Fireballs can be air blocked in Alpha series. The average throw in Alpha series does the same damage as the average hard normal in SF2 series. Plus throws can be whiffed in A3.
Compared to SF2, Alpha’s fireballs and throws are weak. MUCH weaker.
But comparing 2 to Alpha is like comparing apples to oranges…there’s no point. Alpha series is great and my 2nd favorite after SF2 series, but SF2 is the most fun IMO.
if you don’t like st, thats fine. but its lasted longer competitively than any other fighting game, and just got a new breath of life. there’s a reason why people play it still and why its gotten so much love. maybe… just maybe… there’s something there worth sticking around for.
One thing I have found in my years of playing (since SF2 first came out) ;
I was super hype on the Alpha series and any new fighter that came out for that matter; hoewever I find the better I actually get at these games over all, the more I play ST and the less I have intrest in other games.
Would it be a better game with less damage? Debatable. It depends what kind of player you are. The games with all sorts of tricks and shiney new features certainly have an appeal to more casual players and are great get together games when skill levels of the players vary.
My Poker analogy stands ; Some people are happy with Old Maid, some are happy with Trump games, but as simple and brutal as Poker is it is among the oldest and most played games. The ability to just suddenly lose everything to one mistake really plays at the risk taker deep within us all. The fact the game does more to reward getting inside your oponents head than pretty much any other game is why it is so popular.
Playing CvS2 with a buddy last night we were discussing how they should just take a game and toss every snk and capcom character in using whatever sprite and not worry in any way about balance. It would be fine. A fun casual game with loads of characters to choose from. Who cares what tournament viability it has? Loads of people will be happy and play the shit out of it. Those who need a deeper more tournament viable game will still be playing the same games. ST will still be played and the whiney scrubs will be estatic.
I think that the relative minimalism of available options combined with the abundance of strong tactics and the general consistency of interactions makes flow and momentum and advantageous situations such a concrete idea, and makes strategy so black-and-white; the in-game action is so often directly representative of who currently holds mental dominance. The psychological battle in ST just feels so pure.
Every (good) competitive game will reward the ability to predict your opponent correctly, but in ST, more than any other fighting game I’ve ever touched, the win has been sealed the moment one of you understands the other. In ST, the overall mindgame controlling the flow of the match is usually more important than any mini-mindgames involving little tricks and guessing games for tiny isolated incidents, whether the individual consequences are high or low. I definitely understand and respect why someone might prefer the minute detail and technicality and sheer abundance of these mini-mindgames, but to me and most diehard ST players I don’t think it could ever feel quite as meaningful or as grand.
Feeling and reading your opponent, as well as disguising or constantly adapting your own intentions are such crucial aspects of the game, skills as important as any of the “classical” fundamentals, because knowing what the other person is thinking will virtually always decide the game.
Even after years and years, ST is still way too hot.
If you have problems with damage in this game…just look at it this way. At least the damage potential is more equaled out in ST then in other games. I mean Blanka is supposedly bottom tier and O.Sagat is top. Blanka can do just as much damage as O.Sagat given the opportunity. Now look at 3s with Chun and Twelve…no contest about damage output there.
The damage level is…the damage level. It’s not going to change.
I remember when Tekken came out and the first time I got counter-hit rocked by a Paul Phoenix Smasher or Kazuya Mishima’s Thunder Godfist and I was like, “WHOA!!! That’s a lot of damage for one hit!”. Then…I adjusted. Now…I’m the one rollin’ people up with the Phoenix Smasher…and juggling them when I’m not doing that.
Of course, I’m not an expert Tekken player, but I’m saying that if you expect to get better at anything, you first have to accept and do something about what you might not exactly like about it. In this case, if you don’t like the damage level…DON’T GET HIT!!! I think that’s pretty simple, don’t you? Now…there are two ways you can avoid getting hit:
Knock out your opponent first.
Don’t play.
The choice is yours, but, if I were you, I’d learn how to do number 1 really well. That’s the difference between being able to pound your chest and say you have heart versus being a quitter…and we all know that quitters never win while winners never quit.
So…enough whine with your cheese! Get back in there and fight, kid! That’s what Street Fighter’s all about.
I don?t really see the problem with the damage its fine and if you make a mistake you?re going to pay sometimes it might be low damage or other times big damage and that?s true for any fighter the point is if you make a mistake you?re going to pay the damage depends on how you opponent takes advantage of it.
I too think the damage is too high in this game. I am entitled to my opinion (like everyone else is) and think this is a worthy topic. Many of you are acting like anyone who doesn’t like the damage level is a pathetic whiner.
I have watched a lot of SF IV vids and the damage looks like it is really balanced in that game. You have to work to get a 25%-30% combo (not counting supers) and in HD Remix, you can get 30% easy with a jump in kick to sweep combo. Also, grabs do around 25% and are really easy. I just think that is too much.
The bottom line is that HD Remix is not the game for those of us who think the damage level is too high. That doesn’t mean we can’t comment on it or that our opinion isn’t valid.
As to the other issue being thrown around here:
This is a common attitude too, and is terribly flawed. Most players aren’t perfect-execution experts. The masses are either light casual players or intermediate-level, come home from work and play a few rounds- type fans. We love fighting games, but don’t think our lives depend on our skill. Of course we are going to miss a DP every now and then, and there’s nothing wrong with that. Yes, we deserve to take damage from that miss, we just expect to not take so much. That’s all.
Please correct me if I’m wrong, but this site/forum is for ALL fighting game fans, not just experts who never whiff moves and are perfect in every way. I hate to tell you, but very few players never whiff or mis-time something. Not being top level expert doesn’t automatically mean someone is a beginner, it just means you aren’t an expert. That’s no reason to dog somebody or say their opinion doesn’t matter.
Again, maybe HD Remix isn’t for us. It’s just that right now there isn’t much to choose from on current consoles. I love playing my friends online, and I never knew how much I missed the old arcade days until HD Remix came out and my friends and I started playing.
Hopefully SF IV will be a better fit for some of us.
I think the high damage actually makes the game more accessible. You don’t need a long, intricate combo to do a lot of damage, so you can focus on positioning, mind games, etc. And, of course, throws have a much bigger payoff, so there’s less incentive to block, meaning the games are even more fast-paced.
Stole the words right out of my mouth. ST makes fighting game strategy more important than execution. If you take big risks, you might get big rewards, or you might get big punishment. As I said before, I didn’t always like it, but I have grown to appreciate ST for what it is.
I don’t have a red-bar because of scrubby comments. It’s just my favorite color! WOOOOOOOOOOO!!!
To anyone that was complaining about ST in this thread: If you don’t like the damage output in this game, and you want air-blocking and all that other stuff, why are you playing ST?
It’s the internet. People are going to respond that way.
There’s truth to the statement, though, that those that feel the damage is too high are merely just complaining. Each game has their own rhythm, and ST’s was created as a fast-paced game. Those of us who love ST know ST with that kind of pacing, so it makes no sense to us that the damage be lower. Some, however, react a little too elitist, probably.
But if you look at it, there’s definitely an argument in favor of high damage games. The best games have been the ones that have the highest damage. Tekken 4 was reviled by the Tekken community because of its low damage. Tekken Tag has huge damage and has always been considered the ST of Tekken. Then you have a game like MvC2. One mistake can mean instant death for a whole character. And that game is still kicking like gang-busters. High damage creates better drama, and fuels excitement.
The problem associated with lower damage games is that it’s just so much harder to make a comeback. Whereas in ST, no matter how much life you have, you ALWAYS know you can drain their whole meter with a few good licks. In a game where the most you can do is 30% with a Combo, you need to work that much harder for a comeback.
I’m really glad that (on the 360 version of) HD Remix, ranked battles are 3 of 5 rounds. I think that’s the right way to play ST, even though arcade used to be 2 of 3. The higher damage, that way, is less of a crutch. If you die quickly one Round, you have two more to make up for it. Whereas in a 2 of 3 match, with low damage, if you are drained to 10% and they are still at 90%, the “comeback” factor is virtually non-existent. When I watch SFIV, I find the pacing of the game horribly slow.
But this is not to say your opinion is wrong. There is definitely a place for lower damage games, it’s all about pacing and what you prefer. Some people hate Basketball because each field goal means so little, whereas in something like Football or Hockey, each goal is HUGE. Others like the way Basketball requires 48 minutes of consistency, and you aren’t rewarded so strongly for one lousy mistake that resulted in an interception. ST has been living with high damage for so long, though, that the reason I think everyone gets on people’s cases for complaining about high damage is that, well, most people are used to it and know it suits the game well. It wouldn’t be ST if it were lower damage. It’s just a part of its personality. So the complaints seem whiny to most of the fans of ST, even though the complaints are genuine.
Old school street fighter= don’t get get! Look at the 1sr editions of any sf to date of the old school games. Look at A1. They did also ST damage, but they had chain combo’s!! You really died in that game quickly! :chainsaw: The damage got toned down when the games started to be about combo’s more than fighting imo. Most old school 4-5 hit combo’s dizzied you or damn near killed you, but a five hit in a new type game like 3s wouldn’t do more than 25% damage.
When spd’s only take 18% in alpha3 I think, but they take 30% in ST I think. I’m not good with all of the data shit. All I know is it hurts if you make mistakes in old school street fighter and That’s why I :love: old school ST.