Re: Super Street Fighter IV ! SFIII characters trailer!
What are you talking about? Alot of special moves are execution based to balance them off with even individual special moves.
Sonic Booms for example have VERY short recovery and NEED to be a charge motion...can you imagine how easy it would be for Guile to keep you the fuck away if it was a motion move? Seth's doesn't count because if you actually check the frame data, its as slow as Ken's Hadouken which is pretty slow.
Same for Zangief...you might as well make his 360 grab a regular throw command then. See how good Zangief will be once you do that. What about C.Viper's cancels? How easy it would be to create bullshit loops with her? Not only is execution part of balance but also keeps certain maneuvers hard to do to equate with the reward and a display of playing well. If everyone can do Viper's c.hp, feint HP thunder knuckle, c.hp cancel to EX Seismo, super jump cancel to burn kick juggle Ultra...then it devalues not only the balance of the move, but also those that tried to learn it. Its just something EVERYONE can do with minimal work. Its nothing special. (Yawn).
It just sounds like you don't have good execution and don't want to improve on it/spend the time like everyone else, to me. Might as well play Capcom vs SNK 2 on Easy Operation mode. Again, some games lets you make more mistakes than others. Combos and execution is just how far are you willing to be able to take that advantage. If you want a fighting game to last a long ass time and look boring at the same time, go ahead...but most people aren't.
I am not saying to keep doing long combos in SFIV because obviously its against your favor. I am however saying that it does seem not quite as fun as the other games because i feel artificially handicapped on any combo over 5. Like sure, i will sweep and end the combo and try for risky resets...i can deal with it. Would i rather not have it when i earned that opening? Yes...
It might sound mean, but either you learn the move and bring out your character's true potential (which includes the "flaw"), or play without that advantage/ switch chars/quit the game. Again this isn't an MMORPG or some online game that is patched...you take it, use it to your advantage and surpass others that can't or leave it. The game doesn't care, all it knows is winning and losing...and certainly other players won't either.
These are two good articles imo...fighting games are totally different beasts than other patchable games.
Game Design, Psychology, Flow, and Mastery - Playing to Win Book - What Should Be�Banned?
http://www.sirlin.net/ptw-book/intermediates-guide.html
What are you talking about? Alot of special moves are execution based to balance them off with even individual special moves.
Sonic Booms for example have VERY short recovery and NEED to be a charge motion...can you imagine how easy it would be for Guile to keep you the fuck away if it was a motion move? Seth's doesn't count because if you actually check the frame data, its as slow as Ken's Hadouken which is pretty slow.
Same for Zangief...you might as well make his 360 grab a regular throw command then. See how good Zangief will be once you do that. What about C.Viper's cancels? How easy it would be to create bullshit loops with her? Not only is execution part of balance but also keeps certain maneuvers hard to do to equate with the reward and a display of playing well. If everyone can do Viper's c.hp, feint HP thunder knuckle, c.hp cancel to EX Seismo, super jump cancel to burn kick juggle Ultra...then it devalues not only the balance of the move, but also those that tried to learn it. Its just something EVERYONE can do with minimal work. Its nothing special. (Yawn).
It just sounds like you don't have good execution and don't want to improve on it/spend the time like everyone else, to me. Might as well play Capcom vs SNK 2 on Easy Operation mode. Again, some games lets you make more mistakes than others. Combos and execution is just how far are you willing to be able to take that advantage. If you want a fighting game to last a long ass time and look boring at the same time, go ahead...but most people aren't.
I am not saying to keep doing long combos in SFIV because obviously its against your favor. I am however saying that it does seem not quite as fun as the other games because i feel artificially handicapped on any combo over 5. Like sure, i will sweep and end the combo and try for risky resets...i can deal with it. Would i rather not have it when i earned that opening? Yes...
Sometimes some combos are *so* difficult to execute that the devs didn't even realize they would be possible, and thus, don't balance them, and thus, they are brokenly good. But that's a *flaw* with the game where it happens, not a design feature. You shouldn't expect it to be imitated.
These are two good articles imo...fighting games are totally different beasts than other patchable games.
Game Design, Psychology, Flow, and Mastery - Playing to Win Book - What Should Be�Banned?
http://www.sirlin.net/ptw-book/intermediates-guide.html
Comment