Rose doesnt depend on her fireballs in the way Guile or Ryu do, since they're pretty bad. She's more about being mid-range with pokes.
My problem with all spacing characters in this game is that they can never seem to manage that space. Like Yun has this charging punch attack that goes 2/3 of the screen and is positive on block. How the he'll am I supposed to maintain space against that crap?
wut
I can understand Yun/Rufus for the DK characters, but not Yang.
You can't really feel mindful when mashing c.LK into combos all day long with Elena, can you? That is like 90% of her neutral, and sometimes you decide to cancel into the EX overhead for a mix up. The other 10% is her slide and normal overhead.
Blanka is bad enough where he'll cease to be fun once you start playing against strong enough players. Take this from someone who played him from vanilla SF4 to when marvel came out- don't invest in the character.
:-( Who do you play now, then?
If you're going to play a game you don't like, might as well play BB instead. Apparently the Era of Anime is upon us, so it's best to prepare while you still can.
Hahaha! I have said it before, and I will pick BB up when Nine/Phantom is added. The only character I like in BB is Tager, and that is a fate far worse than maining Blanka. I already went down that path once!
What about the act of measuring one's space to an opponent and trying to inch themselves into their best range while trying to stay out of their opponents range? Would you just file that under Yomi?
Well, isn't it your job as the player to try and mitigate that guesswork? To impose your will on the other player by subtlety, and not so subtlety, making them move and act as want you them to? Whether it is by training them to expect one thing by repeating a certain pattern and then doing another or by not giving your opponent any time to think/react or making your opponent feel desperate by pushing them into the corner or so on and so forth.
I guess I'm just not understanding what's so bad about a game that encourages yomi in the neutral.
I'd go ahead and add frames/move properties and knowledge of them and when and where to use them to that list.
Those two dovetail into Yomi, but they really are separate, and are the core of mind games.
You are both right, there are other aspects. Spacing and knowledge count for a lot. It is a bad list.
Sloth, it is a difference of opinion and what you want in a game. Someone else mentioned Poker, and that is a good analogy. Poker and chess are opposites. Pure uncertainty and "yomi" vs. reason and calculation. Personally, I like fighting games as a kind of fast-paced chess. I wouldn't want to yomi a chess game, and I prefer to keep it minimal in fighting games. If you think Poker is the epitome of games, then you might find my perspective odd and foreign.