Psyquis52
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Post by Psyquis52 on May 9, 2008 0:40:58 GMT -5
That makes perfect sense. Use easy to get used to it but don't bother wasting too much time on it. Switch to hard and beat it there. Much more rewarding.
These kids are full of talk but are completely empty on ability. I hate it.
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Post by EsteemedLeader© on May 9, 2008 13:29:42 GMT -5
I greatly prefer Street Fighter's simplified system compared to insane button combinations like Tekken or Mortal Kombat, but I still enjoy them.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on May 9, 2008 21:31:53 GMT -5
I don't mind competition if it's friendly, but now a days that's really rare in video games. It is indeed. And EL is right, dial-a-combos are outdated, SF has "simpler" commands in a certain way that you don't have to memorize the same string and actually create stuff, but the moves aren't simple like MK's forward foward X moves.
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Post by JACK-2 on May 10, 2008 14:00:21 GMT -5
Actually, combo centered games are all the rage in 2-D fighters as opposed to traditional positioning and reacting type game play which Street Fighter II and other classic games have.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on May 10, 2008 15:02:57 GMT -5
Wait, are you supporting the dial-a-combo? All or nothing comboes that can only be done in one way aren't really that innovative or fun IMO.
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Post by JACK-2 on May 10, 2008 15:52:51 GMT -5
Wait, are you supporting the dial-a-combo? All or nothing comboes that can only be done in one way aren't really that innovative or fun IMO. No, I'm just stating that games that revolve around combo's [whether dial combo's or not] are popular in 2-D fighters. Frankly, I can't be bothered with those type of games, gimmie classic distancing and positioning games for classic fighters any day.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on May 10, 2008 21:05:01 GMT -5
Wait, are you supporting the dial-a-combo? All or nothing comboes that can only be done in one way aren't really that innovative or fun IMO. No, I'm just stating that games that revolve around combo's [whether dial combo's or not] are popular in 2-D fighters. Frankly, I can't be bothered with those type of games, gimmie classic distancing and positioning games for classic fighters any day. Oh I love combos, just not the dial up ones. I wasn't sure what you were saying at first.
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Psyquis52
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Post by Psyquis52 on May 10, 2008 23:05:33 GMT -5
I find that combo strong gaming weakens my experience. I defeated an entire SFIII tourney with classic distancing and positioning techniques.
Knowing the right move to use at the right time and what-not.
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Post by JACK-2 on May 11, 2008 14:35:52 GMT -5
The distance game in Third Strike is considerably weak due to parry's. Assuming you were reffering to Third Strike. But, I feel what you mean. Oh I love combos, just not the dial up ones. I wasn't sure what you were saying at first. I like combo's as well, mostly juggle style combo's:
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Psyquis52
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Post by Psyquis52 on May 12, 2008 0:04:36 GMT -5
I did mean Third Strike. How did you know?
You're right. The parry system does prolong the battle if you use those tactics but usually a simple jump in sweep to special combo will take care of that problem. Usually.
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Post by JACK-2 on May 12, 2008 15:49:11 GMT -5
Well, Third strike is one of the most over played Street Fighters. Anyway, parry forces the game to center around mix-ups, since it negates pressing an advantage and it ruin distance games. SFIV is modeled after the SFIII engine and saving is supposed to be a replacement of parry. So I'm curious to see how it's like.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on May 13, 2008 9:19:54 GMT -5
I think you should be able to defend yourself against endless combos, but timing is always more important. I've beaten and have been beating by a person using good timing against my much more advanced technique. I used simpler tactics and won doing that too. I wasn't totally serious at first, but his timing with Bison was so good it was annoying.
Parries themselves are ok, it's just that they are too easy to do in SF3, Cap vs SNK2 they were much harder.
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Post by JACK-2 on May 13, 2008 19:34:54 GMT -5
I'm not really a big fan of games with heavy combo engines because they tend to take away from the game than add to it. Though, their are some mechanics that in my opinion allow for heavy combo's without taking away from the game such as Custom Combo's.
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Psyquis52
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Post by Psyquis52 on May 13, 2008 22:07:38 GMT -5
Custom Combo's were a great idea.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on May 13, 2008 22:15:17 GMT -5
That's what I mean by MK, it relied too much on combos, and those weren't even good combos to begin with. Either you knew the long combination of buttons or you didn't. It made learning with multiple characters a chore too.
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Post by JACK-2 on May 14, 2008 19:39:58 GMT -5
That's what I mean by MK, it relied too much on combos, and those weren't even good combos to begin with. Either you knew the long combination of buttons or you didn't. It made learning with multiple characters a chore too. Alot of fighters seem to do that now, especially in the modern fighting game scene. IMO, the should be room for both, which is why I like Custom Combo's. Though, they were unbalanced in the first games they were implemented in [Alpha series, especially Alpha 3] I feel that in later games they were balanced out: CVS2 and CFJ.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on May 14, 2008 20:37:38 GMT -5
You thought they were bad in Alpha 3? I found them most unbalanced in the first and second one. Personally, I just remember them doing huge amounts of damage.
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Post by JACK-2 on May 15, 2008 8:32:48 GMT -5
You thought they were bad in Alpha 3? I found them most unbalanced in the first and second one. Personally, I just remember them doing huge amounts of damage. They were unbalanced in all the Alpha's to be honest, but they were very abusable in Alpha 3 as opposed to Alpha 2 because you can do more with them. Between: Unblockables, Guard Breakers, Corner Pressure, Combo into Crouch Cancel infinites, Big Damage, and Projectiles CC's there isn't much room for other play. CC in Alpha 2 were implemented in such a way that was so simple, that it couldn't be abused as in Alpha 3. The major issue with CC's in Alpha 2 was the damage was ridiculous, but there was still more room for game play outside CC's as opposed Alpha 3.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on May 15, 2008 13:56:05 GMT -5
You have a good point, especially with the combo characters like Akuma and Guy...
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Post by JACK-2 on May 15, 2008 18:38:31 GMT -5
Well, Guy isn't really dominant with V-ism, but V Gouki was ridiculous.
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The Big Daddy C-Master
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Post by The Big Daddy C-Master on May 15, 2008 21:28:55 GMT -5
Well, Guy isn't really dominant with V-ism, but V Gouki was ridiculous. V Shin Gouki, 4 fireballs out of the air...
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Psyquis52
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Post by Psyquis52 on May 17, 2008 3:33:46 GMT -5
V-ism Chun-li! One of my favorite stunts! Her jumping fierce backflip kick type thing (I can't remember what it's called) Get in front of the opponent when he's blocking and just do it over and over again.
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The Big Daddy C-Master
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Living life to the fullest, and it feels great.
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Post by The Big Daddy C-Master on May 18, 2008 0:03:29 GMT -5
V-ism Chun-li! One of my favorite stunts! Her jumping fierce backflip kick type thing (I can't remember what it's called) Get in front of the opponent when he's blocking and just do it over and over again. Good ol' cheese.
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