I’m wagering SFxT is going to break the dam!

Most fighting game series that I know of follow the same execution process as any previous game in that same series, they do this so that you will be familiar with the system as the game grows and matures through further releases, it also makes it easier for them to add other things in later - ultras, supers, shield barriers, bursts etc - that would be a considerable amount to keep having to learn every time. If you had to learn a completely new system every time you picked up Tekken, Street Fighter, etc, it would be a real pain in the ass. What you’re asking for is not simply refining the existing system, it’s overhauling it. I know you say you’re not asking for that, but most of your comments imply it.

Whilst being an extreme example, I talk about learning a new game system every time because people would never be happy, utopia is different for all. Someone would complain about what you think would be a perfect system, and then it would be changed again, and again, and again.

You get additions to the system such as plinking, negative edge, buffering and even short cuts (along with a lot of mixed feelings about those additions, and some even come from happy accidents), but the game execution has always been the same. ie QCF, D,DF, F etc

OK wait right there, by simplifying and changing an already long established execution system, you immediately alienate your original gamers - the very same people who used to pump quarters into SFII (or any other long established series) every week night that they could when it was originally released. You can’t just tell these people “Hey, you guys who have been playing our games since 1991, we’ve completely changed the fighting system you’ve gotten to know and love and you have to play it little Timmy’s way because it’s too hard for him, it’s his first fighting game and he needs easy mode”. You might attract a new set of console gamers, but for how long? They’d drop it the second the new CoD came out. It’s not the original gamers who have an issue with the execution.

AzureWolf: Street Fighter moves are designed with certain properties in mind, and execution plays a part in that.

  • Guile’s sonic boom is designed to be a projectile with fast startup and fast recovery, but to balance, he can’t throw them after walking forward, or as often as QCF fireballers can.
  • Zangief’s piledriver is a 1 or 2 frame untechable throw that does massive damage and is one of Gief’s main rewards after he gets in. A 360 motion is needed because it needs to take several frames to input this motion for it to be considered fair, and while you’re doing it, blocking is more difficult. That’s the other thing people don’t consider… with One Button Fighter, you can block while you’re trying to input these motions, basically eliminating a huge portion of footsies and strategy (do you see how strategy and execution are intertwined here?)
  • Guile’s flash kick is necessarily a charge move. This means he cannot instantly flash kick after throwing a boom (thank goodness). Meanwhile, Ryu can instantly DP after throwing a fireball, because the properties on his moves have been designed to allow this without breaking the balance.

Things like shoryuken motions are intentionally “harder” than QCF motions, because typically you need to do SRK on reaction to a jump… because it’s such a potent anti-air with lots of invincibility frames, in order to “access” this move on reaction to your opponent’s … anything, you have to be skilled, and you have to practice, and it’s often harder if you’re walking forward, or if you’re crouching (in any game not SF4)… DPing from crouch is hard in older games on purpose, not incidentally.

I could talk more about this, but hopefully you see the points. Moves are designed around their inputs… if everything was one button, then every special move would have to have similar properties, or else the game would be horribly unbalanced and not fun. Characters like Viper are allowed to break the game they way they do because of the execution barrier. Special move inputs also have a lot of “hidden” strategy elements in them, such as not being able to block while performing them, requiring more frames to input (SPD takes longer than fireball on purpose), making it harder to execute from crouch or walking forward (do you want to stand up so you’re able to DP their jump-in better? you might eat a low attack!), and so on.

These things are not anecdotal evidence we’ve collected in hindsight. These are deliberate design choices that allow for a much wider variety of gameplay than the game you are suggesting.

Anyway, back to the thread. Didn’t mean to continue the derail.

smacks head I agree 100% with you, but I also didn’t say what I meant. Those should have been two different paragraphs. My bad.

I meant, fighting games in general should not have complex input, but I don’t think current fighting games should change. I think a simplified control scheme will help the FGC get bigger by being more newbie-friendly.

But, if you want the FGC bigger, it wouldn’t make sense to alienate the base we already have by radically changing things in current fighting game series.

I also agree that it’s nonsensical to change the general control scheme from iteration to iteration since the initial installment now has some recognition by the control scheme. It’s part of the game’s identity, even if new elements and touches are added or removed.

@Infil
I get your points and see the efficacy of them. I understand that controls are the way they are with purpose now. I see there’s a lot of thought in them NOW. Yet, I still don’t know if I agree that all of the nuances of the control schemes we have now were on purpose when they were first made up.

I see they (the controls) do add a lot of depth, but aren’t you curious what direction things would have ended up with different controls? Try not to think of the pitfalls that would exist if the current engine just had a different control scheme; rather, what alterations would have been made to accommodate the control scheme at hand. I think that’s how SF and all fighters progressed (but SF in particular since most games take from them).

Also, I don’t think this is derailing the thread. I’m defending my statement saying that it wasn’t scrubby but coming from a thought-out place, even if I’m wrong (which is likely).

Couldn’t resist? Are you going to say this is not a textbook definition of hypocritical? Be honest and explain how responding when you said you wouldn’t is not hypocritical.

I’m not trying to be a jerk, but if you say you’re done and respond, it really makes what you say bear less weight - especially if it’s the second time. Do strongly consider that. Be someone whose words always hold value.

Second, when I push your statements to their logical end, you see their absurdity and complain “that’s not what I said exactly, even though that’s the consequence of what I said,” all the while (incorrectly) doing the same to me. It doesn’t have any logical consistency.

For example, “All I’m saying is that the execution involved is part of what makes Street Fighter the game it is. If you change that too much, you aren’t playing Street Fighter anymore” is being hypocritical of your statement “This is blatantly putting words in my mouth.” (even though the qualifier “basically” is the opposite of “blantantly,” but that’s another story). Let’s keep this quote in mind for later when you say SF is an “obvious” conclusion when I demand actual proof.

False and artificial are two different things. It’s a straw man argument, putting the burden of proof on me when I haven’t made any claims. Are you aware of what you are arguing against? I’ve never said to remove execution. When I challenged you to quote me before (and we’ll get to that), you failed to do so. Who is putting words in whose mouth?

I have, however, said the assignments are unrelated to the actual move. If you can show why QCF is hadoken and not QCB, then please, elaborate how one has a stronger relation with the move. Then we’ll be on the same page. If you have a beef with me saying “SSB is in the right direction,” then we can talk about that too. But I did not say “removal” of anything, ever. I’m sorry, but here’s where you either MUST provide proof of me saying your “execution” must be removed from SF, or your whole war against the straw man will be exposed. This is just one of those points that really needs proof or it looks like you are just arguing with yourself.

Realize that defining your “dichotomy,” saying what is tactic and what is execution, does reveal their semantic role in your mind, but fails to demonstrate their argumentative value. If anything, it’s showing a greater deviation from what I said and closer relation to your straw man.

Now, informal fallacy (aka your straw man)? What? No, I’m saying you are using confirmation bias: interpreting information in a way that creates preference for your argument. Tactics and Execution is just one (albeit strange) way to create an A-B list. Again, your breakdown is not invalid, just meaningless because all it does it make it seem you are correct without providing any support. You have to first show how this is a useful separation for our conversation.
[LIST]
[]Are you separating the game aspects that I was talking about? No, we see that more clearly now that you have given Ryu’s fireball as an example.
[
]Then you have to show that I called for the removal of one in SF. Did I? No, and you couldn’t find me saying so either, a simple quote.
[*]Finally, I’ve never made the claim that you can have one without the other, nor have I said someone should do so.
[/LIST]
ALL burden of proof lies with you.

One last thing here: what you end up describing as an informal fallacy is not an informal fallacy… You are also using dichotomy wrong, so please stop using it. “I’m talking about a broader subject here that includes both” & “Execution is physically acting on your tactics” with dichotomy makes things confusing. Just an FYI.

Okay, remember the quote I told you to keep in mind?

You cannot complain that I’m making logical conclusion when you are making larger extrapolations. It is hypocritical, especially when you are stretching even farther than I am. This leap is not logical, especially since both threads are not in the “SF” section but in “Fighting Games.” The fact that SF has a whole section unto itself implies this section excludes SF unless stated otherwise. Instead, it’s about fighting games or fighting games in general.

This is why your “dichotomy” is so dangerous. It leads to false conclusions like this one. The game is only easier in the execution department. You cannot extrapolate this further than that without compounding variables. Easier how? Wouldn’t it be harder now that even new players can do tougher moves? No? Because smarter players will still persevere? Who knows. You can’t really say. You even admit that the two are intertwined (so it’s not a dichotomy), one requiring some semblance of the other.

This is, of course, ignoring that I wasn’t talking about SF in the first place.

I have no clue. You don’t see the point of what in the context of fighting games?

I hope it’s clear now what part of that quote I was referring to.

Yes, I used STFU because you kept contradicting yourself and then doing the same thing I was doing. It made no sense, and you using words wrong really makes things harder. I think it’s better to keep things simple instead of going into fancy words.

This is a thread for Scrubquotes, not for defending them. Can’t this discussion on one-button specials be held elsewhere?

You are ridiculously bad at constructing an argument.

Came for the scrubquotes, stayed for the scrub’s quotes. Azurewolf I hope you’re on the clock or something when you type all this out because you’re wasting your time lol.

i don’t even know whats happen its to many tl;dr…WHERES MY CAPCOM-UNITY QUOTES D:

I am sure Hecatom knew this would happen after he ScrubQuoted that guy. He’s probably watching this with a big grin on his face.
Well played Hecatom, well played.

This argument might be better suited for PMs.

Either way . . . scrubquote time!

Kara moves are overpowered!

http://www.capcom-unity.com/street_fighter/go/thread/view/7411/28275803/Capcom_please_get_rid_of_Kara_Moves&post_num=1#506737653

holy shit. making 5 page long posts picking apart peoples statements means you’re doing it entirely wrong.

inputs are part of the overall gameplay. they don’t sit outside it. inputs are basically equivalent to technique. you can be a brilliant boxer but if your form sucks it sucks and you can be beaten by a much ‘stupider’ opponent who has much better form and technique. it’s the same thing. the reason inputs are part of the formula is 1. history and 2. because different styles of players exist. some people are specifically good at the technical part of the game and that is part of their advantage.

if you don’t believe in inputs being important to gameplay go hang out with viscant. you idiots can go theoryfight for hours without touching a button because thats essentially what you’re asking for. or you can play sirlins card game, all of these are the same thing.

karas arent a bug. they’re a game function for helping the player get what they intended vs something else. using that 1-2 frames of normal cancelling time during startup to extend the range of something was an unforseen consequence.

Why’re we talking badly about Viscant again?

that’s a whole nother discussion. and really, it would stir up a lot of shit.

Had to drop this little gem off here

I especially love the part where he basically says “Whenever someone comes at me with actual physical evidence that my theory is shitty I pretty much lose interest in what they have to say”.

The comparison to baseball is pretty hysterical too. “Everyone at one point started focusing on knuckleballs”

LMAO bullshit, just because one douche bag on the Red Sox threw a good knuckleball doesn’t mean teams focused on it. Out of all the innings they play in a season I doubt more than 20 come against someone who throws a knuck. So learning the knuckleball, which essentially is just a pitch that floats and moves a lot, is probably the last thing teams are/were worried about. Of course I gurantee 99% of the readers of destructoid don’t know a lick about baseball (I played it my whole life) and he is just using that as leverage.

I will say that some spots in the article he has some pretty decent points, but anything good is pretty much negated by something 600x more stupid (like the knuckleball analogy)

considering the us 3s stream tries to xcopy japan makes his premise pretty shitty.

He’s saying US TIERS, like it isn’t universally agreed that Chun and Yun are good and that Sean is terrible.

Also implying Hugo is Sean tier is pretty funny.

Edit:
I like how the idea that if there was no tier list, that people still wouldn’t flock to the best characters.

the comments are full of scrub quotes.

I feel like this post is necessary to show that anybody could be a "scrub"

LOL, Japanese scrubs.

They’re obviously not gonna say that stuff to people in their arcades, so they’re just gonna say it as anons on a message board.

Cowards. I say scrubby shit wherever I want.

Fuck Honda’s Headbutt
Fuck Ruffian Kick
Fuck EX Boom

It’s like those things become unblockable online. Fucking lag.

Balrog in lag is hell as a Cammy player.

except the relative character strength is different here and in japan.

the only reason chun and yun and ken seem so overwhelmingly powerful in the US is because the US is completely awful at 3S. doesn’t mean that some characters are generally weaker and some generally stronger but it is not nearly as blown out of scale as it seems in the US.

for basically every character in the game you can count the good US players on one hand.