The “crappier” player shouldn’t win in the first place, unless you are grossly overestimating your own abilities. If you lose a set to them, they aren’t as crappy as you thought. Its all relative, because you have the same potential to damage that they have.
I don’t have a problem with the damage levels in SF2 in general. The lack of air blocking is what bothers me the most. That’s one thing that Capcom did right post-SF2 because it evened the playing field between fireball characters and everyone else. When fighting against a fireball character you’re generally at a significant disadvantage if you don’t play a fireball character yourself, which makes the game less dynamic in a way.
I also don’t like how powerful tick throwing can be. I never feel very satisfied when I throw someone to death with a character like Blanka. Yes, it takes a certain amount of skill to setup a tick throw, but it takes less skill and can be more effective than pulling off a combo.
If HD Remix had air blocking, weakened throws and E. Honda’s old standing fierce, I’d be in heaven.
I see crying in this post.
lmao
Just because someone beats you who appears to be less skilled at the better comboes and techniques does not make him a scrub. Being able to read your opnents right, position them where you want them, and capitalize on mistakes effecitively is a skill most players never master. I do not care how much techincal expertise you may have, if these WTF? moments happen to you so much, then these are better players than you. The skill and expertise will come with practice, but these people already have a better grasp on skills you will never master with your current attitude.
What exactly do you disagree with in my post and why?
Tick throwing was so ridiculous in ST that it had to be weakened in HD Remix for a couple characters. I think the game would benefit from further weakening of tick throwing.
Fireball characters are much more dominant in ST than in Capcom’s post-SF2 fighters because of the lack of air blocking.
Honda’s standing fierce was awesome.
Almost didn’t see this.
If ST had Air Blocking it wouldn’t be ST. It is all this crap that gets added into games that makes them have to lower damage. Dashing, Easy chain comboes, Air Blocking, Supers that charge fast enough you can spam them out. In the end you wind up with Zangief doing a spinning piledriver that does laughable damage. There is no stress. Nothing to fear about a character. Who cares if Zangief nails that SPD and can keep you locked in, you have plenty of health to spare for him to make a mistake or you to reverse it.
I love all those other games, but none of them have the same level of thrill and excitement and stress that ST has. Never do I really feel threatened by my opponent. There is so much less reward for all the work I did in getting my oponent exactly where I just spent a whole round positioning him. Yes these newer games are better for more casual play, but do you notice with all the card games with such complex rules and even now all the collectable card games that Poker is still the biggest tournament card game…and it is so simple and quick to play. ST is the Poker of Fighting Games.
Indeed…
Your post wasn’t the first nor will it be the last.
Tick throws are still good in HDR. It sounds like you were getting stomped out by that and didn’t know how to get around it.
Except a lot of the fireball chars lose to most of the top tier that aren’t fireball chars. Sounds like someone doesn’t know how to get out of the corner.
Yeah, and Honda is still good in ST.
I agree with your general point that Capcom’s post SF2 fighting games were too refined, but I strongly believe that air blocking was a stroke of genius on their part. I’ve been imaging what ST would be like with air blocking since Alpha came out. It’d be nice if it was an option in HD Remix so we could see how it worked in the game.
Fireballs and throws might be powerful in SF2, but they’re extremely weak in SF Alpha. That’s exactly what makes SF2 enjoyable to me, even when I’m not using a FB character. It forces you to be on your toes much more than in Alpha. I’m not saying that Alpha is a bore-fest, but the level of excitement is greater in SF2.
You have to force yourself to learn how to get around FBs. Even when you are a FB character, you may face a character with better FBs than you, eg Ken vs Ryu, or Deejay vs Guile. You have to learn how to reverse tick throws and how to setup your own tick throws.
I’m never as excited to play Alpha or III or any other SF as I am when playing SF2. But it’s apples and oranges, and every one has their own tastes, so it’s useless arguing or complaining about it. Put up with it or play another fighter.
I agree, but I actually think they’re too good and detract from the game.
Take the example I gave of feeling unsatisfied when I throw people to death as Blanka. I admit to being guilty of abusing a horrid game mechanic. I’m no angel, but I can’t stop myself because nothing else in the game has such a low risk/reward ratio.
I feel that throwing needs more risk for the reward it gives. Maybe have the thrower take damage on a throw reversal - say, half or a quarter of the damage that the thrown person takes. The thrower would still come out on top, but it wouldn’t be as relatively risk-free as it is now.
This is just one idea. There are probably better ones that could be put forth.
The tier system is endlessly debatable, but the general feeling I’ve always had is that fireballs are much more dominant in SF2 than Capcom’s post-SF2 fighters. I just really liked the extra dimension that air blocking added to Capcom’s games.
Sure, but I want him to be the best character in the game. Might as well throw in steerable jab slaps while I’m at it.
Uh yeah, no. A good player knows how to fight Blanka and won’t get ticked to death. If they’re letting you get in with Blanka, then they just suck.
Going for throws in ST is pretty high risk because you don’t know whether or not you’ll get reversed out of it.
Uh yeah, there’s tech throwing in ST. Less damage. And again, there’s always risk in going for nothing but throws.
The tier list is never endlessly debatable. It’s been solid for the past 10 or more years. Fireballs will always be dominant in SF games not 3S.
Uh yeah, he’s pretty fucking braindead and still good in ST. What more do you want? It’s not hard to suck with Honda.
How can something detract from the game, when it’s part of the game?
wow, all the red-bar scrubs are out in full effect in HDR… :lol:
hey, you talking trash?
Its a good thing that the damage is as high as it is. If it were lower, moves that do slightly more damage than they should they become much more of a hassle.
It bears slight similarities with MVC2; its so broken that its not. It gives worse characters a a better shot at winning than other games. Just look at Warcraft III and ignore all the whining and bitching and youll see that even the slightest unbalance ripples through the whole game. Very annoying.
Aaaaabsolutely.
You are never safe and every single hit matters. The game is like a pressure-cooker and the mindgames become are more intense. To me, this is one of the biggest reasons it feels so fun. :tup:
edit: hoooh I love this game
Coughcough 3S coughcough (where even supers do shit for damage!)
I still <3 3S though.
coughChun’s SA2?cough