape the area; which might not be so hard in itself but the thing is that your character’s gaze is locked on the opponent… he doesn’t suddenly become self-aware and realize that he should jump the hell out of the lava.
If you’re confused about what I mean about restricted movement in a 3D fighter, play that Tekken Force minigame from Tekken 3 and see how often you actually can grab the fried chicken the bad guys drop… you know, since you can’t actually walk to it normally because you’re stuck looking at the bad guy.
cant you turn off those power ups in soul calibur
also are you referring to tekken’s taunt items or whatever? arent those useless? (i dont actually know)
noob friendly fighting games just piss me off, there should be a skill gap
uh, who cares about the mini games in fighting games?
a.k.a. games should reward me more for doing my rehearsed acts with more precision instead of rewarding decisions and reading my opponent.
smash bros is pretty much the epitome of this, but the old marvels (and marvel 3 in some ways) are also major offenders. as much as people bitch otherwise sf4 and its iterations do this as well, what with the roman cancel’s autistic cousin and hit-confirming link strings of normals into fadc garbage. why reliance on those kinds of links is still considered legitimate fighting game design is beyond me when target combos were in the previous street fighter over 10 years earlier.
comeback mechanics: why should it be that hard to tell if you’re actually winning? i understand avoiding the slippery slope is a legitimate concern, but are giving players two different kinds of supers and game changing guard-/combo-/everything-cancels that ultimately make them different characters really worth it?
links: did i mention linking strings of normals? they’re an anal, senseless, archaic design decision. replace every string of links in sf4 with target combos composed of the exact same sequence and spacing. literally nothing changes about the game except players don’t have to invest so many hours in training mode. it doesn’t mean scrubs can “mash” them out and win. your game is in no way less “legitimate” because you invested only 10 hours of practice hit-confirming into ultras than it is if you spend 20 hours practicing hit-confirms into ultra. the results on the gameplay are exactly the same: you’re still doing stupidly safe shit into a super on the side.
training modes that don’t teach you how to play the game: this may sound strange to some posters on srk, but not everybody understands higher gameplay concepts and quirks. i think we’re at the point where games should at least attempt to start breaking down frame traps, guessing games (50/50s, multiple throw escapes, etc), option-selects, buffering, jump-installs, and basically anything that isn’t completely obvious to someone unfamiliar with fighting games. vf4/evo is the only game i’m aware that had a decent one, and hopefully skullgirls will.
don’t you mean UNBROCKABLE?
As far as I know you cant turn off the powerups from SC items (I haven’t come across anything yet to overrule this theory in that game). I’m not exactly sure of Tekken 5 as I didn’t play it much but quite a bit of items can power you up in Tekken 6 such as increasing your health and giving you a bigger frame to activate that one mode but…uh the name of it escapes me right now.
in sc4 nobody uses those items, theres a mode in which you can have them on, and nobody plays it, theres a second mode where they’re off, and everyone plays it
comeback mechanics
I’d prefer there being none at all, but it seems thats not an option anymore for capcom so I just hope they dont make them too ridiculous in the future.
useless assist, why make a assist that is useless?
Comeback mechanics are fine so long as they don’t reward the loser more than the winner.
comeback mechanics always reward the loser, thats why they are comeback mechanics…
No, they’re comeback mechanics because they allow for comebacks. Bursts, for example, aid in comebacks but don’t just reward the loser.
Games should never be hopeless. You should always have a chance to comeback.
The definition of a comeback mechanic is a mechanic that benefits the person that is losing more than the one who is winning.
Both of you are basically saying the same thing but arguing about it.
A comeback mechanic can benefit the person who is winning, but it will almost always benefit the person who is losing more. This is disregarding more complex situations such a character’s toolset benefiting far more from a comeback mechanic than the loser in a situation where the mechanic itself would marginally benefit the loser in a vacuum…
I really don’t see why there are people who are discontent about comeback mechanics unless they’re oblivious, lazy, or just don’t want to always be on their toes. Both players are able to utilize it.
It also encourages both players to play proper footsies, you can’t just randomly throw out an ultra and expect it to hit.