That was my old fcked up spelling of the DBZ villain, Tullece. I just stuck with it lol.
Yeah that may be the way to go to start. I usually don’t like Ryu just cause I like the weirdos but eh.
Part of me wants to learn Makoto. She sure does fuck people up good and she’s one of the iconic 3rd Strike chars.
Good strategy, but now 30th is irrelevant. The new FC is objectively better in all aspects and is still being improved upon, with the advent of being free. Pick it up so we can find a main!
Keep in mind that 3S Makoto is a completely different beast from SFIV Makoto. Honestly back in the arcades, on NG, I started with Ryu before picking up Sean, Alex, and Elena. That held in 2i and unfortunately they removed Sean from 3S. I still had Alex and Elena at least.
Damn good reminder. Been on consoles so long I forgot about FC. I’ll get on that.
I think a lot of IV’s “revival” success was really that it managed to pull a lot of people that were waiting for a big new Capcom FG and that spark coupled with how things just spread faster because of the internet managed to snowball into a “revival” that brought a lot of new blood to the scene.
It was more a product of its era than SFIV on its own merits. SFV, T7, MvC3, and Blazblue also had similar impacts with varying scales.
SFIV, when looked at its own, was pretty wack, let’s be real.
But again, there are a lot of FG players out there with a gameplay itch that only SF can truly scratch.
Good news I played fuck all of SFIV so I have nothing to unlearn. Hell all I know about her I know from what I’ve seen in 3S.
How so?
I think they play pretty similar, with the exception that IV Makoto can abuse axe kick and focus attack a bunch. Otherwise she feels like playing a nuclear explosion in both games, where you typically start up slow and then roll people out of nowhere.
I would give SF4 much more of an honest look if the online wasn’t a sea world exhibit. I tried Omega with the new moves and extra input buffer SFV style and I prefer it to standard Ultra and SFV.
You what now?
I tried Omega mode the other day sorry. No bum ass one frame links and no VTs to deal with. Ultra’s and focus are still ass but I can deal with it.
They’re very different. Makoto’s mix post-hayate is incredibly strong in 3S. Her cannon potential with SA2 forces you to play a certain type of game to her rhythm every moment of the round. SA1 forces RPS at every interaction with a promise of consistent high damage because her link after hayate is so easy.
Parry also opens up a lot of opportunities to dump damage or even ToD. In effect, playing even a mid-level Makoto can lead to massive damage if they guess right once. The only thing stopping Makoto from guessing is your delays, in which case she fights back, and her dashes are too hard to react to, her aerials are too good and her command grab too strong.
In 4, most of these options disappear or are incredibly neutered.
Late on the convo, I think that SFIV is an interesting case of “study”.
The game has a lot of issues, but at the same time, the game is interesting to watch when 2 people play it at high level.
I feel that SFIV is a better vehicle for competitive play than SFV.
The problem is that to be able to make the game shine you have to deal with a lot of bullshit both in gameplay design and emergent gameplay strats that make most players just throw the towel.
Meanwhile, SFV removes a lot of those problems, but in the process addsa lot of shit of its own that makes the game a duller experience both in how you play it, and how it looks at high level play, it is easier to get into and play, it is flashy enough to trick the players into thinking that they are doing high level worthy stuff, but is at the same time more limited, despite offering “more options” to the players.
Is perhaps because of that and despite of its own problems, that many people would probably feel that SFV feels like a step in the right direction when compared to SFIV.
Since it allows the players of lower level to do shit and play the game without unnecessary difficult shit by design like 1f links, FADC, etc.
Barrier of entry is still one of the bigger issues that FGs have to deal with as its incredibly difficult to strike the right balance. Realistically the best possible outcome is making it easy to actually start “playing the game” but take a while to legitimately master it. The question becomes what defines truly “playing the game” and what would be the right ceiling to raise to keep people going when it comes to learning it.
for entry barrier thing
which is the most problem for the casual is it because they need to memorize things like frame data?
is it still the execution?
or something else?
Execution is fine until regular bnbs need back to back 1 frame links. That shit is just tedious as fuck.
Most games don’t require you to really understand frame data until much later in training. That’s usually reserved for matchups or if you want to get very specific in combo knowledge. If a game requires you to know Frame Data out of the gate, that’s a bad failing.
Execution should overall the more reward the harder the stuff you do is. But the basic gameplan of the character should be enabled trough easy stuff.
Frame Data is also nothing you need to understand until you progress further.
I think the biggest problem is the misconception, that FGs are all about Combos and the one with the better Combos will win everytime.