Re: Super Street Fighter IV ! SFIII characters trailer!
The issue at the heart of the debate is what lionx and armando have already stated: Players should be rewarded with more damage if the combo is longer and more difficult to do. Combos involving multiple 1 frame links should, in theory, do more damage than SRK FADC Ultra. Damage scaling is a lazy way to create balance because the character's move list, combo potential, and damage output has not been throughly analyzed.
Like I said before, fighting games require a delicate balance between mind games and execution. Emphasize the former and you have a game more akin to Chess. Emphasize the latter and you have a game more akin to playing the piano.
It takes patience and intelligence to land the first hit. It takes manual dexterity and dedication to practice to maximize your damage. Both are important in fighting games and that's what makes them unique.
Another gripe I have with SFIV deals with dizzies and how it is handle. Dizzies do not reset the damage scaling, which means that it's usually more beneficial to trip/throw your opponent to put him in an untechable situation (ie. Vortex) instead of landing your biggest, most damaging combo. This is so unintuitive it hurts.
The issue at the heart of the debate is what lionx and armando have already stated: Players should be rewarded with more damage if the combo is longer and more difficult to do. Combos involving multiple 1 frame links should, in theory, do more damage than SRK FADC Ultra. Damage scaling is a lazy way to create balance because the character's move list, combo potential, and damage output has not been throughly analyzed.
Like I said before, fighting games require a delicate balance between mind games and execution. Emphasize the former and you have a game more akin to Chess. Emphasize the latter and you have a game more akin to playing the piano.
It takes patience and intelligence to land the first hit. It takes manual dexterity and dedication to practice to maximize your damage. Both are important in fighting games and that's what makes them unique.
Another gripe I have with SFIV deals with dizzies and how it is handle. Dizzies do not reset the damage scaling, which means that it's usually more beneficial to trip/throw your opponent to put him in an untechable situation (ie. Vortex) instead of landing your biggest, most damaging combo. This is so unintuitive it hurts.
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