a 2/3 is still a guess, easier than the 50/50, but a guess nonetheless.
So there’s been “not SF” characters from the beginning? gee, that must mean that since there’s always been something that’s “not SF” in Street Fighter games, and it keeps being added, then it must mean that it’s intended to be in the game isn’t it?
Some 50/50 Oki setups aren’t truly 50/50 if you take the time to figure them out. In cases where a player has the opportunity to hit front or back depending on what timing they use, you can block both options by holding back then forward immediately or vice versa. It works because if the first attack hits you’ll be in blockstun long enough to see which way to block the follow up. It’s not always easy though, and some setups are hard enough to defend against that they can legitimately be called 50/50.
Man I’ve been saying this for years now but people who are still losing to hop gimmicks when this game is as old as it is aren’t going to learn a damn thing.
Blanka’s good setups all come off of hard knockdowns that he can’t combo into outside of a counterhit, using 3-4 bars, or ultra which is really hard to hit with. Hop mixups put him at massive frame disadvantage and are not only easy to avoid, they are punishable.
Honestly how is Blanka’s gameplan stupid? It’s pretty much the basic charge character gameplan but some parts of it are more(balls, hops, footsie normals) or less punishable(electricity, his jumpins) and he has a command dash.
electricity is not invincible. It makes a lot of standing moves whiff because the hurtbox is low to the ground. If you are losing to blanka players who consistently do reversal electricity you don’t understand how to fight the character.
How are people still crying about Viper in the year 2012. It’s been 4 years now guys. It’s not the game’s fault if you still can’t fight Viper.
Learn to block, IMO.
Anyway, as somebody that dropped AE after the 2012 update, I’ll just say I dropped the game because they took away what was fun with my character, and none of the other characters were compelling enough to get me to main them. I think with 2012, Capcom rolled back much of the progress they made in actually making SF4 characters fun. Were Yun and Yang good for balance in SF4? Maybe not… but I don’t really value balance. I value options. They had options, and because of this, using them, and fighting them, were fun for me. Very dynamic fights. I find SF4 to be pretty rigid, and 2012 just doubled down on that rigidity.
When you combine 2012 coming out, with KOF13 coming out, given my preferences in game design, it’s pretty clear why I’d make the jump from AE to KOF.
I don’t think 2012 is a HORRIBLE game… but it’s definitely not a good game either. It reminds me of what Daigo said about Vanilla SF4, when he said he felt like Capcom didn’t make SF4 a great game, because they were most concerned with not making it bad. I feel like with AE, Ono tried to make some great characters, and he did… he just didn’t make enough… so people bitched. Instead of being brave and trying to even out the roster by GIVING characters options, he went the pussy route, and took things away. It’s much easier to understand the affects of nerfs, rather than buffs, when developing. He decided to balance the game, and he did it like a coward, IMO. The result is a game that may be balanced better… and may be conceptually “pure” to a lot of people… but it isn’t compelling, in my opinion. There’s no thrill there. There is still a thrill provided by the scene… the players… the international rivalries… the interpersonal rivalries… but none by the game, itself.
If beating a Viper was as easy as “learning to block” then she wouldn’t be even close to where she is now. The reason her burnkicks are good are because it removes the aspect of skillfully blocking and replaces it with making a skillful guess, which is kind of an oxymoron.
And my favorite thing is how the entire Viper forums are in complete denial and trying to convince themselves C Viper is a bad character haha
Take Ultras out and give me three different Supers and we’re solid. You can just be whaling on your opponent and the Ultra is too often a get out of jail free card, turning a blowout into an even fight or even a win for the initial loser. At least if your opponent if mashing Super to make things even, they’re throwing their meter away.
This isn’t so much my problem with the game but just an aspect I dislike, I liked how in the Alpha series hitting somebody who was airborne put them in a juggle state whereas here, hitting somebody airborne makes them do a little backflip reset and they’re invincible until they hit the ground.
Shit, just take me to Alpha 3 and give it AE2012’s roster.
Maybe you should tell this to Justin Wong, who was blown by Wolfkrone’s Bk’s in Final Round’s final. But I guess he doesn’t know how to block. What a scrub.
And yeah, Capcom decided to nerf your OP main, so that makes v. 2012 not a good game. Nobody liked AE with the exception of yun and Fei mainers (and maybe yang, but they were few).
No… the point is knowing how to.block Viper isn’t really much. NOT knowing how to block Viper, at this point in SF4’s life is pretty silly.
As for the other dude, yeah… I played Yang in AE. When I’m given a choice between a complete character, and some other nonsense with clear deficiencies, I go for the complete character. I’m not a fan of playing some functionally lacking character, then bitching when I lose. Seems some of you guys like having the built-in excuse of playing a shit character. And plenty of people liked AE. Just the whiners were really loud.