Having charge motion characters is cool with me. However, I can not stand charge motion supers that start at 1, then input 319. This is why I don’t use Guile w/ U1 in SSFIV.
Okay, why were 360’s invented? It just seems odd when you think about it. I’m sure the designers didn’t add it with the intent that gamers would discover all of these ways to tick into a 360. I can totally understand Charge characters to add variety, and as an alternative to characters with QCF and SRK-motions. But why add the 360? Especially weird when you consider that Honda got a command grab that’s only HCB by Super. So why keep 360’s if not out of tradition? SNK Grappler’s took this to the next level of course.
^ Gief with a qcf motion for SPD, hell even a hcf motion for SPD would not be practical, unless you weakened the move more to compensate. If I remember (someone correct me if I’m wrong), regular SPD is 2 frames in execution…that’s pretty damn fast considering the fastest FG execution frame-wise is of course 1f. His FAB is 1f with invincibility so I guess that necessitates the 720 (I’m aware we have other supers that are also 1f with some invul frames but I won’t go into that).
And another reason is just for variation sake, like Heartnana said. Your example about Honda’s throw being merely a HC motion is probably okay because his throw is slower (like four frames or more? Don’t recall).
Most of the staple conventions weren’t created with the intent that the players would figure out how to screw with them within the confines of the engine’s quirks. The 360 motion exists for the exact same reason the charge, fireball, and SRK motions exist: it made sense in relation to the motion of the move itself.
With 360s you can start the grab from crouching easier, and with no whiff command throws you can end the motion on db so you can avoid getting hit by reversals using negative edge.
^ No whiff animation command throws haven’t been around for awhile though right? KOF did away with them in 97 I think, SF has done away with them for awhile…the only recent one I can think of is Street Fighter EX with Hokuto/Sharon 360 command grabs (you don’t give whiff animations for those…you will jump if you’re out of range, however Gief/Darun SPD do have whiff animations).
If you look at the charge characters in World Warrior, Chun-Li, Honda, and Blanka have very good normals and throws, for the most part, especially Chun-Li and Honda. Indeed, Chun-Li’s specials are next to useless. Blanka has good normals and a special move so powerful that he takes double damage when he’s hit out of it. Guile needs no explanation, though he obviously is much more powerful than they had anticipated. So I would say that they did make the charge characters a bit easier to use, in various ways, by making them give a lot of rewards with lesser effort, if you know what I mean.
I see it kind of like this: Easy Characters: Chun-Li, Honda, Blanka
Middle Characters: Guile, Ryu, Ken
Hard Characters, Dhalsim, Zangief
I believe this was fully intentional.
360s are a result of the moves resembling their making the motion resemble the move, in a way. Also, remember when the game came out they didn’t anticipate its success, so they were probably thinking that the spinning piledriver was really powerful, so they made it a tough motion, one which would be tough to discover. Balancing moves around how hard they are to do is pretty bad design, but they didn’t realize what they had, as I said.
^^ That makes sense. But I still don’t see how they implemented it in World Warrior with the intent that the Gief played would need to jump in order to do it. I don’t think you could do it when you were in block-stun in World Warrior. I could be completely wrong. But I remember playing CE on the Genesis and going through the manual and desperately trying to do it to no avail. I could eventually do Dictator’s Psycho Crusher. But my favorite character was Claw because he kinda’ looked like Jason and he stabbed people.
I’m not sure what you mean by doing in while in block stun. You could pull it off the instant you came out of block stun, if that’s what you’re saying.
^ That’s what I meant.
Title says all.
I think I remember reading that the charge character was originally created for people who couldn’t do fireball or other “complex” motions. This way they can still play and enjoy the game… I may be wrong though.
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do you really want sonic boom to be a qcf motion?
Bacause SF2 World Warrior had charge characters and its getting cloned to this day.
Charge characters have different strategies and gameplan due they need of holding the input for the needed time in order to do their moves, this helps to create diversity on the cast and the different archetypes of characters and gameplay styles
Notice how even when ryu and guile share the same archetype, due to how they inut their moves they have different properties and strategies.
Lol this guy
Ah =/
So it seems charge charcters are in games becuase there moves are powerful enough and if spammed would be overpowered.
This. Better specials at the cost of having to wait before you can use them.
They’re not always better, like SF4 Guile flashkick. Fuck SF4.
In air dashers it’s for moves the developers don’t want you to use at the neutral game but want you to create situations for them. So you have to do them from strings or at least sacrifice your precious mobility for a few seconds etc.
A good example is Venom’s flashkick projectile special. It zones really well but its motion limits you from using it at the neutral game as a defensive “stay away from me” move, so you could only use it for offensive pressure.
It’s kinda similar to how SF2 Guile works. Because the sonic boom is such an amazing offensive tool, they balance him by making his defensive option weaker. So he has to choose between mobility, and access to a reliable anti air. (Flashkick)