Your knowledge of fighting games is almost equaled by your grammar ability.
Thanks bittersweet. I thought that the concept of spacing as it applies to fighting games was understood on these forums. But thanks for the lesson! <- read with extreme sarcasm.
Why is it that every time I read a post of yours, it’s always intelligent, well-thought out and enlightening? I must not read a lot of your posts.
I’m absolutely fucking amazed that you would post this gem yet again after I and several others absolutely tore you apart last time you posted it.
Please, go get a fucking grasp of the fact that you’re on a FG forum. He was obviously speaking of spacing in the context that it is thought of in a fighting game, not the literal definition of the word you ignorant fuck.
Honestly, just stop posting here, you continually embarass yourself with your lack of knowledge on any and all fighting games.
And being cornered means your opponent can put on ridiculous amounts of pressure, which can be very difficult to escape against somebody who knows what they’re doing. It’s not that people get scared and choke, it’s that it puts your opponent at a huge advantage.
Where are the IQ tests when you sign up for the site? WHERE ARE THEY?
Super Street Fighter 4, to me, is all about the anti-airs.
Anti-airs are really good in the SF4 engine. The lack of mobility options in the air coupled with the lack of any “air block” type of mechanic plus the insane priority of anti-airs in this game pretty much ensure that players will not be jumping in on each other too much. It’s a 2-d game, but you need to score a knockdown first before you get the priviledge of using the second dimension for a safe jump or a cross-up. This results in a game where players spend a lot of time walking back and forth towards and away from each other. That in turn increases the importance of spacing and having a good set of pokes. Poking games tend to let both players get a couple of hits in on each other without anyone dying (well, some characters like Sakura can poke into big damage but we’ll ignore special cases for now). This means it is normal for a player to get hit enough to get a full Ultra meter without dying from the pressure. This makes ultras important too.
So yeah, from my perspective, everything that matters in SSF4 matters because of the power of anti-airs in this game, and the contraints that they put on the actions of players.
would jumping be an innovative playstyle then since everyone is too fearful to jump??
like what i mean to say is that it’d be an unexpected way to play much like the feared repeated sweep or repeated throw
When you mention spacing or footies, do you feel like a genius? If we were to have a match, you wouldn’t win. The fact you even mention this elementary type garbage means your still a beginner who can’t absorb the basics.
ugh i can’t believe this soccer team still talks about passing. what a noob country.
I’m sorry, what? I’m having trouble comprehending your grade 6 level grammar.
But seriously, pros talk about spacing and footsies constantly, it’s by far the most important part of the game. There, I just completely defeated your argument. Good game old chap.
Fundamentals are the most important thing in just about any game, and every sport in real life as well. If you can’t properly dribble, pass or shoot in soccer, good luck executing elaborate plays. Same with SSF4, if you can’t play footsies and zone well, good luck setting up a hit confirm for those big scary old combos you’ve been working on for weeks without landing them on pure fluke. To continue the soccer analogy, why do you think world class soccer teams spend hours daily doing simple dribbling, passing and shooting drills? It’s to keep their fundamentals in top shape, because they know without those they’d play terribly.
Haha, Mike Ross/Gootecks both said on an episode of Cross Counter that what people REALLY need to focus on are mastering fundamentals, advanced shit is far less important to succeeding than fundamentals. This has also been stated on countless live streams I’ve seen in just the past couple weeks. Not to mention commentators constantly yelling “LOOK AT THE FOOTSIES!”, “OH MY GOOD HE JUST GOT COMPLETELY OWNED BY THAT GUY’S FOOTSIES! HIS SPACING IS GODLIKE!”.
You know why JWong lost to Vangief at EVO? He got completely outplayed by him fundamental-wise. He didn’t lose because Vangief had some sort of insane grasp of amazingly high damaging combos and crazy ass mind games, no, he lost due to the opposing player having superior fundamentals (although it did seem to be an off day for Mr. Wong, I think Vangief would’ve out-fundamentaled him regardless).
Also, feel free to add me on Live, I’m happy to absolutely demolish you any time you’re up for it. I notice you don’t have your Live account or PSN listed, you scared? Thought so.
Viscant, here is my take.
I think that Super Street Fighter IV is about strong footsies and a strong zoning game. All the supposed top tier characters in this game, namely Ryu, Chun Li, Boxer, Dictator, and Akuma, have really good buttons. Guile’s buttons are not as impressive as theirs are, but the Sonic Boom, which is the safest and arguably best projectile in the game, compensates for the lack of a great normal attack, such as Ryu’s cr.MK, Boxer’s cr.LP and cr.HK, Dictator’s st.MK and st.MK, Akuma’s st.HK and cr.HK, etc. Strong normals translate to a strong control on the ground. You have the ability to keep your opponent in check, to keep him where you want him to be. As a result, you will not be getting knocked down constantly. Neither will you be walked into the corner constantly. This also explains why some of these characters are still top tier characters despite their limited wake up defense. Likewise, if you look further down the tier list, it explains why a defenseless character like Claw can fight a rushdown character like C.Viper. That is, Claw has respectable footsies and a mid range zoning game while C.Viper does not; she solely relies on knock downs to win matches.
There are some other top tier characters that I have intentionally excluded from my point thus far. That is because they do not fit into the category discussed above. The following characters may not have one of the best buttons in the game, but their rush down tactics are very powerful. They prey on poor reversals and/or the option select tech better than anyone else does. However, they usually have difficulties getting in to start their shenanigans, especially against zoning characters that have great reversals.
Those characters are Rufus, Cammy, Abel, and Honda to a much lesser extent. Of course, Honda is somewhat of an exception since he does not really need to approach you unless you have a fireball.
As far as Dhalsim is concerned, he does more damage while almost everyone else does less. This helps him immensely if you take his stamina into consideration. Furthermore, just take the original ST cast, and Dhalsim would be a top tier character among them in SSFIV. He would probably have no conspicuously losing match ups aside from Cammy. The truth is that Dhalsim has simply not been equipped with the appriopriate tools to deal with the likes of Abel, Rufus, C.Viper, and EL Fuerte. He would have to have ST / Alpha drills to trap these characters into the corner before they have the chance to trap him first. Since his offense is still nonexistent, he struggles in match ups in which zoning is either hard to do or not a dominant option.
And speaking of damage earlier, I would like to think of combo-able ultra combos as momentum changers rather than the 50%-70% combos as seen in vanilla. They basically allow you to change momentum via pressing the advantage or regaining a positional advantage while doing respectable damage in the process.
DOA and mortal kombat give competitive gamers a bad name. Good games but as far as high level play…f— that.
The “two high level players at best of 10” format for tier lists is inaccurate and really shouldn’t be considered IMO. It doesn’t really say much. The only reason it’s used is because we wants charts, we want a list that says who beats who but tier lists never go into the substance of a matchup, they don’t explain how character X has the advantage over character Y. The difference between one win/loss is too huge in these lists. A 6-4 matchup means one character has the advantage but the matchup is still fair, whereas a 7-3 pretty much means you’re kinda fucked (but not entirely), yet they are only one win/loss away. Personally, I think matchups have a lot more depth than just “who will win at best of 10”, and I don’t think all matchups are stable enough for such a format. I think tier lists should be a bit more general and open, instead of outright stating “character X will beat character Y 6 times.”
I’d say it’s best to stick to simple tier lists. Maybe it would be better to assign the numbers with different meanings, the best of 10 would not mean how many times character X wins/loses to character Y but how much of an advantage character X has over character Y.
So 5-5 wouldn’t necessarily mean both will win 5 games, because once again, not all matchups are so stable, but it means that they both have an equal chance, based on what we know so far, and leave it at that. Of course, the matchups are more complicated than this, but it would be good enough for a basic tier list.
It’s a fighting game forum. Not only that it’s also the Fighting Game Discussion sub-forum. If you’re still confused as to why people mention things like “spacing” and “footsies” then you’re on the wrong forum.
They were removed because a lot of new members claimed it was discrimination.
I wish there was no tiers and that all the characters could beat all the other characters. Super is pretty balanced game and with only 4 useless characters. Compared to vanilla4 its 5 times better. Just wait till turbo comes out for a balanced game.
Street Fighter I.
Yes that one balanced games.:china: Capcom should have got vanilla 4 right(balanced wise)first, Then we can add more characters. But like I say Turbo is when its finally going to be done right.
why would capcom make a turbo when they can just patch in characters via dlc, charge about $5-10 each and make a a shit load of money at minimal cost to themselves? god knows people love dlc… they’re willing to spend $2.50 to look exactly like everyone else who’s willing to throw away a few bucks.
that and how ono said super was the last in the sf4 series.
Cause SF fans will buy anything with ryu on it and people(ono) can lie.
Plus name one Street Fighter that doesn’t have a third version.