Were the long juggles, parries and speed extant in SSF4 they'd be
harder, because what makes SSF4 difficult execution wise is not capacity; indeed, the game's mechanics are very limited, but the game's shit
engine. Executing basic motions in SSF4 can often be a challenge due to all the contingencies brought about by circumstances and shortcuts, forcing one to be, ironically,
more precise.
Imagine you're playing 3S having to link normals and do Urien Aegis setups in SSF4's engine.
Yeah..
Reversal timing is the only thing that's relatively stress-free. Links are more than memorization - they require rhythm timing, complexing their execution in heated circumstances that much more.
Despite the game's speed, when I play 3rd Strike or the Alpha series, I can execute whatever's in my capacity at any moment, and when I screw up an input, I know it's because I
dropped an input, not because I wasn't mindful of some contingency hanging in the balance, giving me something
else. Because of this, the controls feel extremely tight, making them feel
that much less stress free, execution wise.
Chaotix said:
I have a hard time just getting my supers out when I want to in 3S. That game is far from easy.
If you're more used to SSF4's leniency, of course they will feel harder. But, assuming being able to execute Super's in 3rd Strike at will, will translate to tighter execution in SSF4 is false IMO, because the means for execution are different in the latter.
There's a thread on SRK with veteran posters confused about how to perform Dash -> Fireball without getting a DP. This isn't a combo, or a juggle, or specific setup of any sort - it's just an example of a mundane movement pattern that pops up in fighting games all the time that becomes obfuscated by SSF4's arcane engine. Obviously, if one know's
how, this distraction can be obviated; but that's part of my point.
It is mundane, it is a distraction and it has to be obviated, consciously at all times.