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Fighting Games Weekly | May 21-27

Yeah VF5 FS has the best tutorial this gen. Damn!
 
I liked the parries in 3S exactly because they keep the fireball war at bay. Fireball wars fall in the same category as overly long combos to me. It takes skill use do both of them effectively, but the pace of the match slows to a crawl when the last 10% of an opponent's health bar is lost in a 20 second long fireball bonanza. It's the same as long combos that spend an extra 15 seconds whittling down an opponent's remaining 5% health. It's a chore to watch and it takes away play time from the opponent. This is why stuff like super armor, teleports and parries work so well. They keep both players engaged in the game. I guess it should keep spectators engaged going by that logic and I think it does(Daigo parry for example). Third Strike's problem isn't just parries either. The bottom side of the cast is just really bad compared to the upper crust. It feels like that game has way too many bad matchups that wouldn't be solved by taking away parries.
Junior developer here chiming in to say this discussion is fucking great. Keep it coming.

Tangent: What's the opinion on Guard Cancels and Just Defending here?
Guard cancels can be a good idea if everyone has a decent one. They can also be a detriment if they are easy to spam. It sucks ass to fight a Demitri in Vampire Savior with near perfect execution. All you'll hear is "GRAB MY LEGS" for the entire fucking match since he can spam his really good DP off a single hit GC. It's shitty when it can be spammed so easily. Making it cost half a bar is cool with me.
Yeah VF5 FS has the best tutorial this gen. Damn!
Mike Z will be dissecting it shortly. :P
 
I liked the parries in 3S exactly because they keep the fireball war at bay. Fireball wars fall in the same category as overly long combos to me. It takes skill use do both of them effectively, but the pace of the match slows to a crawl when the last 10% of an opponent's health bar is lost in a 20 second long fireball bonanza. It's the same as long combos that spend an extra 15 seconds whittling down an opponent's remaining 5% health. It's a chore to watch and it takes away play time from the opponent. This is why stuff like super armor, teleports and parries work so well. They keep both players engaged in the game. I guess it should keep spectators engaged going by that logic and I think it does(Daigo parry for example).

I didn't originally think this way, but I can see from your perspective how this is so.

I guess I can throw endless fireball chucking into the same category as the endless combos one.
 
I think I forgot to post about this here (though I did on SRK lol), but Kokujin and Nuki are getting their own Nico Live show called Sakigake! KokuNuki Oukoku ("Charging Ahead! KokuNuki Kingdom"). Kazunoko and commentary Sentosu will also be on, and there will be SSFIV AE online matches with Haitani, Uryo and Kindevu.

http://live.nicovideo.jp/watch/lv93896028

Also Bon-chan, Fuudo and Kazunoko are going to be doing their own Tuesday show, sort of a branch off of Topanga TV. Focusing on SSFIV AE but will also feature other games. Starts in early June.
 
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