I could never hate Sirlin like you do. He made Cammy playable in ST, which I will always be thankful for. Also, back in 2010 when I still lived in Tokyo, it certainly felt like some of my opponents at the arcade had a special SPD button. If nothing else, playing aganist HD Remix Gief prepared me for an environment where SPDs can just come out of nowhere.
I agree that Akuma was stupid in that game, though. I thought O.Sagat was a little silly but Akuma… just ridiculous.
I like his Yomi card game. We used to have Yomi nights with me and my buddies, but nowadays we’re kind on in a Settlers of Catan and Magic the Gathering phase.
I share the same opinion. Instead of battling 10.000 easy monsters, you could just face 20 difficult yet beatable opponents that raise the levels significantly. if this is why an RPG has a 40 hour gameplay time, then no thanks. A reason I hated also the new Castlevania games.
But on RPGs grinding means mainly level points, not skills. a walkthrough will suffice in difficult confrontations, as to which spells or attacks to use.
In a fighter though and other genres, grinding has two meanings:
points and improving execution. one is separate from the other. practice is tied with improving execution.
As a re-entrant to fighters, initially I was limited to SF4. there I could spend hours and hours upon execution and I am sure that I could improve a lot, even though reaching 2000+ PP would be out of the question. But I preferred to play instead other fighters and I saw there the different strategies involved. Each strategy for the most part required good level of execution, together with solid control of spacing. Even the supposedly easy fighters like the VS series and Breaker’s Revenge.
A game where strategy has relatively good share when compared with execution (which has also high requirements), would be the Last Blade games, if you play on Power Mode. Samurai Spirits too and other swordfight games. they are much slower than everyday fighters.
IMO the main issue is that you can do all these crazy combos off of a confirmed hit of a super safe jab. It shifts the focus to learning these combos and then winning automatically against people who have spent less time in practice mode, instead of focusing on mindgames. Time spent practicing against other good players should be waaay more important than time spent in training mode, and if you disagree we have very different opinions on what makes a fighting game fun.
The testers (you know, top US players) completely missed it, and Capcom doesn’t wanna patch. You’d think he wouldn’t change it if he could? (including the glitchy raging demon)
Why not? Again you just put claims out there without proper reasons.
But at high levels… that’s what happens anyway. People can even input a standing 720 in some SF titles. And the new motion is already “tested and approved” by other great fighting games. How exactly did the new motion (who still gives you access to the old motion) ruin anything? Again you give no real explanation.
Stupid new dive? The dive itself is the same as in ST… Only thing that is changed the situation after a hit/block…
And a grappler who’s auto-win close game just got nerfed shouldn’t get a tool that compensates for that and allows him to get closer easier than before, right? What was Sirlin thinking!?
What does that even mean? Also he had it in A3. Capcom invented it themselves.
This can’t be more far from the truth and again as expected just throwing claims in the air without a proper explanation to support them.
Add a new feature to the game: Do a move and then hold 3 buttons to make the FRC come out when the FRC window finally kicks in. Problem solved.
SF4 is a great game. I love it. I would love it more if I didn’t have to spend so much time in the training room. Yep gotta practice those 1 frame links over and over and over and over and over!!! God I wish I could just play the dang game!!!
Execution barriers suck. They just do. Its like playing chess but not being able to move all of the pieces because some of them are too heavy. That’s dumb. Everyone should get to enjoy the game at its fullest.
How many times have you watched a stream and the commentators say “Oh he dropped the combo!” You know when even the pros, who practice endlessly miss stuff it means its TOO DANG HARD.
Also, how is someone that has an involved life–wife, kids, career, other activities that they are interested in besides fighting games, supposed to be competitive? Maybe they can hang with the mind games but can’t do all the complicated stuff because they can’t just sit in training mode all the time??? So then it becomes a game of the have and have nots. You either have time to devote to playing it competitively or you don’t. That sucks.
One thing I like about MK, is all of the combos are easy to do. Memorize the button sequence, and you’re good. Then you get to play the game and let the battle of wits unfold. I just wish the gameplay was better.
And one last thing: If we want our community to grow into even a quarter of the size of the halo/cod/starcraft community, these games have to be more accessible. Period.
yeah, he’d change it if he could… what does that even mean though? strawman? it doesnt change the fact that he let in a character that still has an op air fireball a glitchy raging demon and normal moves that are completely invincible… meaning have no fucking hurtboxes… yeah… do i really have to spell out HOW FUCKING DUMB THAT IS?
because capcom designed the move and decided that it was to powerful to have an easy motion??? could that be it? chicken wing is an amazing poke whos PRIMARY method of balance was to give a motion that cant be easily done without setting ones fingers and hand up correctly. i can do oldschool chicken wing just fine… i can do hooligan just fine… BUT have to set my hands up… this only takes about a 1/4 of a second roughly… but thats fifteen frames… alot of shit happens in 15 frames. point being that even i could do the move easily I COULDNT DO IT ON COMMAND FROM ANY HAND POSITION. that was the balance… and it worked… sirlin dumbed down the input and made it super spammable in situations it wasnt normally so easy to access even for good players. its a bad design decision for those reasons.
you wont agree, im sure… but w/e
i did give an explanation.
that DOES NOT HAPPEN AT HIGH LEVEL gief cant just do a FULL motion for an spd without jumping… he simply cant, i dont care if you can do standing 720 like its as simple as a jab… you STILL CANT DO AN EMPTY SPD MOTION, you will always jump. ALWAYS. the problem is that gief players can now do an empty spd motion without jumping, without hitting a button, and keep there spacing. the reason of course is because the spd got its jump motion taken out… same as chicken wing… which allows players to do the motion then think twice about it and not do the move… same as gief buffering flats on sf4 and waiting for fireballs only he can do it with spd now… takes most of the guesswork out of neutral game spd. id personally be fine with it if the non jump motion got its range halved or its damage halved… or SOMETHING that takes into account that gief just got an incredibuff.
YES?
and that makes all the difference… if you even block a dive now hawk is IN… no actually having to fight his way in… just manage to get a blocked dive and you are golden… yeah… no difference whatsoever. /sarcasm
??? have you not seen mugen and its shit framerate, stick figure pasted horrid looking flash graphics? thats what ryus fake fireball looks like. and yeah it looked like that on a3 as well. at least it isnt done with the start button anymore… man it was annoyng trying to throw fake freballs on arcade cabs that had the start button way at the top of the cabinet… that shit wasnt faking ANYONE out on an american cab. also notice that was the one and only time ryu had a fake fireball. capcom saw a shitty idea for what it was.
well turnabout must be fair play since you also do exactly what you are accusing me of… making a statement and not backing it up. so how about i spell it out for you what you arent saying:
pls tell me where in all holy hell sirlin mentions spacing and its ramifications beyond just yomi and mixups… i must have missed that part, so by answering my question you can make yourself feel good.
even though it isnt addressed to me im pretty sre that would cause problems as it would mean that rc would have to be input as a negative edge (assuming that rc and frc use the same buttons)
in case you dont get what im saying, holding the buttons down would activate the RC… the frc would never have a chance to come out cause the rc would take priority since it would happen on button down and not button up. the most logical way to fix that would be to make rc and frc different commands… which is the real solution. one so obvious that it becomes VERY obvious that overlap was INTENDED. meaning that losing 50% of your gauge for mising the timing was
a part of the balance.
anywho, when i get into these little arguments my mo is to come in and respond once then ignore any further baiting… unless you actually have something of meaning to put forth… which i seriously doubt. so if you reply to this, dont expect a reply back from me.
Yeah my favourite part about MK was the really easy Skarlet combos.
Oh wait, that’s right, the auto combos aren’t the same as an actual combo. All you did was learn how to do a command normal and then decided ‘well I know combos!’.
And fighting games are bigger than the competitive Halo community. Not the casual fratboys, sure. And yeah, SC2 is hella accessible due to low execution requirements, everyone knows splitting your marines is really easy and requires no execution.