toddhunter
Member
Enzo has a point. Even if the game tells you what the other character does, it's SO MUCH to adapt for every damn match. There will be like 831923726 matchups, because Guile can, or can't, have an anti-air, and he may or may not have this or that....
While that is true and what Enzo said is true as well, that is actually why I find it interesting.
A competitive fighting game is about learning your character, learning match-ups and learning to predict/understand the other player (all to different extents depending on the game).
Potentially, this approach makes it so you have to learn the match-up during the match. If they hit you with a SRK you now know they have one and can avoid it. So do they bring it out early and show it off or do they save it for a clutch surprise moment?
There are lots of variables of course. Do they show you the moves before the match? Does the character model change to reflect this? (red glowing gloves means fireball for instance, green shoes a flashkick). Are there enough moves to keep it from becoming predictable, does everything have a counter? Is the game awesome, but the way they charge for moves makes Capcom look smart?
It could be a clusterfuck, but it could also be something new and fun. From there people will find a way to make it competitive. The alternative is it'll just be another fighting game and I'm pretty sure that'll be dead in a day anyway so they might as well give it a shot.