Old games are better!

All you have to do is look at SFIV to see what happens when execution ceases to be a factor.

It’s FUCKING STUPID and kills the mind game.

Weighing the pros and cons of trying a reversal and possibly fucking up in previous games was huge and now it no longer exists. You can laud the mind game that is “not doing anything” and baiting “not doing anything” as much as you want but it doesn’t hold a candle to what was going on in the players’ heads in the older games.

Edit: Shitty, easily teched throws just makes this even worse.

Word. I’m just waiting for when I don’t have to waste my time learning combos too. Devs should just attach a combo to the shoulder buttons. It’ll be so convenient. Screw putting any in kind of effort. The left and right sticks on a pad should have a mixup attack option too.

When simplistic crap like a QCF is too hard, what business do we have with combos requiring timing and whether or not they initial hit was on a crouching opponent?

QCF inputs are fine and need to stay, but I don’t see anything wrong with mapping one button to two, for example, or assigning ABC to a button for things like advance guard or quick dash in TvC

I agree that shortcuts that include control motions such as QCF are unwelcome.

well combo fighters don’t always have complicated or difficult inputs. They’re usually more forgiving so that players can string together combos more easily.

I know what your trying to say but the shortcuts in SF4 actually make input harder.

As for BB and GG i think squirrels post is fine since the topics about bitching about new games. BB and GG are technically newer games and they are very good. Just like movie buffs and music buffs and every one else whose a fan of something they only remember what they like and forget about the ass loads of shit that came out back when that good game or movie or song came out and then go “New stuff sucks.”

Whatever happened to: Entertaining, Refreshing, and Fun? Riding the worn out tailcoats of the 90s aint good for me. I just can’t help it. 90s was that ish, son. no doubt about.

New games just are bland, and homo. In comparison, I mean. Although some oldies deserve to be remade in the era of graphic whores that were overlooked.

See 98UM “Input” function :angel:

or was that only available in training mode?

Ah so your main beef was with link systems then?
Fair enough, got to admit I prefer chains over links any day, don’t see the point of button mapping unless using a pad though.

I’m gonna agree that SF3 is much more entertaining to watch, but posting a video where both players agreed to do nothing in the first round is a bit hyperbole.

Yeah really. I hope he was joking…I think so? This is srk though so it’s hard to say.

What’s more exciting, this match where two guys block the whole round just for a joke, or this COMBO VIDEO!!! YEAAAAAHHHHHHHH!!!

You could use it outside of Training but you had to program it manually in Training mode each time you started the game.

Links are fine too. But like…I like to link chains rather than single hits. I know that some street fighter characters can combo nicely but most of the time the combos in street fighter style games rarely get above 6 hits in one combo. It’s mostly about high damage single hit moves. I like games where the attacks deal low damage, but they can all flow into each other with a high level of combo freedom.

FYI, Ono doesn’t make any games. DIMPS made SFIV.

It’s p much Ono’s job to handle PR and sell the game to CapCom execs.

I can understand the stupidity behind most Ultras, but damn, removing them take the flare away from the game. The only reason I play feilong is so I can see the dude’s eyes pop out of his skull when fei punches him in the gut. Shit is hilarious.

Just balance them out, don’t take them away.

How the hell are you even hitting someone with Fei Long’s ultra?

I started playing games in the Genesis/SNES days, and although I do like 2D over 3D, I still enjoy newer games, not just fighting games. I liked SFIV, BB, and T6, and there are other newer games like MGS4 and Uncharted 2 that I really enjoy on PS3.

For me that’s still a good question. :lol: Jibbo tried to explain it to me but I watch J.Wong’s Ultraless Fei and still wonder.

You are a fool,plain and simple. :lol:

Why would Capcom regroup a team when they are letting go some of their most talented developer(Kamiya or Clover studio which made one commercial flop after the other)? It’s not even Ono who’s the game designer behind SF IV.He’s the spoke person and his main job is to generate buzz and hype for SF IV/SSF IV.

It’s not about making a timeless classic so much as it is about making sure the game can sell and earn good enough reviews.In the videogame industry,timeless classic aren’t that important.Can someone remind me as to how Planescape:torment helped Black isles stay in business? The newer gamers couldn’t care less about the best written rpg ever made.Destructoid made a list of the top 50 game of the last decade and Portal is ranked third despite being a 3 hours game. :rofl: So much for massive depth or a game having to be difficult or hardcore to be considered a classic among the mainstream videogame critics.

Street fighter IV sold 2.75 million copies and blow Tekken 6 out of the water on metacritics,so why would they freaking change the team behind SSF IV?

The team behind Resident evil 4 was more talented than those working on 5(with Mikami as the lead designer),but why would Capcom care all that much when they look at 5 million copies sold of the latest RE.

In the end,all of you will easily be replaced by the next generation of gamers.It doesn’t matter if you enjoy the newer game or not.

SF:IV>>>>>>SFIII:3S. I’ve seen people love 3S, but bitches about SF:IV’s Ultra system…which is hypocritical bs, because SFIII Super’s were just as stupid as Ultra’s and in most cases…even worse…no Ultra in SF:IV can even remotely rival Genei-Jin or SAII bar none, however not only that, SF:IV finally started to introduce back the long, mid, range zoning again, along with more notion to footsies (although not OG good, it was a step in the right direction). However OG SFII was the absolute pinnacle and the greatest SF series ever on an overall standpoint.

I prefer the older Tekken games over Tekken 6 (T3, Tag, and yes, even T4 were far more interesting)…How can you try to legitimize crushes…stupid ass hopkicks, and the revolving mentality of everyone landing juggles and bound? Tekken 6 made me like Tekken 5, and that at the time was the most newbie friendly Tekken game ever at the time.

Yep…Older Fighting Games overall are much better from a strategical standpoint then the New Generation of Fighting Games.

However, lets be very real here okay, the reason why fighting games are becoming what I like to call the “dumbass level” now, is inherently because today’s generation of players are no longer as dedicated nor do they lack the patience to wanting to get good a game that is “above average” in difficulty.

It’s not like the older days where learning a setup to punish would take literally weeks, and then even a month or longer to do it effectively in high level competition. Players just don’t do that anymore, and the fact that the companies who make the game keep putting stupid universal shit that ultimately happens to be more powerful/dominant then the actual tools given to the character, forcing you to basically play literally all around the dictation of that Option.

Too much emphasis on that, instead of actually working on the characters movelist, and making it unique in that aspect, which would make for the game to be far more entertaining and more importantly deeper in the strategy value.

Case and point, it’s a losing cause, and the generalist out number the actual people who play and dig these games to the core to find the real essence of the strategy vs strategy in a FG. All I can say is, I’m glad I got to play competitively during the 90’s Era with it’s far more strategical produced fighting games.

IMO people bash SFIV WAY too much. Sure, it’s far from being perfect but it’s definitely the best first try in a SF saga ever, hands down. The problems it has aren’t gamebreaking I think, with some tunning it can be a great game actually (better throws, no crouch tech, no auto-tracking for reversals, fix crossups, beefing the low tiers up and giving them back stuff they had in previous games, etc.). It’s a really good start and hopefully SSFIV solves those problems.

That said I’m all for the older games, ST, HF, Alpha 2, KOF 98, RB2, SamSho 2, Karnov’s Revenge, there aren’t any fighting games right now that I like as much as those ones.

yaaaaah

never gonna see shit like that ever again. That’s perfection!

3d fighters animations are horrible for the most part…that was actually one of the first things that caught my eyes about third strike. The fluid almost life-like animation of the game.