I think SF2 helps you with zoning, MvC2 helps you with meter management and movement, 3S helps you with dealing with and doing mixups, GG helps you with execution, Tekken helps you with punishes, etc.
Of course, MvC2 will help you with mixups as well, and 3S has meter management too. I’m not saying it’s exclusive, just that what do you think X game teaches you the most of.
Other than feeling more confident about picking up games with a higher learning curve, I don’t see much of any other skill(if you’d call confidence a skill) be listed as a perk to another game
I think the wide, general skills of each game are universal. Reading, execution, reflexes, etc. are the basis of all fighting games. Just the way you go about applying them in different games is different.
Lol, i am pretty sure that the mixups on games like MVC2 and GG are harder to deal than 3s, not to mention that those games offer more options on everything that you listed, hell on GG meter management is very important since many of these options are tied to it. BTW i am not saying that those games are better than 3s (but i prefer them over it).
Every game offers what you listed and as pherai said, learning to deal with the 3s mixup style wouldn’t help you much on games like GG or marvel
It seems like so many great players cut their teeth on MVC2. I have actually considered picking it up before for exactly that reason, I’m awful at Marvel or any game with long combos - most of my skills are fundamental type stuff from ST.
3S skills translate pretty decently to SFxT. I didn’t know mashing in block stun was feasible until I played SF4… And oh my God is it effective when you’re new to the game.
It actually can transition to 3S too if you’re playing your opponent well. Block a jump-in and expect a throw? Mash that dp… You know, if you’re not urien or some shit. Oh, they parried it? That’s 3rd Strike.
MvC2 and GG probably require better blocking, but doing the mixups? If you could parry in MvC2 then Magneto would have to play off his normal rhythm to apply pressure. Hell, if you tapped forward and then blocked low, you’d cover his basic tri jump mixup completely. Jump>air dash over them> cross up psyblade wouldn’t work nearly as well. In 3S you have to off time your off timings to land hits, you don’t really need that in other games. In SF2, you don’t have many movement options in the air (depending on your character), or any mechanics to avoid them, so you have to sit there and wait for fireball gaps to get closer to your opponent. You don’t have to worry about that as much in other games. Close frame traps in SF2 are kinda worthless because you can grab in 0 frames and just block low. They matter more in games where you have to bait pushblocks.
When you play a new game that requires you to think about something in a different way, it crosses over to other fighting games. Unless one of two things is happening, either you are so top-level in your game that you’ve seen everything there is to see or you completely wipe out your fundamentals when you play a different game.
Only partly trolling, in some of these games, there is a subset of fans who’re only in it for their “waifus” (yes, even in SF), and actually violently opposed to competitive play. It’s this type of player that plagues the Skullgirls community (and Capcom Unity).
Slight modifications made by me to reflect reality. I met some of the “waifu crowd” here in Japan. They don’t like tournaments. They aren’t violently opposed to the idea of competitive play itself, they just see it as an unimportant facet of the game that they don’t find particularly interesting. In their eyes, being able to string together wins in a fighting game is about as impressive and interesting as being able to spit really far.
You can play a game however you want, whatever floats your boat.
The reason that such…playstyles are in such a minority, is because the game is not geared toward that kind of experience. Street Fighter is not a story focused game, waifuism isn’t going to be as wide spread as it is for, say a visual novel or rpg. It’ll still exist, but not as much.
, adaptation, instinct and intuition, understanding of and familiarity with relevant tools and the system, appraisal, risk-management (versus potential reward), judgement, perception and observation, insight, situation recognition and assessment, learning and memorization (speed, quantity, quality), memory retention (short-term and long-term), memory recall (dependability, speed, quantity, quality), clarity of thought, problem-solving, ability to “auto-pilot” increasingly complex decision-making algorithms (and properly enact those decisions on auto-pilot), ability to assemble recombinant tactics into cohesive strategies, muscle-memory, dynamic (and efficient) allocation of mental resources, depth of focus, stamina for intense concentration and mental exertion (in terms of maintaining extreme unbroken focus for an extended duration, as well as resuming focus on command repeatedly over a longer period), active introspective awareness of one’s own habits and tendencies, emotional restrain and self-control (“willpower”?), confidence, composure and nerves (degree of resilience as well as capacity for quick recovery), ability to handle (or shrug off) stress and function effectively under pressure, ability to remain calm and collected and/or to harness excitement effectively,