how would focus attack satisfy 3s players exactly.
Ticking timebomb incoming.
It gives us a chance to slap away an attack, at a cost, in order for us to maintain that mental momentum we so dearly need in order for us to decide to stop pacing back and forth between attacks.
GOD
http://totallylookslike.files.wordpress.com/2011/07/emma-watson-totally-looks-like-troll-face.jpg
umadd
hey buddy, how vs what
You already said it’s kind of like parry, you just used a different subject in that sentence. He’s asking you HOW. NOT WHAT.
Read the second part.
I have read that passage. I am immune.
EXPLAIN MISS
he can’t because he doesn’t know anything about 3s.
or st i’ll bet.
probably not alpha.
maybe not even 4.
Xes about to parry his way out of this.
Dammit, you mean I wasted a perfectly good Bible joke?
~~
Time travel back 4 years and ask. Like I said above, the idea was mentioned a lot back in 2008-2009.
Why does the reason have to make any sense to me? I’m just reporting on it this time.
You’re Oro because you’re old.
Are you asking me why something you say has to make sense to you?

Are you messing wit me?
Now that just hurts.
Its just not fair to make me responsible for all the crazy shit that other people say
I wouldn’t want to defend/explain Killian saying “Broken is Good, we like broken” either, but he sure said it.’’
However I will rephrase with a ton of weasel words and hedges just to please you.
I hope that makes it more clear why I can’t justify the logic, it doesn’t make sense to me either.
lol what the fuck @ that quote
Seth Killian starts the rounds with “An apple a day”
4 turns over and I’m hearing “Weather’s awful in May”
Makes no sense.
Awesome avatar. Two great minds, each of in their own respective realm. Gotta love it. NIKE.
No, they designed SF4 that way because they are incompetent and lazy and playing it safe with the casual fanbase in mind. Dimps’ previous game, DBZ whatever, had a “focus attack”, and they just copied that shit as an instant shallow solution vs fireballs and spamming in general so scrubs won’t complain again. With links they went back to the old SNK mentality of making something basic and important in the game hard to “please the hardcore”.(Which didn’t work because even the people in this thread hate the game.) Because they couldn’t do it with special moves, they went on to the next thing, and designed one of the most link based fighting games ever made. FADC was probably a blatant copy of roman cancel, which was in every air dasher game in some form already, but it ended up being an extremely shallow mechanic which is only used in the same way 95% of the time.
Also a wild guess but everything does smaller damage compared to SF2 to justify the existence of a single huge damage move that will give you (the beginner) hope to make a comeback.
As opposed to Supers doing a fuckton of damage in ST days.
And FADC being shallow when used as intended is a fascinating theory.
Oh well, assumptions ahoy.
I’m going to have call bullshit with this. We got musician playing musical pieces that would easily compare to “1 frame links”, or some the other harder combos in fighting game. You making seem harder than it actually is. We are in the age of dial a combo, Smash motion inputs to replace SF inputs, 8 year old beating grown adults, etc.
You can still play half of those games without being good shape, but you just won’t be able to do it on a high level.
Hell no. This is completely unnecessary, you are acting like we need to dumb execution more. This is completely ignorant of the fact that fighter game market is doing just that. Here are some pretty damn obvious example.
P4A, another game rumor to follow UMVC3’s style of easy mode combos. Easy mode combo is whatevers, but ArcSys has made it easy for casuals to play the game.
TTT2, Harada wants to make casuals to play Tekken, and he has dumb the system so that it’s possible.
SFXT, Gems…that is all.
Literally EVERY fighter in the market will dumb high execution barriers, and they will no longer exist as they used to be. Execution barriers a fucking redherring, we don’t need to bitch about this shit when we are already dumbing that shit down. Let me give you a mind blowing example of how low execution barrier truly is nowadays…
Did you know that Fate/Stay Night Unlimited Codes, are the same makers of UMVC3? Eighting has made one of the hardest exeuction games ever to…making UMVC3, a game where a 8 year old child is famous in evo for beating Royal Flush. I know people brought up that they wouldn’t play Fate/Stay Night because it has high execution, just keep in mind UMVC3 are the same fucking makers.
SFIV absolutely fails in being a “easy execution” game because of a bunch of bone-headed decisions. The one frame links are part of that. The other is the arbitrary application of leniency in motions making it rather easy to mix up inputs and get the wrong moves out (and therefore actually requiring more precision).
On a related note, and I’ve said this before in multiple other threads, Mike Z hit the nail on the head in Skullgirls where, instead of relying on SFIV style leniency, he simply spent time figuring out how much time folks generally needed per individual direction in moves and then building the input system around that instead of arbitrary windows. In this case, four (4) frames per direction, with an extra four (4) when there’s a direction in between and and extra two (2) frames for the attack input. Add to that some smart move prioritization (for when moves overlap) and 360 jump prevention then you get a game where you don’t have the confusion of IV but with generally generous execution for individual specials. This then means that any execution barriers generally come from stuff that is emergent (i.e. player developed).
What do gems, that are purely a sales gimmick and break the game, have to do with your other examples?
You are not going to win in UMVC3 with ABCS BBCS… You need to do better, harder TOD combos to be competitive. And you can see people dropping those all the time. The only time a simple chain will kill is with XF lvl 2 or 3 and that is a whole other issue.
If anything, it makes UMVC3 a harder game to play (execution wise) than most air dasher games because in GG,MB etc. etc. you have versatility and you can compromise on an easier combo that does 5% less. In UMVC3 the difference is between a combo that kills and one that doesn’t. So there’s no room for versatility and compromises. Pull off those TODs or don’t play the game.
Persona 4 has AAAAA combos which, again, are not effective at all. If the actual combos are pretty easy as well then it’s a point in the game’s favor. There are many more things that separate the good from the bad than just an ability to do effective combos.
TTT2- Again, what’s the dumbing down having to do with execution? Later Tekken always featured huge damaging juggles and that’s a separate problem which has nothing to do with execution. And Tekken movement is still as demanding as ever.
The difference is that EVERYTHING did a ton of damage in the SF2 series. So supers, in relation to everything else, didn’t do that much more damage. So the supers were not good because of the raw damage, but because of the tactical benefits they gave. Going through fireballs (something you couldn’t confirm most of the time, unlike in SF4), escaping the corner, safe wakeup etc.
How does “being used as intended” somehow contradict being shallow and one dimensional?