Define playing Street fighter properly. Is Stephen Totilo playing Street Fighter properly in the video I posted?
I’ve played with friends who can be thought of as “TEH CASUALS”, and the appeal of ultras are pretty much the same as fatalities in Mortal Kombat. They want to see the cool attack animation and it’s easier to draw appeal to fights with giant centralized moves (or mechanics such as x-factor) instead of minute mechanics such as character normal hitboxes. It’s not a surprising that more methodical characteristics of said games are weaker, with the larger influence of simpler ones. It’s designed that way on purpose.
That being said, I wouldn’t argue that comeback mechanics are simply a morale booster for people who know how to properly play fighting games. The complaints about said comeback mechanics are from the people who in question “know how to play” and feel cheated. Rather, I think it’s more of a preservation of ego, for people who think they know how to play, and entertain thoughts of “I could be really good at this game if I wanted to, but I would need to quit my job, move to New York, spend 6 hours every night in a dive with the tough guys and sell my soul to the devil…” Basically it helps them entertain ridiculous thoughts of grandeur, while having a 20% win rate on xbox live.
If you have played with anyone who isn’t immediately familiar with a game (doesn’t have to be a fighting game), playing against one another, the usual defense mechanism people have is saying “I suck”, before they even play. Fighting games are extremely harsh compared to other genres of video games. Only 1 out of 2 players win in every game, and the success of one person is much lower if they are paired up against someone who is better. Better can amount to something as simple as not jumping. Developers need something to level the playing field so people can continue playing without feeling completely demoralized.
People don’t know what they want. Like the OP of this thread.
It’s why Capcom should keep making fighting games and hopefully completely ignore vague opinions from its fanbase. Some of the stuff in the beginning is so easily deconstructed into “it’s something that I’m not used to doing, so I hate it.”
Not really. As I just said, they made a mess of the mechanics. That doesn’t make it a bad game overall, they just… didn’t do a good job with the “appeal to casual” noise.
I get Seth, but why is Viper bad? Not a Viper fan, just confused as to why some fans dislike her.
Is it because she her background is bad? Is it because of her playstyle? Is it because some of her techniques seem like they belong in another fighting game?
From what I understand from the OP you can even have bad games within a game. For example, a Guile vs. Dhalsim match in SF4 is more competitive than a Cammy vs. Viper match.
Yeah, but now people are complaining about Yun and Yang having a braindead offensive game where you just have to mash buttons to get profit (kinda like MvC3).
I think the issue some people have here is that it is a lot easier to equate the luck involved in an offensive mixup than it is a footsie game, but in the end, they both boil down to be about the same.
Footsies still have large elements of luck, and an offensive mixup game still has strong elements of reaction, spacing, prediction, and noticing your opponents habits.
No, mixups don’t take as much thought. It’s just that the archetype of “fuck fundamentals, get on the inside and mix people up” is supposed to be balanced by a weaker game on the ground, so that when they do get on the inside and manage to open people up, it’s an earned reward.