I must ask why are we using Capcom 6 face button lay out as the standard? From what I understand the only Fighters that even uses 6 different buttons and command set as button mashes is Sf centric games. The Only other game I can think of is Vampire savior and that scene is pretty much dead.
Most next generation vs fighters are 3-4 buttons and some times 5 button layout. I think this fighting game standard of 6 button layout needs to be reconsider for being the base. How this topic is progressing I sense intention trying to make street fighter centric games be standard. Theirs far more game titles that uses less buttons than street fighter. I’m confident most developers seen the flaw of this lay out and migrated to other button lay outs.
Why should the cultural make Street fighter games standard? I respect Capcom for polishing the vs genre, but they failed to evolve beyond their game designs. Street fighter 2 has done an amazing job of introducing this genre but the series lacks development in many areas.
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I never was never fond of 6 buttons and this is one of the reason why, so many controversy rise from this. I’ll also like to know when is game breaking in vs fighters . I can only see it present in half of capcom fighters, which I express again shouldn’t be the standard for fighters. Street fighter games has to many design flaw to be a legit vs fighter standard.
The worst application of turbo is in ST. In that game the ability to be very quick on throwing is one of the most important aspects of the game. Perhaps even the most important. If you use a turbo function to ensure that you will always get a throw first, or always soften throw then you are getting a major advantage over the other player. Tick throws become almost impossible to counter throw, and throw loops get much much better. Getting out of these set-ups is something that even world class players mess up quite frequently. With Turbo the guessing game of whether or not to risk a counter throw is gone, because you know at best you will get 50/50 chance of getting one, and they will always soften it.
In this game I think it really can make a ton of difference in the outcome of a match.
Most modern shmups have the ability to turn on an additional autofire button on the cabinet. A lot of cabs in japan have this feature turned on. Additionally, turbo is allowed in shmup score competitions, even for old games that don’t have this feature in the arcade. Even in Japan.
but you do have to remember that during snes time there are only 6 buttons so there are no extra button and they are stuck with it, plus when is the first time sim has a teleport? i dont’ recall him have it on hyperfight and lariat is pretty much useless in hyperfight
ah, never had that ssf2 on snes lol, but rog’s turn punch is easy to do cause you need to hold all of them first lol and i’m all for not allowing turbo, 3p/3k on pad is ok (i use this feature on standard pad but i use only 6 buttons on stick no 3p or 3k and both on default)
Checking buttons beforehand could help… I think the most effective way to stop this is to just have someone to watch your back…and speak up while it’s happening to a judge if there is suspicion, not after the fact so it’s a matter of pointing fingers.
There are tons of devices to used to cheat in games that are hidden and can be activated anytime…through secret buttons, inputs, etc. I mean, just look here: http://www.evilcontrollers.com/modded-controllers.html. Plain and simple…ban it in the tourny rules and be aware these mods exist is all you can do unless there are any other suggestions?
yes, there were some good sticks back then one of them was called champion stick all arcade parts + lot of custom sticks were being sold we all had custom sticks back then, i still have my stick.
lol at people neging me for telling the truth, lot of kids here
You may be confusing laziness with efficiency. There is a big difference.
And metal gear solid when you’re in the room with revolver ocelot lol.
You have a good argument, but I don’t think it’s applicable to the topic. Turbo would not even matter in this case because it’s dependent on how fast you hit the button, not how fast the button is being pressed continuously (thats what turbo is). So if player A with no turbo hit the button first and player B hit the button second with full turbo, player A would get the throw because he pressed the button first. Now player B could be holding the button down before the throw even happens but then the argument would change because it’s dependent on who has the better reaction, not who has the turbo.
and what is the benefits of having turbo besides easier to do rapid press moves, quick recovery on dizziness, easier to link 1 frame link combo and what else guys? (if this is the old sf4 game, you can get lots of damage done from throwing movement like sim’s head smack and gief stomach claw press) ?
It’s not really just one frame combo links, it’s any time you cancel from normal to special. You can keep the buttons held down while you just do the motions. Much less room for error.
And as I’ve stated in games where throws are instant it allows you to always either get the throw or soften it in a tick throw, along with many other situations.