Would You be More Interested in 3D Fighting Games if

So. Let’s all main Project Justice and Plasma Sword and call it a day.

You can memorize half the Tekken casts strings and punishes in the the it takes a MOBA match to finish, how you gonna have time for that, lol?

Fsjjdkkcjj little touch screen

You get that in 3D games as well.

SMH

I wont mention names out of respect but when I was a Newb ass at 3D fighters I actually beat a very good player multiple times by just mashing, LOL. That should not happen!! He wasnt even sure if i knew how to play or not so he asked me and i said no, he had a shocked look on his face after i told him, lol.

to say there isnt randomness in 3D fighters is just wrong imho.

Bottom line is like I said before I just want to see the scene to grow, any way possible. btw ive seen some good ieas in this thread, thanks.

Why would taking away the 3D plane make 3D games better? That’s like saying you’d really enjoy tanning if it weren’t for all that heat…

As for making 3D games more accessible? Yeah- I think that’s possible. Make movement faster, the movement system more intuitive, and cut down on the excess moves.

That just means he wasn’t good at the game, not because the game was random.

nah He was legit very well known player that played at the arcade me and preppy use to visit.

“I’m not gonna give evidence to back up my completely unfounded claim about a genre I don’t understand enough to discuss intelligently, but this genre sucks and totally has to change because I beat this dude one time.”

-_-

man oh man these srk forums really have gone down hill throught the years, anyways with that being said…

with responses like the quote above, its probably time for Preppy or one of the other Mods to please close the thread!

  • I wont be checking back into this thread anymore. There is one last thing I would like to say though.

thanks to the good people and not the shady ass scumbag/troll bastards (you guys know who you are) who werent trolling up the thread and actually contributed to the topic, much appreciated =)

anyways

i’ll always <3 3D Fighters regardless though! peace out thread.

Seems like he was just putting your words into perspective. Your reluctance to back up your beliefs with tangible evidence, and your request to have this thread closed, are the most “sumbag” things here.

Do I have to memorize which pokes I need to step left and which ones I need to step right? Which of my moves track in which directions and by how much? I’ve always found that boring. I like the idea of the game but SC has always been an annoying game to learn for me, even more so than Tekken. Does it still have that thing where your opponent can control where he falls while you juggle him? I found that annoying as hell in SC2, which is the only SC I played semi-seriously. When they nerfed Talim in SC3 I dropped it and haven’t missed the game at all.

Maybe it’s a cultural thing. I’ve heard Aris mention before that American players use much more of their character’s moveset than Koreans. Most korean match-vids I watch involve just fundamentals. They just memorize their punishers and juggles, and everything else is the same. This tells me that at least in Tekken, playstyles are fairly homogeneous.

On SC, well, you can learn each characters weak sides, and it will make you a better player, much in the same way that learning to Shoryu inbetween abel/fei’s Rekkas or what pokes you can punish with supers will make you a better player. Of course you will be better and of course it’s not as exciting as (insert whatever in-the-heat-of-the-match thing floats your boat here.) That’s your choice, it’s not a requirement to play the game. I’ve played pro SC since SC2 arcade and I can promise that most good players probably can’t tell you the weak side of each character in the game. I can, but, uh, I think that kind of thing is interesting because i play games for their training modes. lol.

As for Tekken, it’s simply not true because they have completely different core moves. Marduk doesn’t have an electric or hellsweep. Mishimas don’t have long limbs/large body/command grabs. Saying ‘they just learn punishes and juggles and everything else is the same’ ignores footsies, stance games, step mechanics… EVERY game, at high level, is about cutting the fat. That is absolutely not a 3D game specific attribute. That is simply a by product of discipline.

edit: and yes, air control is in SC2. That’s like, one of my favorite things about SC because it either forces you to be creative (MoneyMuffins did this alot- he had two ‘resets’ he would do that covered all air control directions between the two options, and if he guessed your AC direction right he got more damage then the ‘optimal’ combo) and go for bigger stuff, or, well, be a follower. That’s all on you.

Pit the American players against the Korean players. Whoever wins is probably using the best method.

We already know that the Koreans > Americans in Tekken.

I’m going ahead and have to disagree with this, but this is a common opinion I’ve seen and that’s due to the exchange game I’ve mentioned before, being at the fore front of this game. Yes their is a heavy emphasis on yomi, but you need to fast reactions to get to the reaction and spacing aspects of the game. Most people never get past Fuzzy Guard in this game, let alone the Throw Option Selects, to see how reactions and spacing are just as a important in VF as they are in other games. The biggest difference is how you fast you react to your opponent to cut out the guessing (Fuzzy Guard) and how to deal with Counter Hits (Throw OS) and Failed Evade cancel (which is where you see crazy acronyms like ECDGTE), when in a hit state…

I’ve seen it with people coming from other fighting games and I have to walk them through the P->Elbow, P->Throw mix-up because having to be active on defense( before you get into counter-attacks), is something foreign to a lot of people invested into fighing games. VF4 and 5 were famous/infamous for this, because their was an execution barrier for 4’s movement and small windows of what you could input in a hit state and and 5’s ECDMTEG, which really rewarded those with the dexterity and a sharp eye.

When starting out, people treat getting hit as a “Damn!” and let it ride out, without releasing they could’ve CD Fuzzy on hit, and Throw OS on Counter-Hit, or even Jab back on a throw attempt from Counter-Hit. Showing them that they can jab back at a Throw attempt after P lands on CH is something they assumed you couldn’t do, is a real eye-opener for a lot of people. The game doesn’t stop and you have to be constantly active.

Knowing the basic go hand in hand with the system of any game, it only takes a few minutes to understand them but most people treat it like other fighting games, and don’t go with the guaranteed punishement, or go “WTF?!” when their 2P gets crushed by High attack, and just quit from there. You need deduce why something happened on the fly and it gives you all the tools to do so.

Co-sign on the nuances. I was showing a guy you plays the Namco fighters, VF and had to show him like 5 times why something happened.

Oh I didn’t know that.

No

they need to be on PC (TTT2 and VF5)

Some of you guys really should give SCV another look. Its got quicker and bigger movement than TTT2 or VF5. Not as quick as SC2 but still pretty good. Movement while your standing or even on the ground is pretty intuitive. Movelists are short. There are more combo oriented characters in V and they all have gauranteed stuff so you don’t have to worry about them being ruined by air control.

When it comes to long range characters, Xiba, Nightmare and the other big weapon users will keep you out pretty far. Viola can do small bits of damage from far away, but yeah shes way better up close. I dont know anything about Zwei.
And ofcourse there are plenty of mid range characters too.

The things that 2D players will notice are that only a few characters can actually pressure on block ever abd throws are slower(but still very useful) than in 2D games. Or atleast those are the things I got caught up on last year…