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Smash isn’t a fighting game.
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Competitively viable can be measured in a lot of funky ways. As long as both parties have an equal chance of winning by the rules of the game, whatever contest your choosing is competitively viable.
The real issue you had is likely to be on the viability of the cast. Yeah, seasons 2 and 3 were hella murky, but season 4 is in a really good spot. A lot of the cast is a lot more competitive with each other. Even the best version of SF4 also ahd a top tier with a lot of mid tier characters being competitive. So you’ll have to elaborate why a game with 60+ character somehow has better balance than one wiht a smaller cast through something other than sheer luck.[/quote]
I’m not hyping Smash, SFV is just on par with it in terms of serious competition. The only other main stage game that’s as poorly balanced as SFV is DBFZ, and that’s pretty fucking bad considering SFV has a multi-year head start, is slower paced, and isn’t new ground for Capcom.
But I’m not even talking characters, I mean the actual foundation of the game is shit. SFV is a linear game that forces you to play an incomplete character for most of the match due to the V-System. Most characters have exactly one game plan, and a lot of it boils down to either “frame trap with your MP normal” or “throw out CC buttons until you catch something”. It’s a bland, homogeneous mess and it doesn’t even have the roster to justify feeling so same-y.
[quote]We aren’t really boomers in any sense. There’s a large core that plays all the games, and then other capcom games. The thing about the SF series is that you get a a cross between familiar enough and batshit insane. So it has tits all to do with SF players being boomers and all to do that because the mechanics are so wildly different from each other, you can usually find and SF that plays how you like.
The closest series that comes to that is KoF. Unfortunatley for KoF, people aren’t as dedicated to some of the previous titles as SF players are to theirs. Say if I really wanted to stick to 11, I’d be shit out of luck. OTOH, SF has dedicated scenes for basically iterations. As long as your favorite game isn’t Alpha 1 or Alpha 2 gold, or that goofy Alpha 3 exclusive for PSP, you’re going to find a group of people to play with.[/quote]
How the hell is being wildly inconsistent a good thing? Ideally, when you make a sequel, you take the things that worked and add onto it or fix what was wrong. Completely fucking ignoring past successes to make the game “new” reeks of either an arrogant designer or someone who didn’t understand why the original was good in the first place. The fact that the community fractures with each new game is a symptom of this. The only thing holding the SF games together is nostalgia and a superficial set of similarities like controls and characters. So, boomers basically.
[quote]Problem here is that SF5 is a fighting game. Best player wins most of the time and the game only has two players. Yeah, you have a comeback mechanic, but it isn’t solely a comeback mechanic. You can use v-reversals aggresively to maintain momentum (which is drastically under explored as a tactic). There are also no forcible ways to end rubberbands.
Being in the 3rd round with no meter and your opponent with a full bar means that hte person with the full bar has a 500 damage combo stocked if they get you dizzy.
Only two players and all that, your assertions are looking kinda S-A-W-F-T at the moment.[/quote]
Best player wins in almost any game without literal RNG. This isn’t exclusive to fighting games. But, since you mentioned it, SFV does have a really bad “one hit wonder” problem where nobodies or players who were historically just fighting to get into top 16 will win a tournament or have a good season then just vanish. I didn’t see shit like this before SFV, and I don’t see it happening in Tekken. (No comment on anime games) Other than the reversal thing (which is still unexplored after 3 years despite people talking about it since season 1), you haven’t really said much that separates SFV from most other 1v1 games of any genre.
[quote]1) Plays nothing like the previous games. Outside of T5DR, does anybody give a shit about older tekkens…really? See that makes SF games special, they’re all way different in a lot of ways. Similar enough but crazy different from each other. Maintaining that is already good.
But lets get real details in:
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Got rid of the crouch tech OS that made defense crazy good in SF4
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It has taken real wild chances with their characters. Zeku is a massive variation on stances from Gen. Ed and Falke play in a unique way to themselves without sacrificing much. Abigail, Bison, FANG etc. There have been a lot of character gameplay decisions that have created new gameplay experiences from regular SF games. Doing so is always going to be a shitshow but its better than softballing it. G and Menat are also way different from regular SF characters in a lot of interesting ways.
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Sticking with gameplay, it has made situational awareness incredibly important. This game is hard because you can’t take moments for granted. The situation after a blocked frame trap where you’re normals no longer reach is super important. But that’s also why its hard to play. Its different from other SFs were those tiny things weren’t always worth nitpicking. The cool thing is though, if you workout the decision making in those situations, you can get real tactical advantages that seem like random shit.
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Execution was heavily lowered on simple stuff. Having reliable combos for the most part is pretty great. The real complaint is that, compared to SF4, there are way less combos than normal. Problem is that in SF4 you could do jab, jab, jab, short xx special as a combo reliably. there’s less but its consistent. Its a goofy trade off because this hsould’ve been the game with SF4 levels of links, but who knows why they decided what they decided. The good thing is that you don’t really have to worry about dropping basic links your character needs to function. There are still some harder things to do, but not necessary.
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CFN is pretty amazing. This was a big chance to take, but unfortunately the bad press SF5 gets is done so universally. Capcom made it so you can access the vast majority of your replays at any time. You know how crazy that is? No other fighting game is giving you that much access to improve yourself. They also keep track of all the specials you use on your characters. There’s an SRKer who made a video on Sagat Zoning based literally on tracking which fireballs he used the most to show their effectiveness. Could it be better? Definitely. They dropped the ball in a lot of areas. But holy shit if all the features in it arean’t great. Truth is that in SF5, if you’re bad is because you want to stay bad.
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All of the costumes. This one is sort of silly, but these are overall really cool. They’ve done a good job of pulling from Capcom’s IPs and adding awesome stuff to the game. There are issues with the fight money stuff, but focusing solely on making the experience fun, its awesome seeing Darkstalkers, Red Earth, Resident Evil, Megaman, etc characters make it in as costume. FFS, Ryu is Jin Saotome. If that had been happening during SF4, everybody would be shitting their fucking pants at how cool it is. Oh and if you win Capcom Cup you get a costume for your character that you design yourself…BOY.