Slamtastic
Member
what
What about Sagat
What about Chun Li
well, uhh, at least down and hard kick is a sweep for everyone
(guile's does two, i remember that)
what
What about Sagat
What about Chun Li
well, uhh, at least down and hard kick is a sweep for everyone
well, uhh, at least down and hard kick is a sweep for everyone
(guile's does two, i remember that)
I hate the idea of homogeneous inputs so much.
Not Makoto =P
What fighting game actually has this?
What fighting game actually has this?
Not Dudley, either. Or Hugo, I think.
In what way?homogenous tools are good. homogenous inputs are kinda, eh. VF still getting it right.
Even better? No f'n FADCs.I am also in the "good that SFV doesn't have FA" camp.
Even better? No f'n FADCs.
Uppercut v-cancel, way more resources put into cancelling.Even better? No f'n FADCs.
What a bad mechanic that was for a game that advertised itself on being newcomer friendly.
Why was all the holding and dashing crap needed when it could have just been a Roman Cancel type of press buttons, cancel to neutral with a pose and screen freeze, continue on type of deal?
This is the most frustrating thing. I want to play, say, Skullgirls or UNIEL or even P4, but nobody cares. It got to the point that they just disconnected my setup and put another Marvel set up there while I was away for a moment because nobody played. After that point I just outright stopped bothering to bring my console...
I'll give you KOF, but SNK better bring back Last Blade with CD untechable throws.fuck no
So we agree that FGs have problems converting casuals into competent, dedicated players due to perceptions of complexity - but the idea of having to learn 100+ matchups being overwhelming is "total nonsense"? Or even having a potential character crisis that could water-log your progress?
Okay.
If you want to bring more people into the FGC having non-homogeneous inputs is the absolute worst idea ever.
Was it Harada that said that FG rosters have become bloated? I think I feel that way sometimes, and as people have already noted there are real benefits to a most concentrated roster, and can be healthy for new players, balancing, development of the community and meta, etc.
Said it in the other thread but 16 isn't really so low that I'm going to be regretting a game not having enough variety, even if we inevitably get a few more shotos. 6 is not 16, either.
I am also in the "good that SFV doesn't have FA" camp.
This. When I finally decided to try and move on to other games, I basically sealed my fate as being the grumpy person training moding on a set up by themselves.
Same thing is happening with Xrd tbh.
I'm also sure there are kof players who truly dislike xiii
I really dislike the graphical art style of 4. However any SF tho is better than none (and better than anime).
It's not present in Skullgirls. You have to actually stand up to break grabs. So certainly a workaround is possible.
It sounds like SF "top dog" status bothers you so much you will never be able to enjoy it, no matter how you try.
So we agree that FGs have problems converting casuals into competent, dedicated players due to perceptions of complexity - but the idea of having to learn 100+ matchups being overwhelming is "total nonsense"? Or even having a potential character crisis that could water-log your progress?
Okay.
Learning matchups isn't the problem- many can be approached in broadly similar fashion.So we agree that FGs have problems converting casuals into competent, dedicated players due to perceptions of complexity - but the idea of having to learn 100+ matchups being overwhelming is "total nonsense"? Or even having a potential character crisis that could water-log your progress?
Okay.
Coming from a predominately Melee background: nothing wrong with homogenous inputs. If you're thinking about them in the context of the franchises that currently exist: you're doing it wrong.
What fighting game actually has this?
GG/Anime games generally aren't going to be concerned about the barrier to entry problem w/ physical mechanics. They know their audience. (GG's issue was more trying to make sure it was relevant after such a long hiatus.)It's not "The" problem it's "A" problem. Approaching matches similarly only gets you so far, especially in a game like Guilty Gear.
The difference between motion and charge inputs change the characters playstyle immensely don't they? Imagine guile or venom with all motions.
Fair enough, though I don't know how you can't believe in execution barriers. Players like Viscant have shown that they are a very real thing. Personally, I can't play a fast-paced character in Smash. My hands get too tired too fast. However, I can play a high-execution character like Morrigan on a stick and do fireballs for days. Something about wrist vs. thumb motion makes it easier to maintain.I'm one of the people that think execution of the move and balance are intrinsically tied. I think making 360s a qcb/hcb, or removing 720s, changes utility, and changes the character.
I don't believe in execution barriers and don't want things made easier just to appeal to a demographic that want things to be easier.
But, like I said, it sounds boring. It is unappealing to me on the most basic of levels. Thinking about an SF game with homogeneous inputs makes me sad. It's a game I wouldn't play.
A swing and a miss.
That isn't cool. Your setup, your rules.This is the most frustrating thing. I want to play, say, Skullgirls or UNIEL or even P4, but nobody cares. It got to the point that they just disconnected my setup and put another Marvel set up there while I was away for a moment because nobody played. After that point I just outright stopped bothering to bring my console...
In what way?
Do you believe every character should have an uppercut or an anti-air?
Gundam EXVS. But inputs *do* very different things with very different consequences.
You can approach depth through execution or through strategy. Gundam EXVS and VO:OT compare nicely in this regard. As a friend of mine who is one of the better US VO:OT players says, EXVS has none of the execution depth but more strategic depth.
They're both great games btw, and I wouldn't change VO:OT for the world. (RIP VO:OT ).
GG/Anime games generally aren't going to be concerned about the barrier to entry problem w/ physical mechanics. They know their audience. (GG's issue was more trying to make sure it was relevant after such a long hiatus.)
Wow. League of Legends star is on front page of ESPN.com. Esports!!!!!!
I think that can be broken at a local level if people can get on the same page with regards to what to play instead. I know locally that after the initial surge of interest in Xrd died down, most of the remaining players went back to +R because they like it better. A similar thing happened with UNIEL, with most of the core players going back and playing MBCC instead. The issue that can really come up here is if people travel to events. However, nobody here really travels, as everyone here is either a broke college student or too busy working a 9 to 5.I don't care how Xrd is good or bad, I just care how it kind of nuked the smaller anime games in North America for no real reason, and the way people communicate that to me is frustrating. It's pretty frustrating to keep going to locals and having more of a drop off and more people saying "just play Xrd" than to play games I prefer. I don't wanna blame people, but ugh it's self perpetuating.
Wow. League of Legends star is on front page of ESPN.com. Esports!!!!!!
Wow. League of Legends star is on front page of ESPN.com. Esports!!!!!!
Ibuki is still the truth. That is all.
Ibuki is still the worst. That is all.
The only thing people around here don't play at locals anymore is Street Fighter and Marvel. More likely to see KoF and Skullgirls.I guess I don't have the same problem that some people are having. I have players of all games around here, and in spite the low population, it's easy to get gatherings for any title going. Old or new.
http://www.neogaf.com/forum/showthread.php?t=1060048
Could Karst or Juice or both hop into this thread and read OP's question?
I feel like either of you two could provide some good insight. Karsticles since you are a Smash player as well, and Juice because you generally have insightful knowledge/tips in a variety of things fighting game related.
he information is pretty vague. It's not giving all the info. V-trigger is not like X-factor, it actually changes how you play the character mid match. I can give more info tomorrow but I am sure Capcom will explain it very soon. I can say that taking damage isn't the only way to fill it.
Hmm Capcom hinting alot of information. I can say Capcom is doing a good job listening to feedback. Especially the speed of the game which I can confirm has been changed. I'm sure you guys will be pleased with it. In terms of comeback mechanics, It's hard to compare it to previous games. The best way to explain it without directly saying is that the pace and meta of the match will change dynamically during the round. The person "losing" won't necessarily be the first one to activate V-trig.
...I'm not looking forward to this, at the moment. I need to see evidence that players can't just suck then use V-Skills to suddenly be way better. It's still better than Ultras because you can probably bait/punish V-Skills but it's still a meter that fills when you suck, and since FAs are gone there won't be a way to manage it, really.
Please don't let there be invincible backdashes or DP shortcuts any more...
The first post immediately after the OP was 100% correct.
To put it another way, the only way to get over stage fright is to get on stage over and over. Perhaps I have a small advantage here because I was actually seriously considering going to drama school after enjoying it so much in high school.