722 is spitting so much truth in this thread its ridiculous.
BTW:
cant speak for melty, but arcana has the footsie/position game just like any other decent fighter. and youre totally right abotu how “newer” ppl tend to play these games (like with AH for example, ppl cried so loudly about balance issues within the first 3 months…) but i think im actually one of the few that play this game that a solid grounding in sf strategy
Seems like people are going on about how easy these combos are, and its great for new players. I think this couldn’t be further from the truth. These new breed of game are extremely technical. They are absolute nightmare for noob players, so much so that it puts them off.
Because the combo system is so flexible, and creates so many high damaging possibilities, the systems in these games often have loads of features which help you avoid the damage, from anything such as bursts to airblocks. Try explaining the basic game mechanics of Guilty gear to a someone who has never really played fighting games properly before. You’d probably make their head explode.
This type of fighting games are very good, don’t get me wrong, but it seems it only really caters for people who already play fighting games. Seems like you get very few new players coming through with no fighting game experience at all playing these games at a competitive level (at least in the western world). One could even say they are slowly killing the scene by making the games overly complex. However on the otherhand this ever increasing complexity is needed otherwise we will never see any kind of progression in the fighting games we play. All i can really say is that it must be a very difficult task for developers to make fighting games which caters both casual and hardcore players.
point is i’d spend all day losing not just because i didn’t understand the game’s strategy but also to a large degree because all my opponents’ combos are gonna be doing like 10 times more damage than mine
i think gg is a great game, it’s just too execution-heavy for me to get into
and that is not the same case for all those combos in 3S?
if you can’t link into your super or hit confirm it which is not an easy task then you can’t use it at all so you do no damage and you lose.
ignoring the fact that i don’t even like 3S, that’s not really true - in a lot of situations in 3S you don’t need to be able to hit confirm your cancel into super for it to be effective. and learning to hit confirm is a hell of a lot easier than learning the timing for long combos, for me at least.
i think thats part of the point, you can play multiplayer and be good in SF2 while you need training mode for guilty gear essentially. gg you need to learn the same skills and lots of hard combos.
I think it’s all about hits.
People think that some games are easier to play thant others because it’s easier to do big combos.
Take GG or HNK, you can somehow “show off” with long or good-looking combos without really being good at these games, whether at the same time in SSFIIX you just can’t do anything that looks nice if you don’t know the game. But that doesn’t mean that GG or HNK are simple to play (by far).
There’s a new game coming out later this month called BattleFantasia (<- no space = official? heh) that seems to be somewhat old fashioned. The system, on paper at least, is similar to Third Strike’s:
no running
no air blocking
limited chains
only one character can air dash
(although, at least in the BF Beta, unlike Twelve this made that character beastly)
That game looks awesome. 3d yet it looks like it plays like a great and tight 2d style game. I hope it does well because that might get more devs trying out that style.
Easy combos? Yeah like the one you mention punch, kick, slash, h.slash,special move. But that not even practical is most cases, cause there are alot of combo that does much damage than that and are really difficult to do. So doing that combo should not be a great acomplishment, since its kind of the basics of basic of the game. Most combos require some kind of FRC or RC plus the timing is strict.
Still, its play with the same mind games and strategies of other games. And you can learn without trainig mode, you can play and learn to move around a create opennings and all that stuff and practice the combos when theres a opportunity.
Even when this type of games are different they still have a lot in common. Just to give an example you need to know Necros combos or Urien Reflectors setups to be able to play very competitive with them, but that those not mean you should not start playing until you can execute them, even when is a more slow pace game.
And this never happens in older games? And you are way oversimplifying. There’s a lot of positioning stuff that goes into good pressure, and for most characters, long blockstrings are typically asking to get hit. There are lots of brutal frametraps in GG (ABA and Jam thrive on that) but it’s not just long poke strings or something silly like that. It’s just a series of short strings happening quickly. It’s not all safe, it’s just good risk/reward.
And uh… any decent player can hit-confirm their strings into combos, and if they really want to keep a blockstring going while being totally safe, that generally requires meter. So shrug, massive oversimplification.
It might well do, but that’s besides the point. It happens in Guilty Gear.
? It annoys me.
Really? Because it never looks that way if I watch a match video.
Come on now, that’s entirely semantics. Series of quick short strings = Long string. Even if it’s not all completely safe, it seems too safe for my liking.
You’re missing the point. I’m saying they don’t have to really bother, because there’s little reprimand for failure in that area.
That’s why it doesn’t really bother me. Because there is a prerequisite. But still, you can maybe see where I’m coming from.