Eddie is a pretty hard character to learn, you gotta micro manage all your button presses so you can negative edge only the little eddie moves you want, and hide inputs in kara cancels in both negative edges and button presses to get normals while setting up little eddie moves. Once you get used to pressing the buttons for two fighting game characters with one hand and set of buttons he’s not that hard though.
I don’t know if I can support Melty blood as being a hard game to play ever, I mean H-Kohaku loops aren’t easy and F-Kouma requires some links, C-roa and Aoko are hard characters to master. But you can mash hitconfirms for free and everything chains into everything so if you tag someone at all you can just transistion into your combo whenever you like, you don’t have to commit to following up off each poke you make; you have complete control of the gameflow. It’s not like GG where to do a combo you need to hit them with a very specific confirm or tag them in a very specific situaton and then follow up in a short time frame. Combos in melty are just as easy to do in a match as they are in training mode.
i’ve played a lot of games and mvc2 was definitely pretty fucking hard to execute. Sentinel refly strings are triple just frame inputs. Spiderman\strider had practical jumping infinites which had 2 just frames in them per rep and some of the truly high level shit, magnetro’s doom vs spiral clip for example, is just 100% impossible to do for any human. The only way to achieve high level combos is to be a ppad.
And it wasn’t like the combos\setups weren’t impractical, they would definitely make those characters wayyyy stronger if a human could consistently do that. Storm had a high level infinite combo on sentinel with s.fp, sjc, air dash forward, triple air poke, land s.fp repeat and while it may look like a “stunt” combo, it was 100% practical. storm on MSP could easily hit sentinel out the air with a psylock AA call and typically storm couldn’t kill sentinel w\o bar to DHC. However if you go for the “stunt” combo, sentinel dies off a psylock AA call and can build bar in the process to do that. Same goes for strider. He had a rejump infinite against commando so against thrax, he can snap in mando, guard break, infinite, combo into doom rocks, orbs, tag sentinel, unblockable and kill mando off 1 hit.
I guess @ the end of the day a combo is a combo but in mvc2, the more technical combos were actually incredibly practical if they could be done properly.
performing some of the ARIKA day one shit from SFEX2 promotional video would be up there.
EX3 is kinda in the middle. Combos get so long to the point that “law of averages” means that you’ll likely fuck up the combo at some point. There was also some randomness to it so game itself drops combos, even if the inputs where exactly the same (maybe some undetected frameskip that was present, or your spacing is off by a pixel, or the games random… take your pick).
Why are people complaining about SFA2’s CCs? Quite honestly, Crouch Cancelling CCs in A3 and A-Groove combos are harder… and even then, not completely harder.
Shit, in A2, you get an unblockable first hit in many cases. In fact, PtF and Shosho are the only ones that I really can’t do… and apparently, once you find the pattern, they’re cake.
Tattoo Assassins. Control is so ass that doing combo inputs aren’t just hard, they’re IMPOSSIBLE.
On a serious note, just because a game doesn’t mostly have long combos or inputs doesn’t mean execution isn’t difficult.
Like Super Turbo or KOF 98.
ST Ryu–cr. LK, cr. LK., Super
or
98 Daimon–close D, df+C, Super
don’t LOOK hard when transcribed into text, but in practice, they’re REALLY tough to do consistently and even top players miss them quite a bit for various reasons.
Bryan Fury’s Taunt Jet Upper is one of the most deceptively hard techniques I’ve come across in an FG. Very few players can use it consistently in a match.
No. it’s been there since 5.0. And for those who dont know it goes like this
Taunt is a slow unblockable that you can cancel into anything during the startup, on hit and a few frames after the hit. It’s +16 on hit and Jet upper is i14 (i15 when you count the input. And even that only when done perfectly). What makes it hard is that you need to cancel the taunt at the exact frame it hits. (Press too early and the you’ll cancel the taunt before it even hits. Press too late and the jet upper will get blocked. theres no hitstop to help you btw) and once you get the 1f timing right you need to perform the jet upper (f,b+2) perfectly.
I still don’t understand how Alpha 2 has hard combos…
It’s like…
Chun: c.hk, KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK, up kicks
Gat: c.hk, kneekneekneekneekneekneekneekneekneekneekneekneeknee, uppercut
Ryu: c.hk, hadohadohadohadohadohadohadohadohadohadohadohadohadohadohado spinkicks
I know that Rolento’s jumping bullshit one that does 100% in 3 seconds is a pain in the ass to do… As is Guy’s with the turn shoulders… but other than those two… The rest are pretty straight forward.
After that: Samurai Shodown 2 (yeah, combos exist… try to do it, if you can), FU/C, Art of Fighting 2, ST, KOF95/96, GGX/XX/AC, CVS2, probably Martial Masters.
depends on if your going for max damage, in which case you’re trying to cancel a c.hk into hk.lightning kicks which is a wee bit harder than mashing any ole kick to get the lightning kicks.
wasn’t that suppsed to be c.hk, tiger knee, tiger knee, low tiger shot, tiger blow (uppercut) which did 80% damage.
Maybe it was because back then ports some ports didn’t have a training mode, so it took a lot more work to set up the situation to practice the combo to begin with. on top of that you didn’t start out with meter so you had to spend 10-15 seconds whiffing specials to get your meter to try the combo to begin with. If you mess up you’d have to kill the opponent and try again in the next round.
But over all most CCs were c.hk, special, special, special. or mashing s.hp for a schaeffer combo.
Yeah pretty much…
The c.hk xx legs cancel never really gave me a problem, so I didn’t even think about missing that, honestly.
As for the tiger thing, I didn’t know that adding a shot in there did something… But, you would get more hits on the uppercut that way, right?
I never had a port of Alpha 2, actually, until I got Alpha Anthology. I had A1 and A3 on PS1, but never A2, for some reason, and that was the only one that I enjoyed. I only ever played it at Funtime USA in Brooklyn.
CvS2: SHOSHOSHOSHSHOSHOHOSHOSHOHOSHOHOSHOSHOSHOSHOSHOSHOSHOSHOSHOSHOSHO NEKREO AHHHHHH!!
That is a bit difficult to pull off on the fly. But other then that, how does CvS2 have hard combos Keninblack? Marginally difficult yes, but nowhere near the top.
Oh Yea. This Vanessa Combo Came into mind when thinking of KOF Execution wise. Max Canceling in KOF 2002 is not a walk in the park. It’s as easy as doing Alpha 3 Combos IMO.