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So Capcom released an Early Access game, priced like a full one

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IMO training mode in fighting game really don't matter even if they teach you all the nitty gritty you will still crumble in front of an experienced player. Cause he/she has more fundamental knowledge, know how to play under pressure, knows spacing etc. Fighting game is a 1 on 1 thing. If you lost then you lost because of you. Just gotta keep playing to get better. You will not go through even the most detailed training and have a 50% win ratio without experience. If you are not willing to put in the time and learn they this genre is not for you. It's a very competitive genre and if you can't handle the pressure of losing and learn from your mistake then seek another genre. I am not trying to be harsh but it's the truth sorry.

Yeah. But don't you agree that knowing the mechanics and effects of special moves helps? Like, a player that only knows the basic movement and punch/kicks/block would be at a disadvantage (regardless of skill) than a player that knows that stuff AND special moves. And that player would be at a disadvantage compared to one that knows all that AND V-trigger/skills/the difference between Crush and normal Counters.

It's just the game just leaves you knowing none of the actual stuff. And yeah, a tutorial doesn't mean you'll be beasting on Daigo or perfecting Justin Wong or even winning any match against the random people online, but it does open the door for you to get better because it gives you the tools, it says a hammer hits nails, a screw driver drives screws, heres some 2x4s build something. Whereas right now it throws these things in your face and tells you to look online for what they do and if you don't like it then fuck off to IKEA.
 
Nobody is asking for a tutorial that teaches every single mechanic and sends players immediately to the top of Evo. They are asking for a tutorial to help players grasp the basics.

Your driving instructor can tell you how to drive theoretically but you will have to actually drive regularly to get good at it. Same thing here. Winning and out thinking your opponent comes to you with time and practice. No tutorial will make you a good player if you don't keep playing and get better on your own. Just like driving, the more you drive the more confidence you build and a better driver you will become.
 
Your driving instructor an tell you how to drive theoretically but you will have to actually drive regularly to get good at it. Same thing here. Winning and out thinking your opponent comes to with time and practice. No tutorial will make you a good player if you don't keep playing and get better on your own. Just like driving, the more you drive the more confidence you build and a better driver you will become.

The driving instructor will tell you what the pedals do instead of just telling you to step on them.

NO ONE IS ASKING FOR A TUTORIAL ON HOW TO BE PRO FGC!
 
Your driving instructor an tell you how to drive theoretically but you will have to actually drive regularly to get good at it. Same thing here. Winning and out thinking your opponent comes to with time and practice. No tutorial will make you a good player if you don't keep playing and get better on your own. Just like driving, the more you drive the more confidence you build and a better driver you will become.

Again, teaching the basics isn't just to teach them to immediately become a good player. There is not going to be a tutorial designed to make people into pros. Its to establish the basics so they have a point to work with.

Please stop saying I want a tutorial to turn people into pros, because I don't want that or believe its even possible.

If you don't know anything about driving cars, being told a bit before hand still makes the concept more approachable and gives you a way to develop further when you start driving.
 
Your driving instructor an tell you how to drive theoretically but you will have to actually drive regularly to get good at it. Same thing here. Winning and out thinking your opponent comes to with time and practice. No tutorial will make you a good player if you don't keep playing and get better on your own. Just like driving, the more you drive the more confidence you build and a better driver you will become.

Street fighter 5 is like a driving instructor that doesn't tell you what the gas/brakes do. Or what anything else does for that matter
 
IMO training mode in fighting game really don't matter even if they teach you all the nitty gritty you will still crumble in front of an experienced player.

No one is suggesting that any fighting game tutorial should teach beginner players all of the advanced tactics and strategies to compete at a hey level. That'd be a terrible idea, chiefly because new players wouldn't even know what to do with that info. What people want is a tutorial that teaches new players enough to get them to be able to compete AT ALL. Knowing what the buttons and moves do is the bare minimum for being able to compete in Street Fighter, and the SFV tutorial doesn't do a good job teaching that information to brand new players.
 
Yeah. But don't you agree that knowing the mechanics and effects of special moves helps? Like, a player that only knows the basic movement and punch/kicks/block would be at a disadvantage (regardless of skill) than a player that knows that stuff AND special moves. And that player would be at a disadvantage compared to one that knows all that AND V-trigger/skills/the difference between Crush and normal Counters.

It's just the game just leaves you knowing none of the actual stuff. And yeah, a tutorial doesn't mean you'll be beasting on Daigo or perfecting Justin Wong or even winning any match against the random people online, but it does open the door for you to get better because it gives you the tools, it says a hammer hits nails, a screw driver drives screws, heres some 2x4s build something. Whereas right now it throws these things in your face and tells you to look online for what they do and if you don't like it then fuck off to IKEA.

there are too many mechanics that you're really better off going off youtube and forums. If you're truly willing to learn and master the game you'll utilize different resources. I remember playing street fighter 2 tekken 1 2 3 4 5 with no tutorial. you'll be fine.
 
FGC Tutorial: Punch, Kick, it's all in the mind.

What? You expect to know what a Crush Counter is and why it's different from a Counter? You want to know what a characters V-Skill does? You want to know what a V-Reversal even is? Buy the guide or youtube xxPro_Evo_FGCxx.

there are too many mechanics that you're really better off going off youtube and forums. If you're truly willing to learn and master the game you'll utilize different resources. I remember playing street fighter 2 tekken 1 2 3 4 5 with no tutorial. you'll be fine.

No there aren't. If Guilty Gear Xrd and PErsona 4 Arena can succinctly explain all their mechanics and status effects and teach you some basic combos (granted, P4 does have some weird auto combo easy mode shit) then I'm sure SFV could explain it's big new mechanic like how SFIV explained what Focus Attacks were and how to FADC.
 
Any Tutorial they put in would be outdated in a week or so anyways. The games metagame and techniques will change quickly as the game is explored by the community. The mechanics like footsies and player tendencies are difficult to teach in a tutorial.

The league system they implemented if it works properly may allow new people to get some wins but other than that if you want to play the game online prepare to lose and blame no one but yourself this isn't a team game.
I think basic idea of footsies could be taught and predicting/looking out for things in your opponent too. But Capcom really is relying on others to carry this weight...
 
Oh please no one told me how to do what back in the 90s when I played SF2. I just learned from talking and playing with others at the arcade. We found out things on our own. Now with the age of internet that stuff is even easy. Just by typing on youtube I bet i can find a great training fundamental video on youtube. If we did it back in the old days you can do it now easy. Fine I will help you guys out Hold on I will create a thread with videos on fundamentals of SFV. Atleast it's fair that way. I got lot of tips and learned from watching better players back in the day. It's only fair i try to help new generation of people.
 
there are too many mechanics that you're really better off going off youtube and forums.

There's WAY more mechanics in GGXrd and it has a great tutorial. Why should SF players have to use outside info when other players of more complicated games can get a proper tutorial.

Oh please no one told me how to do what back in the 90s when I played SF2. I just learned from talking and playing with others at the arcade. We found out things on our own. Now with the age of internet that stuff is even easy. Just by typing on youtube I bet i can find a great training fundamental video on youtube. If we did it back in the old days you can do it now easy.

This is an awful argument. "It's how it's always been, therefore it's how it always should be". Game franchises shouldn't be chained down to the past like that. Again, if Guilty Gear can have a stellar tutorial, there's no reason that Street Fighter shouldn't, especially when Vanilla SFIV had a much better one than the one in SFV.
 
When did dark Souls get thrown in the mix? Dark Souls is Dark Souls. Street Fighter V is a fighting game with an aim to bring in more players. The only reason it was released in this state is cause they felt forced to get it into people's hands asap. All that stuff that's coming should have been in already that's why it's being made available for free when it's done. Whether or not you personally need or care for those things is besides the point. It's an unfinished game being sold for full price and people not only have the right to complain they should because it's simply a bad way to launch such a beloved title.

why does every game have to be for everyone?

Not saying that's not Capcom's longterm goal w/ SFV (I think it is...or else the game might be even more barebones lol).

But something that seems to drive some of the hate against the game is that the initial focus isn't on the "casual" or common man base. There is this sentiment that the game should have been delayed because the lack of single player modes (which isn't super unfounded...as I think the game could use some extra time in the oven..at least a month) and that the Capcom Pro Tour and Evo don't matter (it does btw. At the very least Capcom already put money into it...you can't just back out and missing Evo...is a missed advertisement chance. Also can't just reschedule as shit is locked in waaaay in advanced.) because the common man matters more. Why? Why can't Joe Gamer, research the game, realize that it isn't for him yet (or ever) and wait (or move on), while Sally Fightergamer get the game she wants ASAP and enjoys it (barring server poops). Some of this really seems like sour grapes that the game doesn't appeal directly to that base and instead focuses on one that many aren't exactly apart of. Not saying everyone is this way but idk.

but my question is, why does every game have to reach this mass appeal? I see it all the time now. "oh they need to bring in the casual base because reasons"....or "this thing needs to appeal to the west". Why can't thing just appeal to a super hardcore base for a change with the stragglers just being those interested? Again not just talking about SFV in this case as I see that Capcom does care about the "casual" base too, just not right now .....and that seems to be people's main issue.
 
Oh please no one told me how to do what back in the 90s when I played SF2. I just learned from talking and playing with others at the arcade. We found out things on our own. Now with the age of internet that stuff is even easy. Just by typing on youtube I bet i can find a great training fundamental video on youtube. If we did it back in the old days you can do it now easy.

Capcom doesn't need anyone defending them. They need criticism, or else crap like this will become the norm. It's unacceptable for a major release to be this lazy.

The idea behind SF4 was accessibility. It was meant to bring back old fans of SF2 and keep new ones engaged.

Now SFV is for the hardest of the core.

It's going to bite them in the rear, hard.
 
Oh please no one told me how to do what back in the 90s when I played SF2. I just learned from talking and playing with others at the arcade. We found out things on our own. Now with the age of internet that stuff is even easy. Just by typing on youtube I bet i can find a great training fundamental video on youtube. If we did it back in the old days you can do it now easy.

Yes. it's now over 25 years later. That shit should be in the games. Just because it was shit in the past doesn't mean it should be shit now.

This is the same argument FGC people were using against Arcade mode. They said how it was always shit so changing it was good! Why is it good to cut a mode that was a decent way to pick up a character without getting wrecked online but not good to add a mode that helps expand the audience for a fighting game that needs it. Ono had to fight for SFV. You'd think him and Capcom would want the game to be able to teach new people the basics so they will then try to get better and stick with the game and buy DLC. Especially with the state Capcom are in.
 
IMO training mode in fighting game really don't matter even if they teach you all the nitty gritty you will still crumble in front of an experienced player. Cause he/she has more fundamental knowledge, know how to play under pressure, knows spacing etc. Fighting game is a 1 on 1 thing. If you lost then you lost because of you. Just gotta keep playing to get better. You can go through even the most detailed training and will not have* a 50% win ratio without experience. If you are not willing to put in the time and learn they this genre is not for you. It's a very competitive genre and if you can't handle the pressure of losing and learn from your mistake then seek another genre. I am not trying to be harsh but it's the truth sorry.It's a battle of wit and reaction. Out thinking your opponent under pressure and quickly. And that comes with time. So if you want to get good in one day sorry but that's not gonna happen and you are wasting your time.

Blah blah blah. Not having a training/tutorial that at least teaches you a good handful of basic combos fucking sucks.

Vanilla SF4 had a great tutorial for each character to help you learn basic combos, even medium combos. Links, etc. Marvel had the same quality tutorial. There's no reason why we should be looking at less features on a product produced damn near a decade later. It's not about whether or not it'll make you an internet star and evo ready; it's about feeling competent and feeling like you have some ideas as to what you can do. Having a few things you can practice and execute right off the bat.

Oh please no one told me how to do what back in the 90s when I played SF2.

Now this is some silly shit. Back in the 90s, SF didn't really have more than 2 or 3-hit combos to learn at all and they were all very straight forward. Arcade machines had all the abilities printed on the cabinet. In 2016? Multi-hit combos are a staple with all kinds of cancels and triggers and shit to add to the complexity. Comparing the eras is extremely disingenuous.
 
Blah blah blah. Not having a training/tutorial that at least teaches you a good handful of basic combos fucking sucks.

Vanilla SF4 had a great tutorial for each character to help you learn basic combos, even medium combos. Links, etc. Marvel had the same quality tutorial. There's no reason why we should be looking at less features on a product produced damn near a decade later. It's not about whether or not it'll make you an internet star and evo ready; it's about feeling competent and feeling like you have some ideas as to what you can do. Having a few things you can practice and execute right off the bat.

Those tutorials sucked.

At least they're providing character specific trials in March for this game.
 
Oh please no one told me how to do what back in the 90s when I played SF2. I just learned from talking and playing with others at the arcade. We found out things on our own. Now with the age of internet that stuff is even easy. Just by typing on youtube I bet i can find a great training fundamental video on youtube. If we did it back in the old days you can do it now easy. Fine I will help you guys out Hold on I will create a thread with videos on fundamentals of SFV. Atleast it's fair that way. I got lot of tips and learned from watching better players back in the day. It's only fair i try to help new generation of people.

It ain't the 90's anymore man. Very few games can get away without a tutorial or some built in way to teach new players the basics. Using Youtube as a crutch is ridiculous.
 
I don't get you people.
I'm with you on the poor online infrastructure but who cares about story mode? It's a fighting game. If tou like the lore so much just read about it on internet.
 
I'm not trying to defend the lack of a tutorial, it is nice for casual players. But the internet really is easy and accessible to learn these things. Now regarding a ton of content that isn't even out yet on the game is a whole other story....This was risky for them to release it when its not finished for the tournaments. They really should have just delayed it or allow early access for $30 and pay the other $30 for the full game.
 
Trials (and more tutorials) are coming next month. But if they are like SFIV's...then they are actually not all that useful IIRC. Fun to do...but again the best information still will come outside the game.

I don't think people really grasp how much work goes into even becoming mediocre and not getting assblasted all day.
 
Those tutorials sucked.

Those tutorials didn't suck. They allowed people an opportunity to understand some basic things you can do and evaluate whether or not you like a character at all. It gave you some tools and a starting point. They were for damn sure better than nothing.

Now what do we do?
 
Capcom doesn't need anyone defending them. They need criticism, or else crap like this will become the norm. It's unacceptable for a major release to be this lazy.

The idea behind SF4 was accessibility. It was meant to bring back old fans of SF2 and keep new ones engaged.

Now SFV is for the hardest of the core.

It's going to bite them in the rear, hard.

I actually think SF5 is more accessibility than SF4 so far. For example, imo the FADC was needlessly complicated and I felt like i was learning a system more than the actual fighting mechanics of the game. Sure, SF5 is definitely deep as well, but it seems like it doesn't have anything as unaccessible or shall I say, harder to get a competent grasp on as the FADC so far.
 
Don't agree. Server was up today and I had so much fun. My SF friend beat me 20-5 because I'm not on his level yet and the online is enough to last me until March, tbh. Story was short and sweet but I'm happy with my product overall. I agree the tutorial is very lazy though.
 
Those tutorials didn't suck. They allowed people an opportunity to understand some basic things you can do and evaluate whether or not you like a character at all. It gave you some tools.

Now what do we do?
the sfiv trials were not tutorials and absolutely did suck

"here's when you should use this move, here's what you do when it hits, here's what you do when its blocked"
^ thats a tutorial, that was done THIRTEEN years ago

completely unacceptable that now people think

cr strong >> cr strong
is a tutorial
 
The Games as a Service model is basically very much early access/free to play oriented.
Well.

Either customers deny this reality and have every right to complain about the anemic content for a full price release.

Or customers accept this reality and have every right to complain about an early access/F2P game being 60€.
 
the sfiv trials were not tutorials and absolutely did suck

"here's when you should use this move, here's what you do when it hits, here's what you do when its blocked"
^ thats a tutorial, that was done THIRTEEN years ago

completely unacceptable that now people think

cr strong >> cr strong
is a tutorial
Being reliant on a juggle string or combo string makes you worse. I've seen it! lol. It is essential to learn the best combo string for each character and which hits guarantees another hit... which youtube and forums will answer for you.
 
why does every game have to be for everyone?

Not saying that's not Capcom's longterm goal w/ SFV (I think it is...or else the game might be even more barebones lol).

But something that seems to drive some of the hate against the game is that the initial focus isn't on the "casual" or common man base. There is this sentiment that the game should have been delayed because the lack of single player modes (which isn't super unfounded...as I think the game could use some extra time in the oven..at least a month) and that the Capcom Pro Tour and Evo don't matter (it does btw. At the very least Capcom already put money into it...you can't just back out and missing Evo...is a missed advertisement chance. Also can't just reschedule as shit is locked in waaaay in advanced.) because the common man matters more. Why? Why can't Joe Gamer, research the game, realize that it isn't for him yet (or ever) and wait (or move on), while Sally Fightergamer get the game she wants ASAP and enjoys it (barring server poops). Some of this really seems like sour grapes that the game doesn't appeal directly to that base and instead focuses on one that many aren't exactly apart of. Not saying everyone is this way but idk.

but my question is, why does every game have to reach this mass appeal? I see it all the time now. "oh they need to bring in the casual base because reasons"....or "this thing needs to appeal to the west". Why can't thing just appeal to a super hardcore base for a change with the stragglers just being those interested? Again not just talking about SFV in this case as I see that Capcom does care about the "casual" base too, just not right now .....and that seems to be people's main issue.

I only said aiming for everyone because for someone reason the game is being compared to dark souls which has a very different vision(obviously).
 
Being reliant on a juggle string or combo string makes you worse. I've seen it! lol. It is essential to learn the best combo string for each character and which hits guarantees another hit... which youtube and forums will answer for you.
im not sure if you are agreeing or disagreeing with me.
 
so many newcomers get used to the idea of learning combos. Learning combos will not help you win matches. Learn your character spacing fundamentals, and footsies. Just from strong basic fundamental knowledge and good situational awareness you can win most of your matches. You can practice combos all day but if you don't even know how to open your opponent how are you going to land those combos. Combos are not needed to be successful in FG especially in games like SF or MK.
 
IMO training mode in fighting game really don't matter even if they teach you all the nitty gritty you will still crumble in front of an experienced player. Cause he/she has more fundamental knowledge, know how to play under pressure, knows spacing etc. Fighting game is a 1 on 1 thing. If you lost then you lost because of you. Just gotta keep playing to get better. You can go through even the most detailed training and will not have* a 50% win ratio without experience. If you are not willing to put in the time and learn they this genre is not for you. It's a very competitive genre and if you can't handle the pressure of losing and learn from your mistake then seek another genre. I am not trying to be harsh but it's the truth sorry.It's a battle of wit and reaction. Out thinking your opponent under pressure and quickly. And that comes with time. So if you want to get good in one day sorry but that's not gonna happen and you are wasting your time.

Not a single person is asking for this so its mystifying why people keep responding to an argument that no one has made. There is also a world of difference between losing because you arent good enough yet and losing because you dont know what any of your moves do. It's perfectly acceptable, and expected, for players to lose because they dont know or cant do what the SHOULD do. Its unacceptable for players to lose because they dont know what their character CAN do. As always its mind boggling to see people support ignorance.

I want to word this in the least douchy way possible but I feel like many don't get what makes a great fighting game breathe and grow. Again the tutorial could have been better but beyond a more indepth look into the BASE tools...ehhhhhhh

Players make a great fighting game breathe and grow so why people are so gung ho about refuting making the game more accessible to new players I cannot fathom

there are too many mechanics that you're really better off going off youtube and forums. If you're truly willing to learn and master the game you'll utilize different resources. I remember playing street fighter 2 tekken 1 2 3 4 5 with no tutorial. you'll be fine.

Why? Why is the information magically more digestible via YouTube or a forum post than it would be via well made tutorial? What if *gasp* the game used videos and words to convey its information, why, it would be just like YouTube or a forum post

Oh please no one told me how to do what back in the 90s when I played SF2. I just learned from talking and playing with others at the arcade. We found out things on our own. Now with the age of internet that stuff is even easy. Just by typing on youtube I bet i can find a great training fundamental video on youtube. If we did it back in the old days you can do it now easy. Fine I will help you guys out Hold on I will create a thread with videos on fundamentals of SFV. Atleast it's fair that way. I got lot of tips and learned from watching better players back in the day. It's only fair i try to help new generation of people.

Fuck me, every old argument in the thread is new again. Even the same glib condescension, I hate to break it to you champ but a lot of the people arguing for the inclusion of the tutorials already know how to play the game and have been playing it since the 90's as well. This bizarre luddite attitude is bonkers.
 
completely unacceptable that now people think

cr strong >> cr strong
is a tutorial

SFIV trials were awful. I can't even remember how long I spend looking at the trials that required linking and not having a single clue how to do them. I spent hours thinking I just wasn't cancelling the moves right or something. I'm pretty sure the only linking trials I was able to do before giving up and going online for info were Juri's, because I could cheat with her FSE.

Inexcusable that Capcom never thought to put in a simple text box explaining a core mechanic for the combos in their game.
 
so many newcomers get used to the idea of learning combos. Learning combos will not help you win matches. Learn your character spacing fundamentals, and footsies. Just from strong basic fundamental knowledge and good situational awareness you can win most of your matches. You can practice combos all day but if you don't even know how to open your opponent how are you going to land those combos. Combos are not needed to be successful in FG especially in games like SF or MK.
Sure is a good thing Street Fighter V doesn't make an effort to teach any of those things then!
 
I only said aiming for everyone because for someone reason the game is being compared to dark souls which has a very different vision(obviously).

naw. the Souls games are very similar to fighting games. As are character action games. All of them are mainly about you vs your opponent. Which in Souls games can be a boss or just the world or layout in general. Learning matchups. Learning what is safe. Learning your moveset. When to attack. What type of attack is good or bad. Spacing and all that.

There are a lot of similarities . Something tells me people wouldn't be as into Souls games without that discovery and sharing of said discovery if the game spelled everything out to you. "hey this next boss is weak against this and yu probably want to hang close...and watch out for THIS move" is a a lot different from, get in there are get bodied for a week as you learn how to dodge and when to attack this boss.

Again the tutorial can be a lot better (even just explaining the V system...like at all.) but there is a connection between the Souls games and the fighting genre.
 
the sfiv trials were not tutorials and absolutely did suck

"here's when you should use this move, here's what you do when it hits, here's what you do when its blocked"
^ thats a tutorial, that was done THIRTEEN years ago

completely unacceptable that now people think

cr strong >> cr strong
is a tutorial
sorry but this is just sort of bullshit.

first of all, lay off the hyperbole. "cr strong >> cr strong" is your best example of what the tutorials looked like?

8XaYmhx.jpg


I think it can be fairly said that if "cr strong >> cr strong" is your example, you either never made it past Trail #1 for any character or you expected me to let bullshit fly. Sorry, you're confusing me for a lesser poster.

If you're going to talk to me about something, at least don't be dishonest about it. Whether you found value in the Trials system, others of us did. The repetition found in working through trials provided at least SOME foundation and a starting point for some things you can do with the characters.

Is it the greatest thing ever? Not not really, but it's still better than NOTHING AT ALL. that's the fucking point. you know what sucks? having nothing. It doesn't matter to me at all if you found value in how they approached tutorials/trials in SF4 or Marvel; I most certainly did and I found them extremely valuable when starting out with a new character I'd never played before. Spending a bit of time with the Trials helped me catch on to the timings for certain links, gave several ways to open into combos and a bunch of multi-hit combos to work with.

Suggesting "cr strong >> cr strong" is the definitive example of that training system almost makes me not even want to bother discussing the matter with you.
 
Sure is a good thing Street Fighter V doesn't make an effort to teach any of those things then!

Those things will come form your playing the game lol. Every characters spacing and footsies work differently. These stuff can't be taught it comes from playing and experience.
 
Those things will come form your playing the game lol. Every characters spacing and footsies work differently. These stuff can't be taught it comes from playing and experience.

there should be some base tutorial while the real learning starts outside of it. Casual players are not gonna look up youtube videos or scroll through forum threads unfortunately. It's way too much work and they might not find the information.
 
sorry but this is just sort of bullshit.

first of all, lay off the hyperbole. "cr strong >> cr strong" is your best example of what the tutorials looked like?

8XaYmhx.jpg


If you're going to talk to me about something, at least don't be dishonest about it. Whether you found value in the Trials system, others of us did. The repetition found in working through trials provided at least SOME foundation and a starting point for some things you can do with the characters.

Is it the greatest thing ever? Not not really, but it's still better than NOTHING AT ALL. that's the fucking point. you know what sucks? having nothing. It doesn't matter to me at all if you found value in how they approached tutorials/trials in SF4 or Marvel; I most certainly did and I found them extremely valuable when starting out with a new character I'd never played before. Spending a bit of time with the Trials helped me catch on to the timings for certain links, gave several ways to open into combos and a bunch of multi-hit combos to work with.

Suggesting "cr strong >> cr strong" is the definitive example of that training system almost makes me not even want to bother discussing the matter with you.
lmao adding more links and cancels doesnt make trials better, it actually makes them worse in the case of sfiv because the combos were entirely unoptimized so at the laughable level of telling you what moves link into what or cancel into what they are needlessly complicated. so great job making trials look worse and enjoy sticking your fingers in your ears and getting flustered when called out.
 
Those things will come form your playing the game lol. Every characters spacing and footsies work differently. These stuff can't be taught it comes from playing and experience.

The specifics, arguably so, the general concepts certainly can be taught and explained. The breakdown upthread of learning a fighting game being like Class/Lab/Homework summed this concept up very neatly.
 
You look like you have a KKK avatar btw dude. At least on mobile :/ what is that?

I know its not but it made me do a double take
 
The specifics, arguably so, the general concepts certainly can be taught and explained. The breakdown upthread of learning a fighting game being like Class/Lab/Homework summed this concept up very neatly.

if you want to compete or master a fighting game you do kind of have to study up and learn.

Or you can just have fun and play with friends playing casually. Still, this game is released and is an early stage. Hopefully all your wishes come true for a decent trial/tutorial mode next month.
 
I'm not trying to defend the lack of a tutorial, it is nice for casual players. But the internet really is easy and accessible to learn these things. Now regarding a ton of content that isn't even out yet on the game is a whole other story....This was risky for them to release it when its not finished for the tournaments. They really should have just delayed it or allow early access for $30 and pay the other $30 for the full game.
Early access games are oftentimes more expensive during the EA phase than launch to discourage the casuals.

The SFV business model is nearly identical to EA. They just didn't label it as such.
 
Those things will come form your playing the game lol. Every characters spacing and footsies work differently. These stuff can't be taught it comes from playing and experience.
In Guilty Gear Xrd's tutorial, they actually tell you when a move or maneuver should be used; even though there the characters in that game differ plenty, there are still general concepts that apply to every/almost every character. Learning stuff like that makes learning the game's mechanics through experience much easier.
 
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