Sorry, i didn’t realise you were eleven.
and i didn’t realise people still cry over the character people use in 2012. seriously, ken beats almost nobody yet you’re bitching over him? and what makes its sad is that you use vega who goes even vs him.
Obviously, you failed to understand the tone of my post and the point of the entire thread.
The problem is that I’m not crying, you just made that up. I even get happy to see that my opponent is a Ken in the game.
It is just that Ken is the most easy character to play with in the whole cast, and yet you still think you deserve that kind of insurence you mentioned. You, more explicitly, don’t want any hardship and just want the easy ride.
I wish OSs were out of the game altogether. Also FCing blocked moves.
OS’s were always in SF, they just weren’t as crucial in past games. Capcom really whored out the concept and basically made SF4 a “get a knockdown and option select” fighter. I’m not a fan either but I guess they wanted something different. Not too big a fan of FC’ing either because it lets players take risk-free gambles (ex. SRK and then FADC backwards). Then again, I’m an old-school player who believes moves should generally be less safe. Ah well.
It’s not like Capcom put “Option Selects” in the game. OS’s are just player ingenuity at work. The game has long hit-stop, and holds inputs for a while, so OS’s came because of that.
The answer to almost all option selects in this game is to just block though… it’s not like it’s that hard to deal with.
It’s painfully obvious the people bitching in here are just terrible at the game.
Shitty walk speeds, super huge stages, mashing for reversals, and the unnecessary execution you need to make some of the characters barely functional. I don’t want to deal with this shit so I don’t bother playing.
Me = winning
As far as easiest characters in the game, Ken is fairly difficult to play. He may have a lot of tools but there are far more easy characters, for instance Bison. With Ken you are playing a momentum rushdown game that’s kinda risky. With a character like Bison, or maybe Honda, it is much easier to win. Not to mention characters like Zangief can kinda destroy online with relative ease, the only downfall being a bad matchup or two. Cody is also fairly straightforward, if not easier. At a basic level Cody has more health, lots of easy damage and quick punishes anyone can do.
Try 6 or 7.
Disclaimer: I’m not one to downplay my character, I do not think he’s shit, and I don’t think he’s hopeless in ANY matchup thanks to his comeback potential and his sheer explosiveness after a hard KD, I’m just pointing out that Zangief has more than one or two bad matchups.
man you must HATE 3rd strike then.
I need to ask you.
How do you do Zangief V Chun?
I just want to know.
In my humble understanding, Zangief needs meter and U2 to have a chance, it’s not nearly as hard as say Seth or Sagat, but Chun’s st.HK makes Gief’s life hell. My strategy in this matchup is baiting to hell and back a wrong st.HK, getting in with and EX GH and going from there in hopes to land a knockdown or gain the lifelead, with U2 Zangief can take his chances and crossup even if Chun has meter, if he doesn’t have the ultra then his options are greatly limited.
This match is mostly: Do you have the lifelead?
Yes -> Back off, there’s not much she can do to you
No -> Focus some fireballs and gain some meter brotha
1-frame links, and the fact that Guile didn’t pick up a special-cancellable C.LK like Charlie or Remy. So really I’ve just never been a huge fan of *Street Fighter IV *to begin with. Also, where is the fucking meter in this game? The meter systems in Alpha and 3rd Strike were great, why’d they decide to cut the total amount of meter down to 1/3 of what it used to be, and make the multiple supers thing into Ultras? There just wasn’t really any point to that.
a better way of doing this is making offense actually good and throws actually good and reversals carry substantial risk. you get all kinds of pressure off knockdowns and putting your opponent in the corner in past games in the series. and most of the time that pressure functions in a more elegant way. you don’t need insurance when your opponent is in the corner in 3s for instance, the fact that you have so many offensive options and some of them take off 1/3 to 1/2 your health and throws are really good means that being in the corner is horrible and having the other guy in the corner is pretty awesome.
there’s two entirely distinct sets of people who would hate option selects. first group sure, “I’m mad because it beats me.” but the second group just hates the way it functions. there are better ways to reward good offensive play and knockdowns. those ways are generally more fun as well. because it’s a lot cooler to bait out a whiff throw and backdash super than it is to push several buttons at the same time and have the game engine make the reads for you.
You’re a real let down with that answer if you are the real HAV.
The thread is already about bitching. It asks “what do you hate?”. And I’m telling what I hate. It asks me to bitch and I’m doing it.
I’m already blocking every stupid OS. They don’t even give any kind of trouble to me. But it’s just not a good thing to have something like that in a fighting game. I’m also aware it’s being about the game mechanics, but it is a thing the creators can avoid. Capcom already answered “there is no need to take them out” meaning they can if they want. I also read on a Eventhubs interview that they actually thought of taking them out before SF4 vanilla was released then went along with it.
For example I’m also not having trouble against Ibuki, but that doesn’t change the fact that I hate that character’s guts, cause she is so frigging cheap.
But like the stereotypical teenager SF Youtube commentor you went on “they bitch, so they must be bad. Hooray! I get to call someone bad.”
Well. Many people who complain are doing it because they DO have problems at the game. But many critiques on many games can be legit. Such as watering down the engine, rewarding comeback mechanics, etc. This is just a common theme in modern games anyways. Games just tend to be far more watered down than ever before. Just the way it is. I remember pointing out the scrub friendly undodgeable weapons in Twisted Metal, and the scrubs who loved it tried to paint anyone who had a problem with it as “lousy” at the game, when the people who relied on said tactic were more scrubby than most.
Mixup characters can be annoying though, but that’s more due to the engine. Some characters have to work really hard were others get the almost free damage off of guessing games, shrug.
I can appreciate that this is a really strong tactic, but it is what it is. If you don’t like the opponent doing wake-up reversal FADC on block then play around it or just avoid the situation entirely like you probably already do. There’s no law saying you have to be in your opponent’s face when you knock them down, much as that’d be nice.
To answer the OP, I don’t care about the game enough to have any grievances with particular characters or mechanics, but what I do hate about the game is the annoying slapstick thing going on and that it’s not possible to 100% mute the shitty music. Capcom even has the nerve to say on the audio options screen ‘oh by the way you can’t completely mute our shitty music’. Arseholes.
I have a problem with vortex which are made strong by option selects. It really isn’t a game jg to gues. wrong. anymore.on knockdown. You’re going to guess wrong. Oddly characters with strong vortexes already do massive damage with their bnbs, already have high mobility, already have good shit that’s hard to counter. If Seth wasn’t Mr. 50/50. He would already have a good DP, specials with invcibility, 3 ways to jump at you from full screen, and a stupid annoying focus attack.
Akuma would already have great footsies, a good DP, a stupid good focus attacks, good jump arcs and angles. from flips, and combos that tac on tons of stun. So why do they also get pretty much free damage on knockdown?
This is what I have a problem with. High mobility characters who are sometimes even scarier up close than trappers who work to get in, and are pushed back out even easier
I have a problem with Rufus who already cam dive kick you, has range, ways around fireballs, a way to bait out anti airs. And tons of invicibility with messiah kick. Does he also need an anti air that nears everything as well? That he doesn’t need to even time. This character gets tons of second chances.
Characters like Chun Li, Blanks, Guile, Rog, Sim do like one or 2 things.well, loses off of one mistake, and you need precision spacing to US them well. They also struggle for damage.
Vortex characters can make severl mistakes and knock you down.
The design decisions are so suspect.
Ah yeah, Akuma is much easier to play than Boxer. I agree.
Thanks for proving my point. Capcom thinks they can make these imbalances justifiable due to A character execution curve being slightly higher. Nevermind its impossible to pressure vortex characters, they can pressure you and they have better defensive options that defensive characters. And they control and avoid space making them hard to defend against. They deserve to.have derp strata.because you need 2 weeks in training mode to do their combos. Fuck outta here