Video Game General 6.4: New Halo? What else?

Right, because instead of having a large amount of playable characters, its better to have Akuma, Ibuki and Sean runnign the cast free.

Not like it matters much. But if you weren’t in Japan, odds are that you didn’t play high level 2i. So odds are really good you’re stanning for a game that is hilariously hard to get outside of the aforementioned 30th anniversary.

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Only a Sean main will like Second Impact over Third Strike

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Or an Akuma main. 2I Akuma is basically Magneto. Dude has the most absurdly fast dive kick I’ve ever seen in a fighting game.

Its comically fast.

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I main Oro and Akuma is not selectable by default (nor should he be). Matches with Ibuki and Sean in Second Impact are far more entertaining than any match between Ken/Yun and Chun could ever be in Third Strike.

I wouldn’t say it moved us backwards. All SFV did after all was follow the trends set by SFIII and especially 3S. Speaking of which, 3S has gotten a lot more love as time has gone by, but it is a game that was equally divisive as SF5. As much as I have an emotional attachment to the game, I have to admit that it has a lot of issues (outside of balance) if you’re looking at from a Street Fighter perspective. A lot of this was better explained in this old thread by Viscant. Suffice to say, 3S is less a game about fighting for position, compared to older SF titles. This is something that it shares with SFV - both emphasize getting in, playing up close, and getting “reads.”

Now for SFIII this was all a natural result of what was happening back in the late 90s. This was when 3D fighters were doing pretty hot, and airdashers were just starting off. Capcom’s response to this was to try to focus Street Fighter more on, as mentioned above, getting in up close and making reads - something more akin to a 3D fighter.

Now, since SF always follows the cycle of the newest game being hated, while the previous one suddenly gets put in a better light, 3S has of course gotten its stock raised in the world. This means coming into SFV, we end up with a dev team that see’s that people now like 3S. This is important because the SFIII series’ emphasis on getting in jives well with the how most modern fighting games now play thanks to the influence of 3D fighters and air dashers (as established by Guilty Gear) - basically, we have a divide between neutral and pressure phases, with players being granted access to the former by winning in the latter. SFV just refines this futher (with a Guilty Gear player designing the combat) so that the pressure game revolves around commitment and reads, instead of having powerful 3 way options selects (SGGK) like in 3S.

Additionally, compared to classic SF, 3S has gained a reputation for being more spectator friendly thanks to both Moment 37, and the amazing stuff we get to see from Japan - something Capcom wanted to build into SFV. Naturally, relying more on pressure, reads, and stealing turns can be more exciting to someone not versed in high level classic SF than say, someone continually pressing low forward until they see an opening to walk up and throw. And in a way, they have succeeded in that front. I mean, just look at the tweets from people about NCR, even players who don’t like SFV like Arturo and Sanford are admitting that it is fun to watch. The problem is, of course, for anyone looking for classic SF, it isn’t exactly fun to play.

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I love 2i but 3S is simply a better game. The US meta for it is what killed though. None of the top players dared to use anyone outside of Chun/Yun/Ken yet Japans 3S Meta was always diverse and discovering new shit.

I remember Japan’s 3S scene going ape shit when Boss and KO both dropped Yun for Yang and Makoto respectively. Yet they were still running a train on everyone in tournaments

Well the Japan scene is that way simply due to how strong the players are and how long they’ve been playing the game. But even then they’ll tell you that the game still has its balance issues and that Chun, Yun, Ken, Mak still rule the roost.

Oh no doubt. I don’t disagree. If they had made Chun’s SA2 meter longer like SA1 Akuma and Ryu or made it just 1 bar the game would be a lot healthier. But, that will obviously never happen.

The old Japanese tournament format also promoted character variety. Aside from the whole character lock thing, having to win only once is mathematically in the favor of weaker characters since they don’t have to win consistently against stronger ones.

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probably a game mode. Plus look at the dates. Sega did this VF and the SF mechanics for a April Fool’s joke. This looks more plausible as a mini-game, and the tone seems more inline with what Nagoshi was talking about in the main story being a mix of serious and comedy.

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Remember, just because you called the last game “Final” doesn’t mean you can’t have a “Final 2”.

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Here’s my take on 3S.

I’ve been playing since forever, and I had Double Impact when it came out on DC, and then 3S. I’m no expert on 2I, because I had ONE person of competition, but IMO it’s better than 3S for the following reasons. It has ‘Capcom’ music, the gameplay is faster, it has 1 button grabs, and the backgrounds are ‘normal’. In 3S, IMO the backgrounds look oil paintings and the characters are just superimposed on the screen.

3S is much like A3, when I played it for the first time, I’m like what the fuck is this music? Why does the announcer talk so fucking much. Then 2 button grabs. The DC version, of course came out right after arcades were dead, so again, no comp in this game. We discovered system direction and LOVED playing the game cranked up to ‘mini Marvel’.

But from where I’m at, I didn’t hear anything about 3S (aside from playing it with my dude with system direction), until Justin VS Daigo. Then it seemed to me that everyone now cared about this game.

There has been a scene here again since maybe 06ish, and there’s quite a few 3S lovers, I personally skip playing that game, unless there is literally no other option, the only SF games I hate more are 4 and 5, and those, I won’t play at all.

Grab whiffs shouldn’t be in 2D games. Change my mind.

It’s unrealistic to the point of being silly – even for a fighting game. How the hell does a man actually parry a 200 pound man barreling toward him? Unless he’s an Aikido master, he doesn’t, and if he is, he doesn’t parry by sticking his palm out front.

:joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy::joy:

Damn old SRK had some hilarious scrubby posts.

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Where’s the lie?

Simple: why should you be allowed to take an action that has no repercussions from it missing nor visible marker that you took it?

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Here’s hoping its WAAAAY better then R-Type Final was. Don’t know why you would make a sequel to one of the weakest R-Types instead of a really good one like Delta.

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I don’t remember but were you around when EventHubs tried to invade SRK? Some of the silliest shit I ever read came from people who migrated over from eventhubs

Edit: Also the backgrounds and ESPECIALLY the music are 2 of the best things about 3S. Fuck off with that nonsense. The sprite work is gorgeous too. 2-button throw was a much welcomed addition as well.

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If I ever made a combo video, it would be a Master Akuma level production.

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Was gonna post this in the SamSho thread, but I decided fuck it, might as well post it here. The new character Darli Dagger reminded me of a brand of toothpaste sold in some Asian countries like Hong Kong and Singapore called Darlie. People in the region, or those who’ve traveled through these countries probably remember it for having a guy in a top hat as its logo.

The fucked up thing about this though is that this brand was originally known as “Darkie” toothpaste, and the mascot used to be, you guessed it, a black person in a top hat - on inspired by blackface skits by comedian Al Jolson.

Of course, Darli’s name being similar is probably just a coincidence (she’s much more likely a Hendrix reference), but still, it makes you wonder.

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The new samsho chicks looks like something out of God Eater, monster hunter or everyones under appreciated SNES fighter, Weapon Lord.

She aight.

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