Battle Fantasia, but no one plays it
and jasinā¦thats a commercial.
commercials lie. they all do.
and no one in that commercial even said anything about smoking being healthy.
also, camels suck ass.
truth.
Look at the match up ratios in SF2ST
Then look at the match up ratios in SSF4 AE
that is all.
and jasin, perhaps you should stop playing SF2 casually and start playing it seriouslyā¦that way you can agree with the rest of us OGs that SF2 is boss, and SF4 is trash.
This is true⦠But youāre mistaking what goes on before that hit lands for arbitrary⦠You really did just take a kerosene shower for opening this thread and⦠To try to break down a fighting game into meter management is simply dumb⦠I can wreck someone in 3S and use no meter at all and you can do the same in other games as well.
Such brash ignorance that wasā¦
Iād like to add that I really appreciate what Valle has been doing as an OGā¦
The reality is that there are many OGs that have an arrogant aura about them where they constantly assert how much the new games suck and how theyāre so special for being OG. Valle has been trying to play and understand the new fighters to the best of his ability and to support the scene. He may not be the best among the best players of those games but heās been putting in a solid effort and overall has a very open minded view.
The nostalgia is definitely there. But thereās nostalgia for DC Comics characters and MK characters, and still MK vs DC did not get the same praise. There is much more to it.
It was quite straightforward for good SF2 players to adapt to many other fighting games of its time - and even much later on. Samurai Shodown 1/2, Fatal Fury Special, SF EX (completely different engine) come to mind. Even VS, which is much newer, can be added to this set, even if it does play differently. We see SF2 players adapting to hit-confirm fighters, anime fighters, Marvel series, etc. That does not mean all the design decisions of such games are endorsed, or make each game better.
Memorization of combos looks like a blanket statement. This is not one of the main issues of new games. They are a tool to maximize the damage which is to be confirmed out of openings, but it would not changed the game dramatically to have a smaller set of useful combos. In addition to it, using different combos - and block string - has always been part of SF2. They were already character-dependent, and could serve different purposes, such as landing more damage, scoring a knockdown, getting more pushback, serving as tick-throws, serving as frame traps, etc. You can find a plethora or combos, blockstrings and such in the Nagoyan videos, for the very first SF2 version: The World Warrior.
[media=youtube]s4ABbhQIQHo[/media]
The main issue with the emphasis on combos is how several other games actually sacrifice - or completely eliminate - the importance of distance control and awareness, self-control, zoning, reflexes and strategy. In several games, several of your actions can be appropriate, several are risky, and some are dead wrong, in a given situation. The idea of making almost every action safe - such as, e.g., super-jumping or dashing in a game with allows you to block while dashing - may look like it gives you more options, but they also limits them. The more acceptable options a defending character has, the less appropriate options the attacker has. The same applies for the inverse situation: the more attack tools one is given, the harder it is to defend appropriately. Newbies accuse games such as CE of having few options, but one has very few options against good players in MSH, MvC1, MvC2, etc. This is just an illusion of new players, in part, and a false feeling of achievement elsewhere.
The throw complaint makes little sense when one compares it to 3rd Strike. One does not even need ticks, as characters can be easily thrown almost as soon as they stand up. In other games, a single throw can even be used as hit-confirms into super - or ultra - which is even more questionable.
You are guaranteeing something which has already been proved wrong. HD Remix was released years ago and it got a lot of play. Wasnāt it for SF4 - which had undeniable marketing favor - it would still be the one most played game by now. There is no reason to believe otherwise.
No, it isnāt. Nice attempt at trolling, though.
The way the game plays is all. SSF4 way of balancing has no influence of the way the game is played. A hit-confirm game can be nicely balanced or horribly balanced. That is just one aspect of competitive fighting games.
Have you not played SoulCal V? Shit is almost 3D 3rd Strike⦠Or can be. Also, Tekken with itās parry moves⦠Theyāve been around for a while though. Parry is just a defense mechanic⦠Some of its rules can be applied to SF4ās focus attack (which is a stupid mechanic⦠Also, invincible back dashes = stupidā¦) ANYWAY⦠Yeahā¦
I think that this is one of the main misconceptions that many detractors of the combos like to throw, that not only shows a lot of ignorance about how the fighting games that they complaint about work, but what i label as not being able to analyze the game with a more open mind.
There is not sacrifice of any of this elements, they are still present, the problem as usual, is that people is unable to grasp how those elements work on this games.
Saying that they are not existent is stupid and ignorant.
I know that you love your old games,so much that you see anything after HF as bad games if i go by your post history, no prob with that, your opinion, but please refrain to talk about games that you donāt play neither understand, you always end looking like a fool because you keep throwing this kind of generalizations and misconceptions.
You certainly lack the knowledge to make such an allegation, thatās all.
It is undeniable that an anti-normal move detracts from the distance control provided by normal moves. It is undeniable that anti-projectile tools detract from the zoning, poke-ability and overall effectiveness of projectiles, and so on. On a greater degree, you now simply lie about the issue at hand.
No-one has stated the aspects are all nonexistent. You either make very basic mistakes when trying to rationalize arguments against what you like to believe, or you lack the intellectual honesty so as to discuss without the aid of blatant sophism.
Again, more lies, misconceptions and wild assumptions, now followed a pathetic recommendation that one who disagrees with your views or proves them wrong refrain from posting. I am pretty sure such has done before.
When I mentioned memorization of combos in my original post, this is what I mean and Iāll use MvC3 as an example.
Iām getting older. I do not have the memory I had 20 years ago, and Iāll fully admit a game like that is harder for me to learn. But thatās NOT the point I was trying to make. Iām not saying I donāt like it because itās āharderā for me at all.
The point Iām making is itās a game where I have literally decades of good fundamentals under my belt, yet someone who can memorize a long combo can open me up just once, (usually with a 50/50 mixup with a wrong āguessā) and kill my character outright. Then force ANOTHER 50/50 mixup (again forcing me to āguessā which throws all fundamentals right out the window) and possibly make me lose a 2nd and/or 3rd character and easily win the game. Just because he could memorize a 100+ hit vergil swords loop combo with assists and whatnot. Even in the days of Killer Instinct you had to memorize long-ass combos, but you still had to use mindgames, player conditioning, and strategy to actually open your opponent up, and your opponent could still combo breaker them if he had decent timing. (again, part of solid fundamentals).
Iād much rather play a game today where fundamentals and mindgames mean something instead of the ārock/paper/scissorā gameplay of todays games which is labeled as āstrategy.ā Thereās the mental battle going on the full round and that is the cause of opening people up and much more satisfying when you score a win.
Iāll admit itās one of the reasons P4A is one of my favorite newer games. Yes it has some longer combos in it, and even has the 50/50 mixups involved, but you need to open up your opponent more than once to win a round and has a little more emphasis on strategy vs outright guessing.
So in my original post my emphasis was more on the guessing game involved in games today which the long combo memorization comes in conjunction with.
Yes but most people canāt differentiate their blind nostalgia from what is or isnāt a bad game.
this thread sucks.
to those saying āthis thread sucksā or āwhy isnāt this closed?ā
I know I always say this but, threads are amazingly easy to not click on!
If it makes you that mad, donāt read it
Could you do that with talking?
Please?
Akatsuki Blitzkampf, but again, none of my friends are interested. Only one that i have a chance at playing right now is keo-bas
BECAUSE THIS THREAD IS THE BESTEST AND MOST IMPRTNT THREAD EVAR CREATED >:(
SHOW SUM RESPECT!!
I reserve the right to infract anyone who bumps the thread to post āwhy are people posting in this threadā or āthis thread sucksā.
Clearly you knew the stupidity you were getting into when you clicked on the thread title.
Reiās Fatal KO on Mamiya makes up for all the flaws of that game.
man why you hatinā?
HF? Less? Doesnt compute.