Wouldn’t be surprised, SFV doesn’t really have traditional Capcom zoners (outside of V-Trigger Ryu). The zoning characters in “Woshige Fighter V” are more like anime zoners where you use space control/projectiles to set stuff up.
I just want to say… Now that SF4 is done…
But seriously, a 9/1 matchup in ST is more tolerable than a 6/4 in SF4.
Fuck you SF4, you shitty piece of fuck.
Hello, FGC; I am new to the forum, but not to fighting games.
Does SNK have their “pendulum motion” commands copyrighted? What is the reason for why only their characters, and not Capcom’s, use quarter-circle, inverse-direction half-circle? Capcom seems lazy in that they assign the “Shinku Hadoken” double QCF for most their characters, including those that use non-projectile supers.
In SF4, Capcom kept nerfing characters that people thought were OP - and as a result, everyone felt crippled at the end of the day. Even the ones that were “really strong” did like 30% combos. It was insane, that you had to work THAT hard for a 30% combo. THEN, for bad matchups it was a slippery slope. You had to struggle through this long ass match to HOPE there was a mistake so you can get in and do a little bit of damage.
In ST, there’s always the fear of a Touch of Death, so when you’re Blanka, playing against a Honda player, while the Honda player has a huge advantage, there’s still the fear that I guess right as Blanka and hit a dizzy combo taking off half to all of your life. A 9/1 isn’t a guaranteed win in your favor. In SF4, a 6/4 was just fucking exhaustive. I mean, my friend played T.Hawk and even in ST, that’s considered 8/2 in Blanka’s favor, but he’d rather play that 100 times over SF4’s matchup which isn’t rated THAT imbalanced in Blanka’s favor. He said it just felt like Hawk had a better chance in ST than SF4 because it wasn’t so tiring just to get in for no reward.
I’ll fight a line of DJs, Dhalsims, Balrogs, and Hondas in ST… Still feels like I have more of a chance than against Elena in USF4, and all those are considered 9/1 against Blanka in ST. I don’t think there are any 9/1s in USF4.
Deadass, I think the “pendellum” motion is easier than 2x qcfs, specifcally if I’m going from down to right. 2P qcf is easy AF.
Even in KoF, doing shit like Kyo’s DP and canceling to his super (qcf, hcb) is easier than qcfx2 on the 1P side… (buffer, you don’t gotta do DP, qcf, hcb - just in case… it’s dp, hcb only.)
One problem is that near the end of a round, I sometimes panic, holding down-forward and mashing an attack button. My favorite commands are those of Darkstalkers, because there are many ones of button-sequences and HC+2P/2K. SF2’s, Alpha’s, and IV’s, all of which include charge supers (such as “hold left; tap right, left, right”), are also much more variant than SF3’s 2xQCF+P/K, or worse, MvC’s overly simple QC+2P/K. I would not hate someone for your preference, though.
That comment felt flamish, so give me an explanation for how it is an excuse. While I do consider my clumsiness at activating SF3/classic-style motion supers frustrating, I still consider matches with non-cheaters fair. You even agreed that “QC, HC” moves are easier.
The salt and the LOL votes are stacking up. Saying “SF3 iz fer noobz who dnt no how 2 do soopaz witout duble kyoo see eff” is an excuse, but simply wanting more-diverse move commands is not. About what is the hate!?
I was going to come here to point out exactly what dev did.
You said you have a weakness.
Then you made an excuse for it by saying you don’t like games that don’t give you a crutch to your weakness.
The only one that’s salty is you. Everyone else has already come to terms with their own weaknesses and trying to guide you to yours.
I auto-pilot in Marvel 2 so I stopped playing it. That’s my weakness and my crutch. I moved on to Guilty Gear where I have to be more deliberate in my actions. That’s where I moved on to get better.
Basically, my point is you will never get better at your excecution or your “panicking” if you continue your path.
Although I acknowledge, but not blame or otherwise excuse, that the trickiness of performing :qcf::qcf:+:atk: is a personal problem, I meant to say at first that my true salt is the bland repetitiveness of having to do so for most supers. Charge characters’ lack of “hold and tap :f::f:” moves feel wrong, but not game-breaking. Overall, SF3 is one of my favorites. I am not asking for “easy mode” or autopilot on every, or any, fighting game.