SSF4 is cursed with bad game design and Ultra won't change that

MADE YOU LOOK!!!

Then stop playing it and play a game you like.

Next.

I would’ve guessed Hitler played Dictator.

Imagine Evil Ryu with 3 frame crMP stHp med axe kick fadc crMP stHp medium axe kick crMP tatsu into dp and all are 3 frame links. Oh my god.

Scratch that if one framers are made 3 framers that will give Evil Ryu a stHp xx med Axe kick infinite loop. And imagine el fuerte with easier RSF! Or ibuki with 3 frame tsumuji loops, or Cody or Makoto with easier hayate cancels, or honda hands to ex hands a 3 frame link?Oh Lord! What have we done!

Dude pad Giefs actually have an advantage doing 360s and 720. Hell you hear top players bitch about it!

PR Rog actually rated the Balrog-Gief match up based on if it was a pad Gief or a stick Gief.

And you can’t hear their buttons of pad players

The game definitely lacks a tutorial, but having never played a fighting game before I picked up SF4 and by doing the trials and playing through arcade mode and stuff I learnt the game slowly but surely. Watching high level play helped too. I have now cleared all trials in Super Street Fighter IV with an Xbox 360 controller. So it’s definitely possible to understand the game without having to read through a massive guide, but I still suck online after spending so long on the game, so it’s definitely not a pick-up-and-play game. That said, it’s still the best fighting game and the game mechanics are deep yet intuitive compared to most other fighting games I’ve tried.

I’m curious, what is your definition of deep game mechanics? Also, could you go into more detail on why it’s the best fighting game?

Nothing ever improved from a lack of criticism.

No-one knows what “deep” means - it’s just a word people throw around to make one game seem better than another.

Honestly, I’d give a lot for a general, solid definition of the term so people would quit using it in places it’s not supposed to be used.

From Merriam-Webster:

deep
adjective \ˈdēp\

  1. having a large distance to the bottom from the surface or highest point

  2. going far inward from the outside or the front edge of something

3. a word used to describe a game that I like, to make my opinion appear as fact

niggas is really gettin butthurt over an opinion

Pretty much what I said, only better…

Really? The “niggas”. Sigh. Oh to be twelve again and inexorably wrapped in the throes of popular culture cliches…

One more for the road, my “niggahz”: sigh.

@weedian

Lol…Internet… Opinion… That word…

You need a pretty broad definition of criticism to include that post. But, regardless of it’s level of insight, there is no point playing a videogame that you do not enjoy.

More importantly - fantastic avatar! #yuke!yuke!

USF4 isn’t suppose to be the next big hit that SF4 was, it is suppose to be an update to a game to revive interest among fighting game fans. I’m sorry if your grandma/girlfriend/both finds SF4 too hard, it shouldn’t get easier and it won’t get easier for USF4. SF5 is another story, but I doubt we will see that one for a while. After the SFxT flop, I’m pretty sure it was confirmed that Capcom will be taking a hiatus from developing any major fighting game. I really doubt Capcom is expecting to make a ton of cash with this one.

Also, for pad vs stick I find stick to just be more intuitive. I had a choice to transition from keyboard to either a 360 pad or a stick. I tried both and went stick without looking back. I have no doubt playing on pad is possible, but I’d be willing to bet most pad players started playing on pad out of necessity rather than choice, then got too use to pad to switch to stick. The joystick on a fight stick is just so much more precise and responsive (in my opinion) to either the d-pad or control stick on the 360 pad and the PS2 pad (which I know most pad players prefer) because the joystick is bigger.

Also, arcade buttons are so fun to hit. I don’t think I’ll ever get the response and satisfaction of hitting an arcade button on a rubber membrane joystick.

Fair enough. I just think the solution should never be to tell people to be quiet and give up on critiquing a game and hope that it will improve on its own. I’ve seen that attitude in other communities and it always seems so defeatist. No game is perfect, and the community should always be pushing for improvements.

That said, I totally get the need to just walk away from some things. There’s no point in playing if you aren’t having fun, but that shouldn’t have to preclude the voicing of criticism.

But yeah, more importantly Mischief Makers was a goddamn brilliant game and it baffles me that it didn’t gain more notoriety. Why isn’t “shake shake” as well recognized as “zug zug”?

mischief makers was a great game, and underrated (just as Treasure the company is), but why are we discussing it here?