I was wondering what generally people looked for in character guides the most. Comprehensible or understandable? Stuff like that. (no I am not making a guide)
“Pick a top tier”
I look for Honzo Gonzo to tell me that my top tier character is mid tier. That way I feel rebellious when I derp.
Seriously, make a guide.
Overview of a character’s strengths and weaknesses, uses for their assists, information about where the character is best placed on a team (Point, assist, anchor, etc.), practical combos for different scenarios, and frame data on some of their best moves.
Ohh, and Amy’s ass. Gotta have Amy’s ass somewhere in the guide.
In order of importance: Neutral game and movement, team suggestions, best ground/air normals, setups, combos.
What their good normals are, their uses, pros/cons the uses of their specials. Basic/optimized combos based on damage/meter gain. Basic setups with the character, setups with assists, partners, and most importantly how to approach their neutral.
Strategy. There seems to be a lack of it, especially in some marvel guides, although the official guides give some tips. It’s always this combo or that combo too much of the time, and that’s not what fighting games are about. You need to be able to set up the combos, and that’s where the real meat of fighters comes in-mindgames.
That being said, the amount of actual setups or real guides involving strategy is increasing vastly. SF and its related games have a ton of “how-to’s”, from the basic to the advanced; especially when compared to games like Virtua Fighter- where everything is either a secret (unlikely) or people just don’t know how to teach concepts.** It also doesn’t help that a lot of terms are kept stubbornly in their Japanese names when even the games themselves use the English terms.
The other thing is in regards to character choice. Characters aren’t always typed, and this can be a problem. For example, let’s say an ST Balrog player picks up SF4 Rog, expecting a Rushdown character. What he gets is a really buffed up CVS2 rog that is more of a counter poker than an in-your-face, Sagat killing rusher, with the ST headbutt and a slow version of his Hyper Fighting Turn Punch for good measure.
(Text about vf and things, read if you want)
**Now, this is untrue of the VF’ers outside of the US apparently, as it is a more common game- kind of like soccer and KOF. Elive seems to have some tutorials and so on, and the Japanese VF groups in particular-I think- have some decent concept tutorials. I guess this is do to the game being unpopular here and the “scene” being so spread out. We don’t have a ton of arcades here anymore so whatever competition in VF- a VERY arcade based game- is probably done online or at scheduled meet ups. I really hope it gets a big boost when FS comes out. Push that game hard SEGA! We know you can!
Tekken, on the flip side of the 3df coin, has a ton of tutorial vids and help worldwide. Although I don’t know if they help you get a feel for the game- that has to be “figured out” by “feel”, as with a lot of games that don’t have someone like maj to sit and write out articles on footsies and mindgames. It’s also a lot like sf on strategy- spacing, spacing, spacing, and a lot of footsies, although you won’t really be doing any whiffs, hopefully. VF is rather the opposite- you don’t just want to be in their face, you want to- as Will Ferrell said- INSIDE THEIR FACE. With safe pressure and only 45 second rounds, it seems to be a lot about poking games, reaction and guesswork to me, with some spacing thrown in. It’s funnn though.
how to use each of the character’s tools in neutral. combos can be cobbled together in 15 minutes of training, but all the various tricks a character can do in neutral tend to take quite a while to figure out by yourself.
Set ups.
I look for everything for it to really be great.
In not any particular order: overview of all the character’s tools (their properties and usage), basic combos and combo optimization (showing typical assist combo extension, corner combos, etc), grab OSs, blockstrings, hit confirms, mixups, resets, use of XFactor, neutral game strategies, assists for that character, that character’s assists, team synergy and that character in different slots in your team order.
**Super Skrull technology. **
If the author has PRACTICAL stuff for the character.
what is the most retarded and abuseable thing this character can do
what is plan b if that doesn’t work
Reposting from the other thread:
In addition to what everybody else said, how to play neutral with said character. I feel that’s often forgotten in character guides to an extent, though an explanation of normals and how to use them helps in that respect.
For me, learning neutral is the hardest part of learning a character. I’m sure others feel the same way. It’s what separates a Training Room Monster from a competent player.
I couldn’t have put it better myself.
COMBOS
NOTHING ELSE MATTERS (because I can learn the situational shit by watching matches/playing matches) but it all starts with combos i get down in training mode