character limit
OP IS A SAGAT player
Aw man you’re right, I forgot that AH3 came out at the end of December 2009 and only went through multiple patches. That game is old as shit.
To answer the OP seriously though, if you think that SF2 and SF4 are similar just because shoto-style fireballs are strong then you’re horrifically wrong. The shortest answer as to why that is is that taking initiative is key as opposed to just passively sitting on your ass and merely relying on punishment/the threat of said punishment. Also matches take fucking forever because of low damage on random single hits, especially if you didn’t give the opponent a full ultra.
I guess it’s time to move on to slow-paced, low damage games.
lol.
The problem you’re trying to address with SF4 isn’t “too much aggression”, it’s “too little footsies and too much braindead okizeme”. Plenty of old games have lots of offense, you just have to work hard for it rather than actively avoiding playing footsies (which should be the core of high-level SF play) and then riding a single knockdown to victory. Vanilla SF4 punished offense way too much, and rather than actually change the game to reward real offense (by increasing the slow as shit walk speeds, doing something about easy reversals which you can also make safe with FADC, making throws not suck, making blockstun = hitstun, etc) they made a fake offensive game by buffing (aka leaving mostly the same while nerfing the shit out of everyone else) the Rufus, Viper, Abel, Akuma type characters and introducing even more like Ibuki and Dudley.
So the OP just wants to be able to turtle and win?
I’m not a fan of MVC3’s braindead letskeepitgoingmascrouchingaaasaaadrillclawdivekickdantecancelxsuper!!! offense but come on. I hated A3, but SFIV made me a bigger fan of it. You block too much > You lose.
The last good (Capcom) fighters were MvC2 and CvS2. Everything after (Third Strike, SFIV, MvC3) has been a downhill scrubfest.
The last good Capcom game was in 1996. Everything after that went to shit.
SFIV deserves to be lauded for reigning it in. Too bad no one seems to be learning from it.
How long have you even been playing fighting games?
I like the move to offense for AE but they are not compensating characters like Honda who rely on high damage when given the opportunity.
As for marvel, loads of people use Dormammu at a high level, so don’t even try that. Chris and Arthur and Modok, other zoning characters need buffs though. Maybe not chris, but the others do.
I feel like Dorm is the only real great zoning character in mvc3 - trish can do it too but doesn’t get the kind of damage he does.
You do realize that carelessly jumping in a defensive punish game is just as bad as carelessly performing a reversal in an offense-based mixup game right?
And I’m laughing pretty hard at the live update comment. Other genres have had this feature for years, it’s only now that fighting games get the same treatment. It’s something new and unfamiliar so it receives unnecessary hate.
The real thing that hurts fighting games is when a system conforms in-game character decisions. MvC3’s only new system, the “X-Factor” is an extremely boring system that only increases damage and speed and doesn’t bring out anything new technique-wise in the current roster other than your ability to kill people faster.
3s came out before any of those…
I don’t think they are getting worse in terms of offense or defense.
I think they are getting worse because now in the new games the learning curves are almost non existent…
Uhhhhhhh
I agree with the OP. Many good points on both games and great examples. These games are being made for casuals because thats where the money is for the developers.
I’m not sure if I’d say they’re getting worse. When was Third Strike made? Also, SSFIV is a solid game to me, that’s easy upfront, but contains a lot of depth. I felt they hit a decent balance.
And come on, Capcom Fighting Evolution? I think everything made since then has been better than that awful game.
Or what about Street Fighter: The Movie: The Game. Shaq-fu, Clay Fighter, etc. Let’s just not forget all the not-so-good games of the past when we compare now to then.
interesting read, I do agree on a few things, I don’t enjoy the newer fighters as much as some of the old ones. I think partial is due to catering to casual, not to say its bad but the design isn’t perfected yet. I think mechanics/execution should be user friendly but all other stuff should be left alone. I think AH and MB series accomplish this. MvC3 almost accomplished this but their mechanics are not balance IMO.
I hate topics like these. Some people like offensive games, and some people like defensive games. It doesn’t do any good to shit on the games people are playing these days.
Could you explain this point more?
I don’t see how character balance leads to the game being easier. From what I can tell, what leads to a game being easier is when execution becomes too easy and mindgames become mindless, not when someone can pick any character to main.
I just don’t see how balance relates to ease of play; why would it be an inverse relationship? As an example, Blazblue CT was very unbalanced, but Nu and Arakune were piss easy to use in comparison to many of the characters below them. In contrast, CS2 is more balanced, but in that game Lambda and Arakune are both much more difficult to play.
Didn’t people say that SFIV was terribad because of how defensive it was?