Yeah, ambiguous situations don’t exist in CE, HF, ST at all :rolleyes: Maybe not CE, since that game is slow as Christmas compared to HF and ST. ST Rog and New Ken would like to speak with you and show you their throw gimmicks. If you have problems with Ambiguous cross-ups, go play a game with a block button. The bottom line is, you seem to want to give characters obvious weaknesses and restrict them into some kind of one dimensional archetype. And don’t talk about ST, because that game didn’t do that. You complain because ST Balrog has versatility, but that’s the kind of thing Capcom should strive for. Sure, every character will have a weakness, but fun games have characters with lots of attack options.
and the sky is green.
War Gods.
Deal with it.
I’ll agree with that.
SF4 is really a good game… but that doesn’t mean the formula isn’t 4 years old and is getting boring at this point…
Alpha games are really great games too, but none lasted more than 4-5 years before most people started getting bored…
Super Turbo, Hyper Fighting, and Third Strike are the longest living SF games, but with how many games exist in the series, it’s really unfair to compare them against those three. Within the rest, yes, SSF4 is a really solid, well-balanced game that has a lot of its own uniqueness in the series… Doesn’t mean I find it fun…
I rather liked Vanilla SF4.
The only game more balanced then imo is Cvs2 after roll cancelling was found because this right here is a mechanic that made moves matter, situations adaptable and gave players more tools with their characters
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remy will shit on your chest. fuck you.
How do you guys respond seriously to that SHOSHOSHO gif… at super speed beyond CCombo
Your Remy made me lose confidence in mine, though I still tout Remy to those that want to learn him. I’ll point them your way next time.
Dumb shit. There is hit-confirming, ambigous situations, loops, all that shit. But the games do not revolve around it. If you fail to realize how different they are from SF4 and 3S, in which the one who confirms combos wins, end of story, then you simply have no clue.
Rog does not have ambiguous shit, he just has more damage, takes less damage, is harder to cross-up, has throws that can not be teched, has reversals with long invulnerability, easy ways around projectiles, walks fast, dashes fast, has safe-on-block specials (only Strong and Fierce Headbutt are not) and super, shrinks instead of enlarging his horizontal hitbox while crouch blocking, etc, etc, etc. Great stuff, you probably find.
But does he do the full Cleveland Steamer?
u mad bro?
Dive Kick. Everyone has the same amount of life and everyone’s dive kick does over 1 million damage. Sounds fair enough to me.
I believe CVS2 to be a pretty balanced fighting game. With the additional game play mechanics (Groove Systems) in all. Players are given plenty of options in terms of play style. The Roll Cancel was also a big plus in CVS2. It’s a beautiful fighting game to me. Very nice. (I sure wish it was available for PSN).
Chris g is a good example of the game not being “all about tods.” Tods are important though.
There’s trap and keepaway in UMvC3. What I recall was intentionally taken out was full screen, Storm style runaway.
Omg if storm had her sj lightning xxx lightning fly lightning sphere lightning sphere… plus missiles ? That’s like 5 marvel seconds strong of keepaway.
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The funny thing about the game is that it isn’t balanced.
sf1 is the most balanced