I wouldn’t call AE a bad game, but I can tell you what I don’t like about it:
Vortex
Complete lack of character balance
Comeback mechanic
Awful hitboxes and hurtboxes.
The overall reversal game. Reversals should be easier to stuff. And this isnt AE only problem, but auto correct is ridiculous. Especially for characters like Cammy.
That the game doesn’t contain a version of Akuma that has good hp/stun and forgoes the combo stuff for a more Ryu-like approach where you score the win from singular solid hits instead of an unholy vortex game. As it is, both Ryu and Akuma feel frustratingly “almost there” but still lacking some key bits and pieces.
srk fadc ultra. Just can’t do it. Not made for humans : /
Whoever put the above-mentioned abomination on the supposedly newbie friendly character deserves a good bitch slap.
Strict links put in to appease some folks who would cry if people could press AAB and have them combo without spending N time units in training mode.
Viper. And even moreso Elf. Elf is made from annoyance concentrate.
Oh, I do hate myself for not being able to do it. Doesn’t make me not hate the pos existing in the first place.
(For context, I’m a complete beginner who justs tarted recently so I don’t have any experience from other games to carry over. The combo is apparently really easy to do once you “get” it even with basically no practice, but the “being able to do it in the first place” part is frustrating and stupid for a totally canned and integral part of a supposedly basic and newbie friendly character’s game)
Having to learn how to play a game should be difficult so it is rewarding and you have room to grow.
If you have 0 experience doing ANYTHING if it comes very easy to you it either means you are a prodigy or the thing you are doing has a very low learning curve and more than likely a very short skill ceiling.
Viper is the worst top tier ever. Just like Vanilla Sagat was the worst top tier ever. The game doesn’t really have a lot of truly oppressive situations like older games. It’s just weak characters fighting less weak characters in a system that’s extremely loose as far as how you can escape situations. Until they remove Balrog from the game Viper will still get her ass whooped on at times. He’s been beating her up since Vanilla.
I still feel this is the most unlike SF game I’ve ever played. Everything about it is just way too lose and not oppressive enough for me. The knockdown situations that force you to OS to not have people slip away all the time, the slow walk speeds, the wonky hit boxes, it doesn’t do it for me at all. I definitely feel like I’m playing SF more when I’m playing 3S than when I ever did play SFIV. There may be some aspects that you can utilize more so that you couldn’t in 3S, but there’s so many other things that are just not like the older SF games that doesn’t happen in any other SF game (including 3S) that I just can’t enjoy it anymore.
Past that…Super Turbos, Alphas, CVS2’s all have more of what I thought made SF interesting. Especially when it comes to wake up games, throw pressure, walk speeds etc. SFIV just waters that all down for me.
There’s a distinct difference between learning stuff like footsies, fireball spacing, reading the opponent and the like and learning a canned combo which is needed in the first place to make a shitty move like metsu hadouken viable in the first place. Plus it’s apparently stupid easy to keep doing when you get it. Doesn’t really increase the game’s skill ceiling one bit, just makes people learning it hit a wall. The binary nature of the canned combo makes it all the more frustrating. Learning spacing and stuff is fun because it’s a scale, not a binary flipswitch that flips once and then stays on for freaking ever.
Gentle learning curves are ace. You can just devour more and more interesting stuff and getting better is FUN instead of grinding some canned piece of shit in training mode.
Never try comboing into any other Ultra (except maybe Space Opera Symphony). Please. Metsu Hadoken is probably the second easiest Ultra to combo into in the whole game.
I played against a Ryu online once who couldn’t play Street Fighter at all, I was winning with just very basic spacing. He actually won a round against me with a walk up shoryu FADC ultra. There was something really odd about it. It was like he spent all his time learning how to do that one move.
Yeah I know it can be comboed into in about ten million ways. Just annoying how you basically have to combo into it. Out of curiosity, which one do you consider easier?
To clarify my statements in previous posts, the idea of contested and uncontested skills is relevant here. ie. whether the difficulty comes from the opponent or the game itself. Think footsies (contested, two-player) vs. a long juggle (uncontested, singleplayer kind of thing). I find contested skill tests much more rewarding and fun than uncontested ones.