P, 2P, 6P, throwI've heard this as well. but as a new player, how do you pick them?
It's not really different than 2D games. Not like every character uses every special or every button they have availible to them. but because there are alot less options overall it's alot easier for new players to weed out the good ones. Especially during actual play.
But 3D isn't a novelty, maybe it is for the casual market but it fundamentally changes how a good fighting game would implement space. The ring is part of the match.Because SFIV happened and changed a lot of common thought on what a fighting game should be like.
Prior to that, there was a lot less tolerance for things like fireballs or link based combos.
During the PSX/N64/Saturn console days, 3D fighters pulled ahead with the advent of 3D graphics. Since no one wanted to play games with sprites, 2D fighters were pushed back as a result. But SF4 put them back on top. The updated graphics gave them mass market appeal. Games like Tekken or Soul Calibur can't live off the fact that they're 3D anymore.
Since the base of 2D fighting was developed a generation prior to 3D fighting games, their gameplay is more...minimalist? Not only smaller movesets but...there would never be something like 8 way run in a SNES/Genesis game. And the character archetypes are way more broad and they rely on extravagance. Super moves, special moves and what not. That just appeals more to people than 3D fighters, who are totally defined on only kicking and punching. Maybe the infighting in 3D fighters is more defined than 2D....But just on an appeal basis, it's hard to compete with games that involve you flying across the screen, shooting plasma beams, etc.
If I were to compare it to something else in gaming...it's like Mario games. A lot of people think 3D mario games are taking a backseat to 2D games of the same franchise. Games like Mario 64 and the first Tekken/VF games were created during a time where exploring new types of gameplay came with the new technology of the time. But that novelty isn't there anymore.
Oh I see, I agree that the movelists are artificially bloated because it is not likely you'll care about the 2nd hit of a 4 hit string unless it's cancelable into a stance or something. all that really matters is whether you can delay it or cancel it IMO.Fluff in presentation, not in content.
As in each individual variation on a string being listed as its own move. "PP," "PPP," and "PPPP" being listed as totally separate things. Every single variation of the basic neutral P+G throw (accounting for all possible orientations of player and opponent) being listed separately. Sure, it makes sense because the command does result in a different move in each circumstance, but it's these kinds of thing that makes the lists look more bloated than they really are.
Then you get into things like how some of the longer strings with gaps should only be used after a launch/crumple/whatever and never raw because they're interruptible, but there's no indication for this; those strings are just lumped in the middle of other striking attacks of all types. Stuff like that gives you no indication as to what your "pokes" should be.
Sure if it wasn't top down and not garbage..Like Rise of the Imperfects?
Fighting games outside of SF will never be mainstream. It's too complicated of a genre and SF is the only one that removes that entry barrier. Look at the other two arguably most popular games right now, CoD and LoL.
Players have this stupid honor code when it comes to fighting games. We've seen the weak asz gamefreak messages and all that stuff. No one wants to learn wavedashing in Tekken, or the in and outs of VF besides someone already into fighting games.
Fighting games outside of SF will never be mainstream. It's too complicated of a genre and SF is the only one that removes that entry barrier. Look at the other two arguably most popular games right now, CoD and LoL.
Players have this stupid honor code when it comes to fighting games. We've seen the weak asz gamefreak messages and all that stuff. No one wants to learn wavedashing in Tekken, or the in and outs of VF besides someone already into fighting games.
Fluff in presentation, not in content.
As in each individual variation on a string being listed as its own move. "PP," "PPP," and "PPPP" being listed as totally separate things. Every single variation of the basic neutral P+G throw (accounting for all possible orientations of player and opponent) being listed separately. Sure, it makes sense because the command does result in a different move in each circumstance, but it's these kinds of things that makes the lists look more bloated than they really are.
Then you get into things like how some of the longer strings with gaps should only be used after a launch/crumple/whatever and never raw because they're interruptible, but there's no indication for this; those strings are just lumped in the middle of other striking attacks of all types. Stuff like that gives you no indication as to what your "pokes" should be.
Sure if it wasn't top down and not garbage..
And yea 3D movelists need more consolidation and better categorization. Moves should be properly labeled (launcher, poke, OTG capable) and properly categorized (poke moves separated from launchers). They should also give information on what they do on counter hit. All follow ups on strings should be listed within one move so if you select it, it shows all the follow ups and their properties.
Like Laser Cannon of Jin shouldn't be listed as two moves, it should be listed as one move with two variations.
There is also no need to list 4 different generic throws for different positioning when every character has it. Just list the special throws for the characters (like Jin's f,f+1+2 head butt throw).
Fighting games outside of SF will never be mainstream. It's too complicated of a genre and SF is the only one that removes that entry barrier. Look at the other two arguably most popular games right now, CoD and LoL.
Players have this stupid honor code when it comes to fighting games. We've seen the weak asz gamefreak messages and all that stuff. No one wants to learn wavedashing in Tekken, or the in and outs of VF besides someone already into fighting games.
Fighting games outside of SF will never be mainstream. It's too complicated of a genre and SF is the only one that removes that entry barrier.
For a while though, it was 3D fighters who absorbed the casual market, mainly with Tekken, DOA, Smash and Soulcalibour .
P, 2P, 6P, throw
for characters that do not have a 6P elbow you'll have to find their 14 frame mid, such as Lei Fei's 43P+K.
P is +2 on block and allows for the mixup of 6P or throw. if your opponent knows how to fuzzy that mixup, you can delay the throw and beat their fuzzy.
P is +8 on CH so it allows for another elbow/throw mixup but in this case it cannot be fuzzy guarded. You throw if you think your opponent will block or evade, you elbow if you think your opponent will push buttons.
6P is +7 on CH so same as above. either elbow again or throw. Use it after blocking attacks because you'll have enough frame advantage to force the move and if it's blocked it is safe. you can fuzzy guard after a blocked 6P.
2P beats high strings and is +7 on CH so it's the same mixup again. It is -5 on block and all you have to do to fuzzy guard is let go of 2 and hold guard. You'll stand up in time to block mids, but quickly enough that throws will whiff.
Throw is your unblockable. Use it on opponents who block.
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Those are universal throws, not a character movelist. That's like listing forward and back throws in a SF game or in Marvel 3 listing forward throw, back throw, air foward throw and air back throw. For some characters that actually makes a difference because a forward air throw with Wesker throws them all the way back but back air throw puts them at his feet.
Since every character has those 4 options it's pointless to list them. That's one of those things you learn at the start as a universal thing (1+3 and 2+4 throws, low parry, how to roll and do get up/running moves). Separate universal stuff from character specific stuff.
In that regard there should be a universal movelist too that lists all the get up options, running options, low parry, basic throws etc. Something players should be familiar with before getting into character specific moves.
So basically what I take from this is that I mistook my personal familiarity with 2D fundamentals as intuitiveness.(being able to press buttons and discern their utility quickly) From this it seems like 3D games have a very basic fundamental flow and universal tool logic/utility as well. I just didn't know about it.
So we should list all throws in Marvel 3 as well? They have different animations as well as different properties/application.
So we should list all throws in Marvel 3 as well? They have different animations as well as different properties/application.
Hell might as well list the block command for every character in Marvel 3 because the animations are different.
Few fighters are truly 3D, no? The '2D' games have two axes (x and y) and '3D' fighters have two as well (x and z).
how do you quantify 2D fighters' use of the Y axis? SCII is known for its while landing mixup and VF has them too.Few fighters are truly 3D, no? The '2D' games have two axes (x and y) and '3D' fighters have two as well (x and z).
And so you list the throws in a universal move list.I'm not talking about Marvel. I'm talking about Tekken. One game is working on a 2D plane and the other one is working in 3-dimensional space. You want the new player playing the game to know that if they manage to get to the side or the back of an opponent, they will be awarded with higher damaged throws and that throws are a viable option from behind (i.e. this link). The devs in Tekken have good reason to list the various throw animations.
I don't think you could argue any 3D fighter (excluding Virtual On or something like that) has much significant verticality compared to something like marvel.
and if the y axis is less significant in SF2 CE than in marvel is it still a 2D fighter?I don't think you could argue any 3D fighter (excluding Virtual On or something like that) has much significant verticality compared to something like marvel.
So we should list all throws in Marvel 3 as well? They have different animations as well as different properties/application.
Hell might as well list the block command and dash command for every character in Marvel 3 because the animations are different.
And so you list the throws in a universal move list.
Again you have not provided a reason why this shouldn't be in a Marvel game. What difference does it make if it's 2D or 3D? Your defense originally was that the animation was different and different properties which I said applied in Marvel 3 as well. You cited "developer reason" but according to Tekken developer reason we shouldn't have frame data either!
It's a universal concept that you break 2+4 throws with 2 and 1+3 with 1. Just because TAC attacks have different breaks, different properties and different animations doesn't mean every characters TAC input should be listed.Except you know that throws in 3D games have different breaks depending on which one is happening and all that jazz. Pretty good reason in a game like VF or even Tekken to list throws separately.
What's your point? No one's presented any arguments. Your question was answered. It's seems you want to imply that most 3D fighter's "3D-ness" isn't 3D enough to satisfy some personal standard of your own.
Just come out with it.
It's a universal concept that you break 2+4 throws with 2 and 1+3 with 1. Just because TAC attacks have different breaks, different properties and different animations doesn't mean every characters TAC input should be listed.
The only exceptions are character specific throws that normally require 1+2 break that are unique to the character. These obviously should be listed as they are unique to the character. I don't need to go to a movelist to figure out what Law's 1+3 throw is or what his back throw is but I probably need to go into a movelist to see what Raven's special throw input is (as it's probably different from Heihachi's head butt).
It's a universal concept that you break 2+4 throws with 2 and 1+3 with 1. Just because TAC attacks have different breaks, different properties and different animations doesn't mean every characters TAC input should be listed.
The only exceptions are character specific throws that normally require 1+2 break that are unique to the character. These obviously should be listed as they are unique to the character. I don't need to go to a movelist to figure out what Law's 1+3 throw is or what his back throw is but I probably need to go into a movelist to see what Raven's special throw input is (as it's probably different from Heihachi's head butt).
And again I say this should be listed in a universal move list along with stuff like the unblockable shoulder tackle, the ki charge, u/f+4, low parry etc. The input for a back throw does not change in between characters regardless of animation so it's a redundant inclusion.Except that in Tekken, you can't break back throws. Again, being an advantage for getting behind your opponent and having that knowledge as a new player is vital.
My (somewhat rhetorical) question was answered with 'there is occasional verticality in 3D fighters' which is kind of a tacit acknowledgement that my point was correct, is it not?
lolMy (somewhat rhetorical) question was answered with 'there is occasional verticality in 3D fighters' which is kind of a tacit acknowledgement that my point was correct, is it not?
He wants jumping in 3D games to be part of the whole space control game play not as just another tool in the arsenal. So he is saying that 3D fighters should have stronger jumps so that there is need to use anti airs and have projectiles in the game that you can jump over.lol
jumping is a built in mix up that goes over all lows and escapes all throws, it also has a built in mid/low mixup for while landing and while rising attacks. that's more utility than the y axis got out of the 90's, so if your point is that 3D fighters are secretly 2D fighters in disguise, no, your point was not correct
I would still play a new 3D Mario though. Super Mario Galaxy games were excellent and I would much rather play that over another SMB rehash.
And again I say this should be listed in a universal move list along with stuff like the unblockable shoulder tackle, the ki charge, u/f+4, low parry etc. The input for a back throw does not change in between characters regardless of animation so it's a redundant inclusion.
He wants jumping in 3D games to be part of the whole space control game play not as just another tool in the arsenal. So he is saying that 3D fighters should have stronger jumps so that there is need to use anti airs and have projectiles in the game that you can jump over.
Not in the current crop of 3D games but from a new 3D fighter that has stuff like projectiles, anti airs and jumps. Of course it would have side tracking moves too so you have to mix up between fireballs and those side tacking moves (one can be back dashed, the other can be side stepped).
Basically a proper 2D and 3D hybrid game where both space control and time control matters a lot.
super Mario 3D Land/World is for you
Zissou's VF6 pitch?He wants jumping in 3D games to be part of the whole space control game play not as just another tool in the arsenal. So he is saying that 3D fighters should have stronger jumps so that there is need to use anti airs and have projectiles in the game that you can jump over.
Not in the current crop of 3D games but from a new 3D fighter that has stuff like projectiles, anti airs and jumps. Of course it would have side tracking moves too so you have to mix up between fireballs and those side tacking moves (one can be back dashed, the other can be side stepped).
Basically a proper 2D and 3D hybrid game where both space control and time control matters a lot.
Also the KoF Maximum Impact games are pretty shitty
I really don't think the evolution of 3D games is in copying mechanics and elements from 2D games.
Especially since despite all that evolution in 2D games, people still would rather just play SF more than anything over here
I'm not really interested in the casual market at all with fighting games.
My post was from the perspective of someone that actually wants to seek out and learn games. Why are 2D games so much more popular than 3D at tournaments?
My buddy Omex put together a vid about how IB/barrier works in BBCP for those who need it: Link
He's a bit silly but whats there is good.
Edit: Have the old TRM video because I keep killing people super hard who don't understand it.
Edit again: have the old knockdown system vid too. I'm only leaving this here since after NA release I keep killing people for rolling/TRM for free, so I guess somebody around here might not know how it all works.