It's getting replaced by Injustice, but it will be at Evo. and have like 12 hours of stream time for some reason.
Dat Warner Bros money at work, mang.
It's getting replaced by Injustice, but it will be at Evo. and have like 12 hours of stream time for some reason.
Yeah, I have been defeated by players who just punish unsafe moves and/or SS, launch me all day in Tekken.
I trying to disagree with him, left out the "no".
Nah. I've beaten combo monsters in BB just with the basics and mix-ups. A person who can do combos but plays recklessly, gets wrecked.A great tactician with average combo skills will lose in those games to a mediocre tactician with great combo skills.
You really do need to combo well to be able to play those games. One reason why I don't (I'm trying Skullgirls at the moment, though I find it super-frustrating whenever playing someone who can do those half-minute combos)
See, it's basic stuff like this that isn't really mentioned in actual fighting games at all.
That's because its terms coined by the community.
I trying to disagree with him, left out the "no".If they're killing you by punishing your moves, you're the better tactician?
Yeah, I have been defeated by players who just punish unsafe moves and/or SS, launch me all day in Tekken.
Anecdotal, but I've been meaning to upload a Lau mirror from a few weeks ago. I dropped all but one of my combos, my opponent was on point doing wall combos pretty consistently. But I won, because I was reading him like a book. Across four rounds, I escaped eight throws. Felt real good.A great tactician with average combo skills will lose in those games to a mediocre tactician with great combo skills.
You really do need to combo well to be able to play those games. One reason why I don't (I'm trying Skullgirls at the moment, though I find it super-frustrating whenever playing someone who can do those half-minute combos)
A great tactician with average combo skills will lose in those games to a mediocre tactician with great combo skills.
You really do need to combo well to be able to play those games. One reason why I don't (I'm trying Skullgirls at the moment, though I find it super-frustrating whenever playing someone who can do those half-minute combos)
A great tactician with average combo skills will lose in those games to a mediocre tactician with great combo skills.
That's because its terms coined by the community.
Except that you don't need to if you are dedicated enough, how in the world do you think people figure out a new game?But when that terminology is used long enough I think it should appear in the game. And it apparently doesn't occur as "common sense" to people who are totally new to fighting games. I just think having to seek any kind of outside help just to take your first step into a competitive video game is a barrier that puts a lot of people off.
Except that you don't need to if you are dedicated enough, how in the world do you think people figure out a new game?
Anecdotal, but I've been meaning to upload a Lau mirror from a few weeks ago. I dropped all but one of my combos, my opponent was on point doing wall combos pretty consistently. But I won, because I was reading him like a book. Across four rounds, I escaped eight throws. Felt real good.
The odds of that happening at anything but the bottom level of play is slim. I don't care how good your reads are; if you're only doing a maximum of, like 700 damage a hit you're going to lose to someone doing at least 2k. You have to out-read them, like, six or seven hits to one.Nah. I've beaten combo monsters in BB just with the basics and mix-ups. A person who can do combos but plays recklessly, gets wrecked.
Everyone whining in here should be watching Noah, 10 years old, playing Marvel 3 at Evo. Too complex for them, just fine for a kid?
The odds of that happening at anything but the bottom level of play is slim. I don't care how good your reads are; if you're only doing a maximum of, like 700 damage a hit you're going to lose to someone doing at least 2k. You have to out-read them, like, six or seven hits to one.
Get em while they're young. That's how I got started. I think adapting is more of a challenge for older people. It may also be the reason why I'm not interested in re learning SC or learning Tekken after all this time, even though I go out and play a lot of gems and take the time to learn those.Everyone whining in here should be watching Noah, 10 years old, playing Marvel 3 at Evo. Too complex for them, just fine for a kid?
Man buy the games you like and play with your friends. A lot of beasts don't even frequent online play. They just play amongst each other. People with low ranks and status hop on line and demolish players who's been building points for months/years.I had a lot more time to devote to videogames when I had no responsibilities whatsoever, too.
The last 20 years have seen a steady accumulation of mechanics and swelling of cast sizes, but I don't think that those changes have yielded net improvements to the genre. What they have done is give us games that carry ever-increasing time requirements. Fighting games are my favorite genre, but I'm probably not going to bother with them next gen because they're just too much of a timesink now.
I don't think it really takes that much more time to learn how to play BlazBlue or whatever compared to, say, Darkstalkers. Fighting games might seem like they're getting more complicated because the internet exists and weird exploits and engine-specific glitches are brought to public attention faster than ever before.
Generally I dislike it when people assume less buttons = dumbed down, and some even see it as a modern trend. Jojo came out in the 90's and it wasn't the first three/four button game!
Hell, people complain that SNK games only have 4 buttons!
I had a lot more time to devote to videogames when I had no responsibilities whatsoever, too.
The last 20 years have seen a steady accumulation of mechanics and swelling of cast sizes, but I don't think that those changes have yielded net improvements to the genre. What they have done is give us games that carry ever-increasing time requirements. Fighting games are my favorite genre, but I'm probably not going to bother with them next gen because they're just too much of a timesink now.
People are in here whining about qcf and srk motions and fundamentals. They've had 20 years to learn them. Noah has been alive less time than they've been unable to do them.
I had a lot more time to devote to videogames when I had no responsibilities whatsoever, too.
The last 20 years have seen a steady accumulation of mechanics and swelling of cast sizes, but I don't think that those changes have yielded net improvements to the genre. What they have done is give us games that carry ever-increasing time requirements. Fighting games are my favorite genre, but I'm probably not going to bother with them next gen because they're just too much of a timesink now.
I would argue that this isn't true. SF4 is no more of a time sink to learn than SSF2T was, and that came out almost 20 years ago.
I know someone, who is also a poster here on gaf, who doesn't enjoy fighting games because he is bad at them, but he also refuses to put in the time to learn them. Is that the games fault? The fighting game genre is my favorite genre. But when I was first learning SF4 vanilla, I was awful at it. But I ENJOYED being bad and learning to get better. That process of learning new mechanics and match ups and finding the character that fit me best is part of the fighting game experience.
If someone doesn't like that process, and complains about the genre being "too obtuse", then the genre (or maybe just 2D fighters) are probably not for you.
Can I just say, I find this topic really interesting, so thanks all for the discussion! I was actually thinking of making a topic on a similar subject but this has just about covered it.
I want to get good at fighting games but I've never really been able to get to grips with the combo system in games like Street Fighter 4. I want to love the games but until I get the timing/rhythm down I don't think I'll be able to. I'm starting to watch YouTube videos to help, we'll see how effective that is. One move's fine, it's when we're chaining moves together that I lose it completely. My main problem is definitely that I never put enough time into them. A more extensive training mode might help to make things more interesting but really there's enough in these games for me to get by.
With that said I don't think any amount of time could get me to play UMvC3 to an acceptable standard, heh.
Totally disagree...there's so much more they can put in these games that can help people improve.
I don't think the games themselves are that obtuse, but the developers who make them kinda are. They don't have to tell you the optimized combos, but they can do a hell of a lot better of a job of "teaching a man to fish" so to speak.
Just as one example, links in SF4. You go into trials, they put some combo notation up there, the first 3 moves are easy to combo, then you get something like Ryu's c.mp, c.mp link. Well, that second c.mp is not coming out. If you're new, you have to sit there for an hour figuring out the timing for this, probably going through a good 10 minutes where you think it's impossible and that the developers fucked up the game somehow lol. They could've put some explanation of the timing in there. The performance of it in a match can still be a challenge even if you know how to do it. It can still be dropped in high pressure situations. But at least it'll be 100% your fault if the game told you what to do.
It can also explain stuff like Reversals and Counter-hit better. Casuals can easily understand what a counter hit is, but they probably don't understand that different kinds of combos are possible after counter hits that aren't normally available. Just any higher concept that's in the game, explain it. Explain what stuff means! Offer some tips on how to use things-- MVC3 has snap backs. On the surface, it seems obvious, snap in the harder character to beat. But the casual player might wonder what the hell the point is. Tell them it allows them to snap in a harder character and that incoming characters are vulnerable to mix ups. And explain what a mix up is--it's only the most important tool in UMVC3.
Aside from that, these games could go crazy with statistics showing you what you do and don't do. Like "oh, I'm really good at breaking throws, but apparently I never use push-blocking"--stats can tell you stuff like that.
VF4:Evolution's training mode was a good step towards this, but since then, nothing has beaten it. Injustice is nice in that it gives you frame data, but it doesn't even explain how to use that data!
Just lots of little things. They are just lazy to implement these kinds of things.
Holy shit :lol My favorite post in this thread.People are in here whining about qcf and srk motions and fundamentals. They've had 20 years to learn them. Noah has been alive less time than they've been unable to do them.
I had a lot more time to devote to videogames when I had no responsibilities whatsoever, too.
The last 20 years have seen a steady accumulation of mechanics and swelling of cast sizes, but I don't think that those changes have yielded net improvements to the genre. What they have done is give us games that carry ever-increasing time requirements. Fighting games are my favorite genre, but I'm probably not going to bother with them next gen because they're just too much of a timesink now.
I had a lot more time to devote to videogames when I had no responsibilities whatsoever, too.
The last 20 years have seen a steady accumulation of mechanics and swelling of cast sizes, but I don't think that those changes have yielded net improvements to the genre. What they have done is give us games that carry ever-increasing time requirements. Fighting games are my favorite genre, but I'm probably not going to bother with them next gen because they're just too much of a timesink now.
problem here is that you think SFIV has a tutorial mode and it doesn't. Trials (or challenges) =/= tutorials
should it have a tutorial for new players? yes.
should the game explain the system mechanics? yes.
The trials in SFIV are purely there to challenge the player and also to show you the nuances of the system and character mechanics. Or maybe "challenge you to figure out the mechanics" since the trials are much more of a puzzle than anything else.
No, it's the problem with Capcom.And that's the problem with the genre
Thanks for the hints, my man! Yeah, it's really a time issue. I work during the day and don't play games every day but half an hour to an hour might be manageable if I pick one character and stick with them. I'm gonna pick up Super Street Fighter IV Arcade Edition because I've not played any of the post-OG SF4 releases, give that a whirl. Not sure if there's a topic for "fighting game rookies" where people can trade beginner's tips and so forth (may make one if not, or just post in an official fighting game topic if everyone's cool with that!) but that's good advice you've given me right there.For your time issue, depending on your schedule, see if you can devote 30min to an hour to practice the fighter you want to play. Before you even worry about links, know the single moves (normals, specials, supers, etc) inside out (their reach, their speed), and get to know the systems of the game.
With links and comboing, if you're having trouble performing them, don't hesitate to reach out to fan-made guides or other players. Combos that you do know, practice them with still and cpu dummies. Maybe challenge yourself with things like performing the combos with your eyes closed, going off audio cues (this should definitely come after you confidently can perform a combo on command).
Most importantly though, have fun.
Thanks for the hints, my man! I'm gonna pick up Super Street Fighter IV Arcade Edition because I've not played any of the post-OG SF4 releases, give that a whirl. Not sure if there's a topic for "fighting game rookies" where people can trade beginner's tips and so forth (may make one if not, or just post in an official fighting game topic if everyone's cool with that!) but that's good advice you've given me right there.
I would argue that this isn't true. SF4 is no more of a time sink to learn than SSF2T was, and that came out almost 20 years ago.
I know someone, who is also a poster here on gaf, who doesn't enjoy fighting games because he is bad at them, but he also refuses to put in the time to learn them. Is that the games fault? The fighting game genre is my favorite genre. But when I was first learning SF4 vanilla, I was awful at it. But I ENJOYED being bad and learning to get better. That process of learning new mechanics and match ups and finding the character that fit me best is part of the fighting game experience.
If someone doesn't like that process, and complains about the genre being "too obtuse", then the genre (or maybe just 2D fighters) are probably not for you.
If Taylor hicks plays them they can't be that obtuse