I got an announcement coming tonight!
Announcement of an announcement!
Edit: Here it be -
https://twitter.com/TheKeits/status/420062900703621121
Nice lineup of games. I enjoyed the UMvC3 character auction tournament tremendously last year, nice to see there's going to be a UMvC3 alternate tournament (for lack of a better word).
To what extent do you guys think execution should matter in a fighting game? I prefer strategy over masturbatory combos myself, but I still think execution is important. What's the right level of execution requirements in a fighter? Very broad question, I know.
One thing I like about at least a moderate execution barrier is that it really plays into clutch, tense moments--when the adrenaline is flowing and everything is on the line, who can keep his or her head cool, stay in full control, and react fast to execute something tight? That's a big deal to me, and as much I value strategy and non-execution stuff in fighters, it's not complete without elements like the discipline, presence of mind, and risk/reward that are inherent in difficult combos/actions.
I guess SF4 feels alright in terms of execution requirements--there's advanced, precise stuff, but it isn't over the top and a little bit goes a long way.
I have mixed feelings on this. On the one hand, I play ST, which is a HIGH damage game. A single touch by someone usually leads to HUGE damage. However, it's not difficult to get touches and follow up or come back in that game.
In SF4, I get frustrated when I get touched (say, by Sakura) and then it's one frame link
city.
That's the odd part, in SF4, I'm not in a bad situation when I get touched like that, really. Yeah, there's a part of the game where it's a one player game, but damage scaling and ultra meter are built, giving me a better shot to come back then when I play ST, and yet, I feel like I'm playing the game the wrong way because I'm not hitting the execution barrier that is the norm.
This doesn't mean that I think the execution barrier is too high, it's just the way that optimization has progressed given the constraints of the engine.
Compare this to ST, where the constraints of the engine (namely, lack of an extensive juggle system and ubiquitous one frame links) have determined that optimization occurs in a very different way.
I agree completely with Sirlin's analysis of SF4 in that those who master links will be kings of the game, but I don't agree that the execution barrier should be removed entirely. It's a delicate thing to balance; if someone is that adept at executing, then there's no reason that they shouldn't be rewarded adequately.
However, it's the "adequately" part that's the problem; that's an extremely subjective thing and tuning it for a wide audience (or even the narrow audience of the FGC) is extremely difficult.
Man, I don't know how you guys can claim that nothing happened.
Floe is the freaking Boshy.
This, and I was thinking also (it's a little too late):
FGW | US Arcades, not so super.
I'm not sure if it's just for Ryu or if it's a system wide thing, but pretty sure I heard Valle or someone mention it.
That particular fix is Ryu-specific.