Wow, some people really thought it was “just because?”
Of course not, Guile’s sonic boom would be better than tiger shots since he can walk behind it and it recovers so fast. Not saying every charge move is better than a motion move, but for the most part it’s just how things played out. If ST Balrog could use his rush punches any faster it would be too rape, etc.
The only really good motion moves that come to mind are hadouken/tiger shot/uppercuts anyway.
I think it might be a mix of “for the sake of variety” and balancing move properties…Take a look at Karnov’s Revenge, it’s from the “SF2 era” and the charge times are so fast they might as well not even be there (with the exception of Marstorius, who actually has a charge time more in tune with SF-style charges), it’s pretty much the same as doing qcf moves for fireballs, and that game’s charged moves are not necessarily (or even often) better property-wise than motion ones (or if they are, at least it’s not as obvious to me as in SF2, where anyone can see a Sonic Boom recovers much faster than a Hadouken and such). Though as you still have to sit on charge for a while, you obviously deal with the disadvantage of being unable to do your moves while advancing
In Killer Instinct I think Sabrewulf can charge all his move with forward to back or back to forward.
If you’re interesting in seeing how broken charge characters can be without the restrictions of charge timing try playing CVS2 EO on Gamecube. You can use the C-stick to do instant special moves, including the charged ones. They’re beyond broken.
if you played all kinds of shit fighters, yes that forward charge moves exist.
I can name one now. Groove On Fight the granny twins have a forward charge move which is basically her teeth projectile that instead of flying across the screen lands on the ground and stays there.
Yeah but why make him a charge character? In theory, guile could play the exact same way he does now if they switched him to qcf and dp motions. I think that charge moves are given to prevent a character from becoming too offensively powerful (see CvS2, 3S and now SF4 Chun)…and like someone said earlier, to prevent spamming of abusable moves.
Basically because it made as much sense at the time of SF2 as anything else. Everything simply carried over from there. Even dogma has to start somewhere.
Exactly. Charge moves add variety both to the game play and for the developers when coming up with move sets and move properties. If every character had the same basic move sets, they’d all play a lot more like each other.
And it’s a question of chicken or the egg: were charge moves developed to prevent quick and powerful moves from being spammed, or were charge moves made quick and powerful to balance them out because they couldn’t be spammed?
Personally, I think it’s the latter. I doubt they had move properties set in stone before they even came up with what the action for each move would be. That just doesn’t make sense. I’m sure the properties of each move were built around the action required for that move, not the other way around.
And the argument that qc moves and dp moves are superior because they are technically harder to execute is stupid. Yes, they may be harder to execute, but you can do them on command not have wait 2 seconds while limiting your movement options before you can do them. That’s called balance.
charge move characters take a lot less effort to play and do combos. At least IMO after trying them out. I used to not like them but when I get lazy and still want to play I’ll choose one and still do relatively well.