Whiffing to build meter. I always like the idea of negative penalties and meter building is another one that I enjoy as it ensures that the opponent canāt just sit there and turtle on the opposite side of the screen, it forces you to come together to enter the footsie game and allows you to have meter more often, and thatās exactly what is exciting about fighting games.
For some reason the SF4 developers thought it was a good idea to give jabs the only good hitboxes in the game outside of some oddities. Fei for example is considered as one of the best footsie characters, but his main pokes have TERRIBLE hitboxes (except for Rekka). He only gets by because everyone else has hitboxes that are only slightly better.
Canāt remember what the colors other than red mean. But I think that if theyāre not hurt boxes, theyāre pushboxes.
Just checked. Theyāre hurt boxes.
You can find more info on them, as well as some more Alpha hitboxes in this link on Combovid. http://combovid.com/?p=1405
alpha had a different system, saying that alphas system would be the same as SF5 is irreverent. Also v-gief was top 4 or 5 in japan. The best gief player in japan also beat bass a few times.
People are talking about having a air block like a in a SF4 engine. Just image a game like SF4 having air blocks, I do not know why people are bringing up alpha 2-3. Cause SF4 and SF5 series is going to have a completely different engine
Gief is good in A2 and A3. I donāt think it had a lot to do with air block in either case, more his crazy jump and hitboxes and his crazy SPD in A2 and ugly VC damage in A3.
Most characters in Alphas have good anti-air standing and/or crouching attacks which canāt be air blocked- IIRC even more so in A2 because the hitboxes were bigger (though crouching Strong doesnāt work as well in A2 because the jumping attacks also had bigger hitboxes). Why do you guys think c.HP is angled upward for so many characters? None of that changes with air blocking.
DPs etc also count as ground attacks for the first hit so they canāt be air blocked, with flash kick being an exception because it has to be done later.
(Iām not directing this specifically towards you particular, but it seems like some of the people posting have never played a Street Fighter game that had air blocking.)
People should go back and look at SFZ3 and CvS2 because Street Fighter has a much more varied history than some people realise. Interestingly these are also two of the most succesful and well loved titles in the entire franchise, along side SSF2T and 3S, so while their mechanics are more off the wall to the main series entries, they were used well and did produced deep and exciting games that were loved by many people. The mistake is to compare everything to one game, such as SFIV, because each individual game is tailored to its own specifics and what might break one works perfectly in another. I think people will love either of these games, you may even come to like custom combos.
Of course no one knows what SF5 will be like. I was just responding to your panic about air blocking ā all Iām saying is that itās been done successfully in a SF game in the past, and the sky didnāt fall down as a result.
I donāt know what game you started with (Iām assuming SF4), but air blocking isnāt really all that bad. I quite enjoyed it in CVS2 and the Alpha series, and itās certainly not game-breaking.
In a way these idiotic ā[Insert SFV mechanic here] would be terrible because of [insert SFIV reasons here]!ā arguments are helpful because at least now I know just how many goons on here never played anything besides Watered Down Fighter IV