The Last Emperor
Member
Please tell me someone else heard that Chris G song that Crying Brian made.
Chris isn't gonna be to happy about Brian calling She Honda "thick"
Chris isn't gonna be to happy about Brian calling She Honda "thick"
What things that I need to wrap my head around though? I'm coming from the POV of someone who was an absolute beginner to fighting games, started with sfiv and p4a around the same time and came out learning and playing in p4a's system much faster than I did sfiv's. Only thing you needed to know as a beginner were that you can dash in the air and you can run.(which actually makes it easier for a beginner than constantly having to dash) execution wise it was easier with AAAAA, meaning I didn't really have to think about the combo I wanted to do, I could just go in and mash A and cool stuff would come out. Character wise it was just as straight forward if not more so if you want to play someone other than ryu/men. And it didnt have focus attacks. When you go into a match and get demolished you don't sit in astonishment because your opponent was doing a certain safe jump or ambiguous crossup on you that you wouldn't understand unless you sat down and searched the internet for what those terms meant, you would just get your ass beat. The things that were more complicated were very easy to see or pull off.(and really that's only limited to instant air dashes and rolls that don't have a bunch of different functions) for me it was just far more straightforward to play and far more understandable why I won or lost compared to sfiv, where you probably won't have any idea due to all the hidden tech.All the things you mention about SFIV are emergent.
Optimal ways to play characters, easing execution etc.
As far as universal mechanics go, P4A has much more things you need to wrap your head around and more mobility options.
Only easier aspect is inputs, really
So he's cool with She Honda? Not cool with thick She Honda?Chris isn't gonna be to happy about Brian calling She Honda "thick"
If you want to get really technical about it, there's no such thing as an "easy" or "difficult" fighting game, and that's simply because the object of the game is to defeat a human opponent. Any difficulty derived from that is simply a result of how skilled your opponent is at that particular game. Fighting games can be more simple or more complex than one another, or they may place importance on different particular skills, but they are never easy or hard on the merits of the games themselves.What things that I need to wrap my head around though? I'm coming from the POV of someone who was an absolute beginner to fighting games, started with sfiv and p4a around the same time and came out learning and playing in p4a's system much faster than I did sfiv's. Only thing you needed to know as a beginner were that you can dash in the air and you can run.(which actually makes it easier for a beginner than constantly having to dash) execution wise it was easier with AAAAA, meaning I didn't really have to think about the combo I wanted to do, I could just go in and mash A and cool stuff would come out. Character wise it was just as straight forward if not more so if you want to play someone other than ryu/men. And it didnt have focus attacks. When you go into a match and get demolished you don't sit in astonishment because your opponent was doing a certain safe jump or ambiguous crossup on you that you wouldn't understand unless you sat down and searched the internet for what those terms meant, you would just get your ass beat. The things that were more complicated were very easy to see or pull off.(and really that's only limited to instant air dashes and rolls that don't have a bunch of different functions) for me it was just far more straightforward to play and far more understandable why I won or lost compared to sfiv, where you probably won't have any idea due to all the hidden tech.
I mean sure, if a beginner plays sfiv with only other fighting game beginners, thus ensuring that they are never exposed to the underlying game and can jump back sweep all day, then I would say that yes sfiv is more simple. But most newbies playing fighters for the first time aren't going to be in such a bubble like that. I know I wasn't. Not to mention its simply not as fun as thinking you're doing cool shit mashing AAAAA when you actually suck. Its exactly like the DMC/cod comparison he made in the article.
If you want to get really technical about it, there's no such thing as an "easy" or "difficult" fighting game, and that's simply because the object of the game is to defeat a human opponent. Any difficulty derived from that is simply a result of how skilled your opponent is at that particular game. Fighting games can be more simple or more complex than one another, or they may place importance on different particular skills, but they are never easy or hard on the merits of the games themselves.
So it's a matter of comfort, accessibility, clarity, and just plain preference when learning a game that matters. Personally, combo breakers and the considerations that come with them (baiting, recharge period, etc.) are awkward to me. A specific button combination to turn around mid-air seemed really obtuse. (And there were a slew of other global system mechanics tied to various button combinations; this is just the one that stuck out to me more than anything else.) There were lots of status effects. Negative Penalty is still the most obnoxious-sounding fighting game system mechanic I've been exposed to. I'm sure there must be a reason why it exists, but it's so typically part of that ArcSys "this is how you're supposed to play the game" ethos that just rubs me all sorts of wrong ways.
And while there seemed to be a lengthy list of system rules to learn... there were only 2 "normal attack" buttons, more or less. So the character movesets seemed really limited. That combination doesn't really jive with me. I just personally enjoy exploring a character/team more than the system that surrounds them, and I like to feel as if I'm learning characters and match-ups more than rules. That's not really something that P4A facilitates.
This sums up exactly what I went through during the interest phase I had with the game.I'd definitely agree with it, too.
I have the same problem with P4A as I've had with the other ArcSys games I've played: too many goddamn rules/subsystems/meters/etc. By the time I was done browsing the tutorials I had lost almost all motivation to play the game. It just feels like I'm spending all of my time learning rules instead of characters, and I don't get that feeling from other fighting games.
While I can't offer anything concrete on that end as I'm not personally involved with any of the design decisions, I'm pretty sure the forums are going to be looked into.
I think MvC3 should start high but not increase that much, simply due to the team nature of the game. You're expected to understand more things up-front: how to play 3 characters instead of 1, what factors into making a good and complete team instead of just a good single character, proper assist usage, etc. Once you're over that initial hump and have enough character familiarity, it's fairly easy to follow.I look at it like this:
I think MvC3 should start high but not increase that much, simply due to the team nature of the game. You're expected to understand more things up-front: how to play 3 characters instead of 1, what factors into making a good and complete team instead of just a good single character, proper assist usage, etc. Once you're over that initial hump and have enough character familiarity, it's fairly easy to follow.
Looks like it. They're also moving to a different Arcade platform in Japan.
It probably costs more than that for Riot.
I'm pretty sure a F2P USF4 would bring in more revenue than what they plan on doing now. Most SF fans will still pay the $15 for the upgrade, but now you'll get a revenue from a whole new set of players who may very well pay $40 once they play enough to unlock the full game.
Reported Makoto changes currently via someone who asked combo and goes to the SRK makoto forum.
"Makoto is going to be top tier in ultra.
I spoke to combo at evo. Here's what you guys want to know.
U2 fire ball invulnerable
U1 damage nerf
1000 life
Fukiage hits grounded opponents
Larger cross up hit box on j.mk
EX Oroshi throw invulnerable"
V-Ryu on the changes.
"For now, only EX version hits grounded opponent.
It seems to be VERY strong, since you can do:
- f+LP > ex fuki, or crLK/crMP os ex fuki.
- Jump attack OS ex fuki
- air to air > land > ex fuki crossdown mixuo
- ex fuki > ultra2
Etc"
Makoto top tier would be pretty hype to watch. Also HALLELUJAH for finding a use for her 3 frame f.lp. Of course these are subject to change, unfortunately.
And lol at all the whiners calling her a derp character... I think everyone is so bias / bitchy about the Ultra comeback mechanic that they assume any hard-hitting comeback character must be braindead.
It sure seems like it if not; I remember in the Evo thread people getting annoyed at how Haitani's Mak was getting bodied and stunned in two combos by Cammy, and then coming back to win. "Oh raw Ultra and then ridiculous damage and combos to counter stun and win... so derp" (I paraphrase of course!). Anyway, that's momentum for you (and she's a momentum character), it's not braindead.That's not why people claim she's derp, but ok.
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Oh dis gun be good!![]()
Been repping her since Super so hopefully these changes are true; it sounds like she would be much closer to her true Third Strike self with these changes. And lol at all the whiners calling her a derp character... I think everyone is so bias / bitchy about the Ultra comeback mechanic that they assume any hard-hitting character must be braindead. Nonsense; Mak was always a get in and hit 'em hard character with high damage and stun to compensate her inherent zoning and wake-up flaws.
The new one's a popular multi-game system.you know whats the difference between the arcade platforms?
A character like Makoto is only derp when she wins and she can do a lot of that in the right hands.Still not getting why she's derp exactly, since, as you say, there's risk involved in her getting in, mixing up, and doing damage; hardly braindead... waiting to be convinced otherwise here.
The argument seems to be - "she's derp because she's derp, even though she has to work for it"; so not sure what else to believe / assume ;P aside from it's just a general dislike of her ability to output high stun and damage to comeback combined with the system's comeback mechanic.
Maybe it's just from poking around various fighting games before, but system mechanics really aren't the hard part in ASW fighting games. I mean, Street Fighter has already come up with various things to learn, like quick rise, parry, alpha counter, focus attack, FADC, super jump, kara cancelling, and so on. Stuff like perfect/barrier guard, throws out of hitstun, air/ground teching, and such isn't much more to pick up. The hard part, in my opinion, is actually picking up a character. They're all ostensibly different and your damage output from just hitting single moves with good fundamentals is not sufficient to have a great chance at beating somebody versed in their own character even if they're weaker as a player. It's not like going from Ryu to Sagat where you may not be familiar with the various tools Sagat has and what he's best at, but you may already have a good sense of the fireball game and basic normals to get you by.I'd definitely agree with it, too.
I have the same problem with P4A as I've had with the other ArcSys games I've played: too many goddamn rules/subsystems/meters/etc. By the time I was done browsing the tutorials I had lost almost all motivation to play the game. It just feels like I'm spending all of my time learning rules instead of characters, and I don't get that feeling from other fighting games.
http://www.twitch.tv/hiya_dkr
Live JP Yatagarasu. Don't forget to kickstart (~ ̄▽ ̄~
I just wanted to point out that Lost Fragment plays Makoto (or played, it's been a while since I've played other gaffers). He definitely did during Super. And he has definitely experienced Jlai's Makoto. Fucking jlai...
I'm worried about this kickstarter....they got $36,929 out of $68,000 and there's only 19 days left. I really hope they make it's goal, this game is too good
Are the blonde girls boobs inflating everytime she breathes? Hanzo I think?http://www.twitch.tv/hiya_dkr
Live JP Yatagarasu. Don't forget to kickstart (~ ̄▽ ̄~
Are the blonde girls boobs inflating everytime she breathes? Hanzo I think?
What an...interesting animation detail.
Yep, knew that.I just wanted to point out that Lost Fragment plays Makoto (or played, it's been a while since I've played other gaffers). He definitely did during Super. And he has definitely experienced Jlai's Makoto. Fucking jlai...
http://www.twitch.tv/hiya_dkr
Live JP Yatagarasu. Don't forget to kickstart (~ ̄▽ ̄~
Some good rushdown pressure with divekicks and a auto crossup using that ex dash move of hers when you're close enough (although it looks like it can be stuffed on reaction). I think boobs have once again led you to a good character!I FOUND MY CHARACTER
My instant attachment to characters never lets me down!Some good rushdown pressure with divekicks and a auto crossup using that ex dash move of hers when you're close enough (although it looks like it can be stuffed on reaction). I think boobs have once again led you to a good character!
I wonder how the Dhalsim-like character they have planned as future addition, the Urien looking lady with the hood, is going to be viable in a game with parries.
The forums are atrocious. I basically stopped going there after the last forum redesign--I was already at my limit and they somehow downgraded it.
The main page is still extremely underwhelming, but definitely an improvement.
I just don't get what SRK's deal is; the website design has sucked shit since I can remember.
Derp just means not a lot of thought required. If something is super good you don't have to think as hard when you use it. It's not really an execution thing it's more of a game plan thing. Any time you can use a flow chart to win or do well, that's derp.I don't get this "derp" definition. For me, a character is derp when he kills you doing basically nothing with little execution required (a.k.a. Vergil)
Are the blonde girls boobs inflating everytime she breathes? Hanzo I think?
What an...interesting animation detail.
While I can't really do anything about it, I'm sorry you've had such a...rough experience with the forum redesign. I will say that "sucked shit" doesn't really offer me any idea of what you dislike about the site and how it can improve, though.