Moderator: JC Denton
by icycalm » 22 Apr 2010 22:36
by icycalm » 22 Apr 2010 22:44
DC07 wrote:I'm gonna move away from scores and talk about the accompanying reviews instead. Because that SSFIV one is the laziest 9 I've read in Edge. I don't know why they bothered, it was like something you'd expect from a local paper: a bit of press release mixed in with a few uninspired words from someone who hates their job.
by A.Wrench » 22 May 2010 23:39
by recoil » 15 Jun 2010 22:05
Haunts wrote:I've just received word over Twitter that there was a mention of Super Street Fighter 4 during the CAPCOM slide for the Nintendo 3DS reveal. Wes Phillips, Capcom PR, also confirmed "Street Fighter" is coming to the DS. Nintendo's Press Site also lists a Super Street Fighter 4 3D Edition (name not final) as a third party title for the system. It's coming folks.
Considering Street Fighter 4 was developed for the iPhone, this isn't a huge shock that CAPCOM is making a 3DS port of the game, but the big question is: how will it control? Will it be a somewhat classic control interface or some interaction with the stylus? Will there be 3D elements in game -- perhaps 3D Ultras -- or just a lo-res version of what is already on 360/PS3?
We'll update this post if any new information pops up in the following days!
by faceplant » 21 Dec 2010 23:06
by nothingxs » 29 Dec 2010 10:38
JoshF wrote:DICTATORSHIP OF THE FIREBALL, DESTROY THE RED PARRY MENACE!
I never got this argument. Are people upset that opponents now have options to deal with fireballs instead of falling into the same traps EVERY time? It's not like it's a done deal either, you still have to time it right. I mean, no one complains about the sidestepping in KOF, so why this? Maybe Capcom fans feel they're entitled to a free shot every time.
by icycalm » 29 Dec 2010 14:57
nothingxs wrote:I know I'm really late to this, but I think it deserves an answer.
by JoshF » 29 Dec 2010 22:54
Throw, use a hard to parry EX move, or stop doing predictable pokes like it's SF2. Third Strike isn't perfect; it could have used another update but then again which fighting game could not? I would've liked to see Capcom work on that game instead of dressing up (or is it down?) Street Fighter Zero in 3D minus air blocking, the end result of which is more or less the same Street Fighter we've been playing for fifteen years that is now miles behind some of SNK, Arc System Works, and Examu's efforts.parrying does a lot of things to 3rd Strike that pretty much water it down into a relatively nonsensical, pure guessing game that's rife with parry option selects where your opponent always loses if they press a button.
by SPD » 30 Dec 2010 02:54
by nothingxs » 30 Dec 2010 03:11
SPD wrote:For a detailed explanation (by a top player that has won / placed well in Second Impact and Third Strike tournaments) on why SFIII style parries are detrimental to the game, check Viscant's posts in this thread. If you still don't get it after reading that, then I don't know what to tell you.
by JoshF » 30 Dec 2010 05:08
This is a problem. Capcom fans (and designers) think "we're already there" so where is there to go other than goofy 3D, FMV supers, and roster fanservice? Here's a hint, get out a telescope and look a couple miles up the road to where SNK, Arc System Works, and Examu have been. Yeah, SF3 parrying isn't perfect but going into the time machine wasn't the answer, considering older Street Fighter games still exist. Maybe Blitzkampf-style parrying (possibly with more difficult input) is preferable where there's more oppurtunity to punish, or would that still be guesswork compared to SF2 high-level yomi reversals which are somehow not based on guessing?All of the issues people have with older Street Fighter games and why parrying "fixes" these problems are always ridiculously perplexing, because solutions to these problems were already there.
by SPD » 30 Dec 2010 06:51
JoshF wrote:I'd like to see Viscant take his surgical mastery of Third Strike to KSK's Gamer's Vision. My guess is we'd get repeat of the lol-worthy Wong/Ortiz vs. Kuroda/Hayao.
This is a problem. Capcom fans (and designers) think "we're already there" so where is there to go other than goofy 3D, FMV supers, and roster fanservice? Here's a hint, get out a telescope and look a couple miles up the road to where SNK, Arc System Works, and Examu have been. Yeah, SFIII parrying isn't perfect but going into the time machine wasn't the answer, considering older Street Fighter games still exist. Maybe Blitzkampf-style parrying (possibly with more difficult input) is preferable where there's more oppurtunity to punish, or would that still be guesswork compared to SF2 high-level yomi reversals which are somehow not based on guessing?
by Marble » 30 Dec 2010 08:26
SPD wrote:Why kill many interesting strategies that add variety (and complexity) to the game?
SPD wrote:As for properly done parries, check Accent Core's slashbacks. You need to press two buttons, they have only two active frames (red parry-like timing), cost meter (but give you meter back if you successfully slashback something) and leave you vulnerable for 30 frames. They take much more skill, are much riskier while still give high rewards, and (their most important quality) they don't override other defensive options. So, characters like Potemkin can use them to get around stuff like Eddie's drills, but it's not the catch-all solution it is in the Street Fighter III series.
SPD wrote:Note: we agree in that SFIV (and its sequels) is a terrible game. You just don't have enough knowledge on fighting games to realize WHY it sucks. You bring up meaningless stuff like "roster fanservice" and "FMV supers", as if KOF or Guilty Gear didn't have any of that. SNK's and ArcSys best games also have effective zoning / long range characters
by JoshF » 30 Dec 2010 09:07
Actually you can't do that because I never claimed some move was easy to do, you did. Parrying is real easy to do in a fictional match, you'll never miss. I'm claiming Capcom stupidly and lazily went into the time machine.Dumb fallacy. Look, I can do it too: Viscant can easily rape you at Third Strike, so why should anyone care about your opinion?
So, how about you address any of the points he raises?
All 3 SF3 games have had a rigid top tier. 2 out of the 3 games have been horribly unbalanced almost solely because the #1 & 2 characters can use parry better than all the others.
All of which is worthless to me because I had the intuition after playing it for 15 minutes and realizing I pretty much played it before that I'd have more fun fucking around in KOFXI's training mode. I didn't need to play it for a year (or co opt the info from people who have on SRK) and get into the details to figure that out. You'll find that I'm a scrub at most of the games I don't like.The real problem lies in stuff you don't understand or know about. Six frame long reversal inputs, terrible jumps, crossups that push characters away, autocorrecting specials, crap throws (two buttons, shit range, easily techable, crouch teching option selects, terrible damage), slow walk speed, low damage, extremely high damage scaling, dumbed down characters (much weaker than in previous incarnations, and every new update the game gets lowers more and more the power of most characters), dumbed down inputs (like down forward, down, down-forward for Shoryukens, which allows you to do them from a crouching position), Ultras that reward you for getting hit, stupid combo system, and a large et cetera.
by SPD » 30 Dec 2010 09:13
Marble wrote:While parries may nerf some strategies (like the use of fireballs as zoning tools and catalysts as mentioned extensively), parries also create a bunch of new strategies (more on this below).
Marble wrote:Parries don't override other defensive options [...]
Something else I really like about parries is the way they allow you to get out of chip situations without meter [...]
I genuinely enjoy that the SFIII series has weakened fireballs in exchanged for a faster pace that's more movement oriented, and a more complex close-up system.[...]
But stuff like "goofy 3D" and "FMV supers" do leave SFIV worse off, though. [...]
JoshF wrote:Actually you can't do that because I never claimed some move was easy to do, you did. Parrying is real easy to do in a fictional match, you'll never miss. I'm claiming Capcom stupidly and lazily went into the time machine.
Third Strike's and Second Impact's tier issues have more to do with high-damage and/or too many stocks of certain Super Arts that are easily hit-confirmable, an issue that would still exist even without parrying. That's like saying some characters use jump better if they have a broken combo that starts with a jump-in.
I skimmed the rest, and he's right about a lot of stuff. [...]
All of which is worthless to me because I had the intuition after playing it for 15 minutes and realizing I pretty much played it before that I'd have more fun fucking around in KOFXI's training mode. I didn't need to play it for a year (or co opt the info from people who have on SRK) and get into the details to figure that out. You'll find that I'm a scrub at most of the games I don't like.
by Marble » 30 Dec 2010 11:31
SPD wrote:Parries, more like "nerfing" fireballs, almost completely remove them from the game. Save for a couple supers such as Urien's Aegis Reflector and EX fireballs, projectiles don't have place in 3S as zoning tools.
SPD wrote:You are right in that (at higher levels), getting a parry doesn't equal free damage. That's because top players use mostly really fast, safe pokes that are harder to punish with parry. Still, thanks to the nature of parry and option selects, the parrier will get huge advantages in most situations.
SPD wrote:Most of them. How many times you see someone using a special as an anti-air in 3S? How do people evade projectiles, punish slow moves? Parry is the main option in the vast majority of cases.
SPD wrote:You can avoid that in other SF games too, via invincible moves (and since reversals generally have 1-frame windows, they are pretty damn hard too).
SPD wrote:I don't think Third Strike's close range fighting is more complex than in other Street Fighters. ST's close range game is extremely complex (sweeps being actually good have a lot to do with this) and okizeme is so much more powerful in there.
SPD wrote:Anyways, his main point is that parrying involves MUCH less risk than other defensive options found in fighting games, such as rolling, laying down, using an invincible move, etc. and he's completely right about that.
When you miss a Shoryuken, roll, lay down, parry with whiff animation, you are helpless during the move's recovery, free for punishment. This doesn't happen with SFIII's parries, the window for punishment is minuscule in comparison.
by El Chaos » 31 Dec 2010 19:46
SPD wrote:Marble wrote:But stuff like "goofy 3D" and "FMV supers" do leave SFIV worse off, though. [...]
What I was saying is that "FMV supers" aren't anything new (HSDMs in KOF 2002, Instant Kills in Guilty Gear, or pretty much any long super ever are mostly the same, they last about as long as Ultras), and fanservice rosters are pretty common in KOF (the best KOFs are dream matches, and Guilty Gear X got like three new characters in the whole series).
by nothingxs » 06 Jan 2011 10:35
Marble wrote:Okay, fair enough about the anti-air comment. But isn't it a bit more interesting that the grounded opponent can't just DP every deep jump-in, they have to instead mix it up out of fear of a jump-in parry? Not like that's really a common tactic though, since the grounded person will always have more options.
by Marble » 07 Jan 2011 17:09
nothingxs wrote:And as for avoiding chip damage, the best way to avoid having to take any chip damage that might kill you is to simply never get yourself in the situation that would make chip damage kill you in the first place. I still don't understand how this makes parrying any more interesting.
by SPD » 07 Jan 2011 19:00
Marble wrote:Yep. Cool.
Marble wrote:Not even limited to high level (it's not hard to stick out a low forward after parrying a low forward) - it's not free because the opponent still has options just as I explained. And yeah of course the parrier gets the advantage lol, anything else would be absurd.
Marble wrote:Okay, fair enough about the anti-air comment. [...]
Marble wrote:Well I've given (some of) my reasons, let's hear yours (besides "sweeps").
Marble wrote:I see where you're going with this. [...]
Marble wrote:Of course. But still, as long as you still have life there should be a way out. If you can parry well, there is. [...]
by icycalm » 07 Jan 2011 19:03
by Marble » 08 Jan 2011 04:44
SPD wrote:So, you think that taking away options instead of adding more is a good thing?
SPD wrote:No, it isn't. It just reduces the things you can use as anti-airs. Note that "antiair specials" includes things like projectiles too, and slower normals that are commonly used as antiairs in other games become unsafe in 3S.
SPD wrote:Okizeme is much more powerful (crossups aren't very good in 3S thanks to parry; if you input a parry at the right time during a crossup you either parry or block), projectiles are useful not only as long-range zoning tools but also as close ranged pokes (some of which knock down and allow for knockdown mixups), normals are much better and useful, there's less risk of getting countered since doing a psychic invincible move requires much more commitment than option-select parrying so there's more freedom at that range, throws are much better and set up knockdowns and mixups if teched (no option select throw teching either), positioning being much more relevant than in 3S, among other things.
SPD wrote:Why should you have an easy way out of EVERY situation? That just encourages sloppy play. If you get yourself into a tough spot you should have a tough time getting out of it. Or at least pay a price for it (which is what Guilty Gear does with Bursts and Faultless Defense).
If you are in a situation where you can kill your opponet via chip damage, you outplayed your opponent and put him in a situation where you can kill him that way. There's nothing simple about that. You still have invincible specials and supers to get out anyways.
Besides, having a way to bypass chip damage for free just encourages defensive play.
by icycalm » 08 Jan 2011 15:16
Marble wrote:Since throw's have start up and whiff animation
Marble wrote:Also; any parry option
by nothingxs » 13 Jan 2011 07:04
Marble wrote:[...] hence they have to use a more advanced strategy than just "execute a super and instantly win." So the defender can get out of otherwise unavoidable deaths which forces the attacker to try something more elaborate - this makes the game more interesting for both sides.
