what is “that game”?
he is talking about ssf4 since it was made by dimps or w/e
Not really, Viscant’s point was that certain playstyles are top tier because of the mechanics of the engine. While the guy you’re talking to is pointing out a game where two revisions have very similar engines but different top tiers based entirely on character balance, not core mechanics…
As for the other part, CS is much more balanced overall, and if I had to guess CT’s “quick death” ( in America…) was probably because there was only a few months between CT’s NA release and CS’s arcade release.
I have to ask, because this is confusing me though… Why is it bad for a game to have zoning and turtling be viable strategies?
People keep saying Chess is balanced when you play both black and white.
You play a set 2/3 most of the time in fighters, at least here in America. You can play each other’s character at any given time. Especially since by most rules, it’s “Loser can change character”
Since you can change character, does this make fighters balanced automatically?
dimps programed the game, but the desing of the system, the mechanics, the chars were made by capcom, if the game didnt turn like they wanted, you wouldnt be seeing a sf4 release
people hate to play against turtle, keep away / zoning chars, simple, its not that its bad to have this style avaible, its that for some people this gamplay styles are frustrating to fight against
not really fan of the usa style of playing sets, and leting the loser change the char if they want, real man play their main until the end :rock:
zoning ftw
Though I appreciate you for posting this, no one will acknowledge it. Where’s the :crying: smiley?
Nu-13 rushed you down from mid-screen. Arakune and Rachel rushed you down from everywhere at all times. They weren’t really keeping you out, just saying “fuck you I’m going to kill you from way back here and there’s nothing your shitty little pokes can do about it”
[media=youtube]Bu6Ca88wbOg]YouTube - PSN: BBCT: tempestdahlia (RC) vs. shadow_man_98 (NU) [HD[/media]
As it happens, Litchi wins almost the same way. Her mixups don’t do shit, she can just continue blockstrings and start combos halfway across the screen.
CS does have some pretty big mechanical changes though. It’s much harder to guard break someone without getting somewhat close or giving them a chance to close themselves. Some characters would still be sitting ducks for Lambda without that.
Those should always be viable strategies. They just shouldn’t be the dominant strategies. Having a dominant strategy in a fighting game that diminishes the effect of pressing buttons (ie. landing attacks) is a recipe for disaster. That’s why a game with Sim or Guile at the top will pretty much suck.
The (read: my) general rule of thumb is that the fun factor of a fighting game is directly proportional (not entirely though) to the average frequency and length of button push sequences in a round of play.
Namely, frequently and fairly short.
i have a game for u then
Thats mind games, how can you say your not trolling? it’s pretty obvious that every one of your posts is trolling.
What’s funny is that BBCS isn’t even that rushdown oriented, really. The top characters in that game are doing a lot of the same thing the top characters in the previous game did, they’re just doing it from a little closer. Someone brought up Litchi, who’s an excellent example. Litchi is not really a rush character, she zones you and then turns a random poke into a 50% combo that gives her a ton of meter and a sick setup at the end for another possible combo to end the match. Bang can rush, but he is an all-rounder, he can turtle and run away as well, he’s very safe. Ragna is the most rush-oriented of the three, he’s high risk offense with high reward, though thanks to his meter gain, it’s more like low risk high reward. Plus his grounded pokes are still some of the best in the game, so he can zone too (just not very safely).
I feel Iceman on the view that the top tiers in CT really ruined the experience, but overall I feel like the game system is more to blame, which has been changed in CS for better and for worse. The way the game is designed, it’s hard to have legit rushdown and pressure, it mostly feels more like a series of guessing games with a large emphasis on momentum, more like a 3D fighter than a 2D fighter.
Super Counter-Pick Fighter 4.
Actually, Viscant’s point rings true with it. The system mechanics of BBCT greatly favored the top three characters, it wasn’t just them being stupid (though it was definitely a factor of it).
For instance, bursting was absolutely useless for almost every character in the game due to losing the ability to barrier guard and taking 150% damage. Therefore the only time most characters could burst was when they were about to die, which ultimately makes it worthless because it’s so easy to predict and punish. Nu-13 and Arakune were exceptions, they could burst early at far less of a risk since it reset them back into their ridiculously strong zoning. The guard breaking system favored the top tier pretty strongly too, since they could pummel their opponents with shit at very little risk and get guard breaks if the opponent can’t get in to start up their offense. I’m sure there are other examples.
it’s not that people don’t want zoning and turtling to be viable strategies, it’s just that they don’t want zoning and turtling to determine the strongest characters because it’s much more boring to sit through. It means that low tier characters simply have no way of approaching high tiers and are condemned to a very slow and excruciating loss.
being abrasive is not trolling i am not really sure when the definition of ‘trolling’ was changed to that
Mind games are better though, without that, there isn’t a game in the first place. It’s just that some people are so god damn stupid they “require” formula to tell them what to do.
On SRK trolling can range from its real usage/definition to just using it when people don’t like what you post.
SRK: We da best!
Fixed your post!
indeed, SRK got nerfed since 2009…