please excuse grammar and typos
the tiers make sense in 3s tho, they DONT make sense in 2i. everyone who was top in 2i was there because the game designers didnt think about where they would fall if played at the highest level. they became top because of something broken that they over-looked.
ibuki, sean, yang… all being better than ken? storywise that makes no sense. ryu having two denjins? i thought the whole story and position of ryu was fighting through hard work not how much bar u have to set up a broken situation. of course they make akuma a broken boss character again… but what happens if someone uses him? just makes playing against him the same as playing vs an akuma in st. he’s the win button.
in 3s
ken, chun, yun… it SHOULD be harder to fight ken and chun… cus ITS KEN and CHUN LI. capcom’s not forgetting the history of these 2. they r like the boss crew from sf2. yun is up there cus the lack of damage scaling on the towards and mk in his genie jin buffs the damage. this i think was done on purpose to make all of yun’s genie jin combos follow a basic flow or rhythm that involved the player implementing towards and forward in the combos (they thought about how the genie jin looked while performed as well as how much damage it did).
well i guess the point of this post is with the appearance of chun, ken, ryu, and akuma in the 3 series the placement of their tiers on the list makes sense and runs parallel to the story of sf. tho story doesnt matter in a fighting game, ken wasnt “ken” in 2i since i couldnt imagine him winning EVER (and he couldnt cus everyone around him was so broken). chun wouldnt be chun if she was mediocre (sure sa2 doesnt gobs of damage and can be easily comboed to… but she doesnt have much of anything else that keeps her good without meter) and akuma wouldnt be the tru akuma unless the player played him like a bad ass to win. meaning since his defense is so low u gotta be a beast ALWAYS and not sleep while using him, this makes akuma not a cheapo but sets up the character design of him being a master. the player themselves have to achieve a level of mastery in order to be worthy enough to play him in the first place.
ryu is a good mid tier, and i think we can all imagine (and seen) him as a strong mid tier. he might not be on the top of the list but u gotta remember its an even match vs ken. he’s not too good and he’s not too bad. he is where he should be and with a capable player ryu wins through handing the brain work completely to the player. its a 50/50 agreement, making ryu as pure a character as his story tells.
3s is alot more balanced (and better game) than 2i because the designers thought of the overall seriousness of the character and reflected that in how they played. sean being top in 2i shows they didnt think of it. all of the low tier in 3s r all EXTREMES, meaning u gotta LOVE playing that way first and more importantly before u can think of winning. when the low tier wins in 3s, they won because they played their game to its fullest and pushed the extremes they have to accomplish it. the low tier in 2i are just left overs while low tier in 3s r manifestations of an extreme (making them good character designs).
on graphic quality comparing the 2 games… 2i is like a well put together comic book (that looks good with the 2 fighters not in motion) while 3s is like a fine painting from life. the designers thought about the frame the bars made around the 2 fighters as well as the scene they were in. in 2i, i feel the backgrounds r just backgrounds. the characters werent part of the scene at all. infact there was no relation to the fight and it didnt matter which one u fought against cus it wasnt part of what was happening in the foreground.
in 3s… take for example chun li’s stage. the 2 fighters r “IN” the scene NOT infront of it. the ppl sitting down eating there food r “busy” eating there food, but can still see whats going on 4-5 feet infront of them. the chairs and table in the foreground r apart of the scene and respond to the action entirely with each slam of the opponent hitting the ground a tea cup or saucer falls shattering on impact. 2i is a campy alpha3 throw back that doesnt fit the fighters that carry the interactions between them. even sf2 backgrounds had better relation to what was happening in the fight better than 2i and ng. sure it looked pretty but with two spastically animated character sprites hopping all over it… it is visual mess.
final point…
well u gotta look at it from the vantage point on what makes visual harmony as well… having a serene enviroment to fight in makes sense especially if you dont want to be interrupted. if it was in a busy street corner wouldnt it become a spectacle? elements that u couldnt control would become part of the scene making whats happening in the fight the SECOND most important visual activity. it should be the first and the background is the “location”. 3s backgrounds and movement of characters r put together well to make an event thats happening in a place. 2i is a scene that u wanna look at but cant fully cus u got your 2 fighters blocking your view.
well this is just the opinion of a painter who really enjoys playing 3s, its ok to disagree =]