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How is this not bad design, again?
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How is this not bad design, again?
How is this not bad design, again?
How was that not godlike?
Godlike… as in it doesn’t exist?
How is this not bad design, again?
It’s only bad if you think time outs and using the clock are bad - which they aren’t (unless you’re a Smash player). Especially not with a 60 second timer.
Besides, this is just one match up in a game with very varied match ups, including some that go the opposite way.
You have a lot of SF5 played on the back of crazy offense. But here we have an IP that’s gonna bring back JWong vs Steve H and its gonna get some hate?
Hell no. Lame people out. Don’t need no Zoop Zoop Zoop all up in the screen. Put some normals in the right place and if they die, they die.
Implying that one is a Smash Player if he or she doesn’t enjoy the Fighting Game equilavent of watching paint drying vs watching grass grow, is perhaps even a tad more defensive than even that coma-inducing snorefest.
ITT: downback is a normal.
When hasnt it been? Thats the most basic defense and bulldogging people is onw of the strategies for dealing with Guile. So we get offensive downbacking and defensive downbacking.
Hell ST has match ups that have similar levels of lame. Bison cant do shit about Honda downbacking with stored ochio. Not exactly a new thing here.
Show me an ST match that runs down the clock with downbacking like it is a reverse 3S match stuck in neutral.
The clock’s ticking, my dude.
Because your missing out on the actual tension in the match. SamSho harkens more to classic jidai-geki films than to todays ADD addled animé.
There was no tension.
There was a waste of time.
Literally.
There were two players downbacking, until 3 seconds were on the clock, because the characters are so badly designed that an actual touch is nigh insurmountable, given the movement limitations afforded them.
There’s no tension only if you refuse to see it.
There’s tension since both players know that if they fuck up once, they get punished real hard in a way that’s really hard to run back.
There’s tension since both know that, as the timer counts down, someone’s going to make a move to try to take the win.
The problem here seem more like someone unable to consider something unless people are constant pressing buttons and putting stuff on screen.
This is partly why fighting game design has gone down the hole it has, where everything is super offense focus and playing defensively is just bad because blocking sucks.
There is no tension because both players know there is literally absolutely zero point to doing anything other than downbacking until the last 3 seconds or so when MAYBE one or the other with try to force a scrabble for a scratch.
It is why one of them is taking a smoke, while the other is eating during the match.
It is literally a hooker texting whilst her John gets to the punch line.
The hooker being the game, and the John being its audience.
And that’s bad how? Or are we still thinking that purposefully timing out is bad?
No.
Don’t try to put that bullshit argument into my mouth.
I said no such thing.
Purposefully running down the clock is strategy.
That is not happening in that match.
It is not purposeful at all.
It is literally ALL THEY CAN DO.
I’m not seeing the bad in those Sam Sho matches. Running down the clock was common for those of us who played SFxT. Land your big damage combo then lame it out to maintain your advantage. Running the clock was a common result of that. The new Sam Sho is appealing to me more and more.
Show me where there was action in that match, followed by laming out.
That match made the utter crapfest that was SFxT look almost hype by comparison.
Once again: there was no purposeful running down of the clock happening there - it was literally the only thing they could do.
…y’all got a helluva collective pair of willful blinders on, about this.
kanye shrug
Running the clock down is a strategy since the old 8 bit days. I forgot the game now, maybe three Karateeta, but there this early, and I mean early fighter on the Apple II where you have a head to head fight, 2 rounds against another player. And it’s a full fighter as you have high, low and middle kicks and punches as well as blocks and parries. In the background there even a judge who calls time and then “judgement” before declaring a victor.