I was wondering about that. Overall it feels like the tools for midscreen play were a lot stronger in older titles than in this one. So the effective ranges of characters were longer than they are in 5. For players whose main strenght was playing a certain spacing game, its possible but that range is also shorter where quick dashes and other silly things are better. Think this is why certain players are getting bodied by trying to play a regular SF game. The ranges at which normals become good is a lot closer than normal thus putting people in more danger htan normal.
But I was told I don’t know anything so take this with a grain of salt.
I mean to say that there’s no point to do stupid analogies like that outside of fighting games when you can just create stuff within fighting games. Even better, just pick from stuff that has already existed.
Let’s get away from extremely theoretical crap and just take like Smash Brawl into consideration. The game has “tripping” which randomly makes the opponent fall over and put themselves in danger of taking damage. This has the issue of making results a little bit more random, yet is it completely justifiable to say that all of those playing Melee are doing so because they know they would stand less of a chance in Brawl? Could there not be a way for those players to adapt considering Brawl had its own top players?
Marvel 3 has had XF, TAC infinites and other crazy things, yet it’s been extremely hard for anyone named Justin Wong or near Justin Wong’s skill level to win Evo in the game any way. Fighting games always work where a defined meta becomes extremely specific so that different people will inevitably become some of the best, but the previous best can still clearly be the best if they need to be.
Chris G has also been placing nearly as well or better in SFV than he was in SFIV and he basically created playing defensively for consistency in UMVC3 (Viscant created it in Vanilla). A game clearly much harder to stop chaos in than SFV.
I can’t believe I’ve actually seen 3 other General threads from beginning to end. You sorta miss the amount of pages when you’re busy having fun.
Looking forward to the interesting discussion to come. Cammy being mediocre, eating ass, Lord William’s continued sexual awakening, Daemos marrying Bison, Veserius taking Twinblades under his wing, OceanMachine defending Laura till the end of time, DJ’s long ass posts, Injustice 2 takeover, Byron, Evil Canadian posting monkey shit, and a plethora of other things. I can’t wait.
Lol, game is hard and game is easy aren’t necessarily conflicting statements. Same as “it’s easy to get laid” and “it’s hard to get laid” don’t necessarily conflict when there is added information such as:
“It’s easy to get laid when you pay”
“It’s hard to get laid when you are ugly have no game and won’t pay”
With chess “the game is easy” to learn.
“The game is hard” to master.
Sf5 is a game where it’s easy to play dumb/use beginner tactics and strategies and hard to stop people from playing dumb and winning with beginner tactics and strategies.
This doesn’t mean tha better players won’t win more. It means that there percentage of winning is lower and that skill gaps across the board have been artificially condensed, not by making players better, but by lowering the bar of knowledge and skill needed to do well, while leaving certain skilled aspects completely out of reach.
It goes back to what I said months ago. The game shits on intermediates and placates beginners. It turns beginners into intermediates in a very small amount of time, while making it harder to jump the gap from higher level intermediate to expert. The primary thing needed to go from higher level intermediate to expert is a combination of smart play and super fast reactions. Higher level intermediates will have the smart play but not the reactions, so they get stuck against the new beginners turned intermediate that play dumb but are hard to stop.
This process basically repeats itself all through the various skill abilities.
The difference is that in past streetfighters it’s a lot easier to stop people from doing dumb things, which forces a smarter game in general at all levels of reactive skill save for the absolute lowest.
I think the easier thing is kinda subjective. People still gotta put in work. Calling it easier is kind of insulting to those who are putting the work in.
That said, a lot of the traditional sf shit is a lot less important. This game is just very different.
Unless we’re talking combos or whatever. Cant argue there.
Was looking to see how many trailers SF4 did for upcoming characters… And forgot about the godlike Hakan trailer they did:
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Hakan reminds me of how weak Ken is, Ken is thinking is slowing down his fights for his family. Hakan though, 7 kids, hotter wife, has a business to run, good skin, handsome. Ken’s game weak af
No there is a point. I’m trying to point out that the idea that “skill always wins out” is a naive idea. I can always construct a game that completely removes skill from the equation. Not all games are equally as good at determining who is the best player.
Actually Marvel 3 is the prime example of what I am talking about. Prior to the tournament format going to 3 out of 5 (which helps control the randomness) top players or even top local players were losing randomly. That was a common occurrence.
In fact that’s a perfect example of why some games can be a problem.
Think about it this way. If we played a game of Rock/Paper/Scissors is there any skill in there or is it completely random? Well in that case, there is some skill. If I know how you think I can predict with a higher chance what option you will use. But if I am playing someone I’ve never played before, how am I going to know how he thinks? Well if he follows a pattern I’ve seen before that might be one way to do it, but if I’ve never seen his way of thinking before I have zero chance of predicting what he is going to do. That is, until I play him several times.
If we were to play 100 games of Rock/Paper/Scissors I would have some time to try out ideas and test him to see if I can figure him out. As time goes on I have a better chance of doing so. But the key is, we have to play enough games that I can establish a pattern. If we were just to play 2 out of 3 the chances of me figuring it out are extremely low.
Marvel 3 followed the same concept. When it was 2 out of 3 it was stupid easy to lose to some incoming set up you never saw before especially in Vanilla where Air X-Factor wasn’t a thing yet. And that’s why early on results were much less consistent than they are now. For games with a high volatility, you need more games to stabilize the results. Which is also why I hated Mika in Season 1 because she played exactly like this. In a long set where I had time to try stuff I could figure out most Mika players. In short sets they were dangerous as fuck since a few wrong guesses and I was done.
That’s why, as a matter of fact, Daigo said because SF5 is a simple game that is a lot more read based he wishes it was always 3 out 5 so that way you have time to figure out your opponent.
Games like Poker are a great example as well where the top players usually win, it’s still very common to see a top player lose because the river card totally fucked them even though they played the hand perfectly.
Because he’s mocking (with a pretty bad straw man no less) me for stating the exact same opinion as Daigo. So therefore Daigo is a scrub.
Nothing I said hasn’t been said by a top player. They’ve said both in person and in public that it’s much harder to come out on top consistently in the game.
I changed some things to reflect my personal opinion. I do agree with you that SFV has some mechanics that act as gatekeepers to higher level gameplay, but I feel that this has always been a thing that existed in SF. The main difference is that the gate used to keep beginners from getting to intermediate level. Not it keeps intermediates from getting to high level. People who used to be able to make the cut aren’t good enough anymore, and they can’t/won’t adapt. It sucks for those dudes, but this is probably better for SF as a franchise and the FGC as a whole. Make the tent bigger so more people can enjoy the game. If some old geezers don’t like it they can always revive USF4.
I dunno. Something about SF5 doesnt feel nearly as rewarding as previous fighting games I played. Like, it’s a lot harder for me to point to benchmarks where I can say “Yeah, I really leveled up as a player here”. There’s no real drive or incentive to lab it out in prolonged sets like before. Back when Super SF4 was fresh the Sakura players used to get together every week and run 3-4 hours of sets together while voicechatting about what was happening and having a ton of fun. The communities jusf don’t seem to be there anymore, all this Esports shit is pushing folks to generally be much bigger assholes and push their “brands” instead of focusing on the community.
I dunno. Maybe I’m just getting old and this new trend is just the way of the future but I don’t really like it.