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  • File : 1290923296.png-(34 KB, 640x679, 1256588633898.png)
    34 KB Anonymous 11/28/10(Sun)00:48 No.79806XXX  
    how important should input mechanics be for fighting games? do 1 frame links and weird ass directional inputs make a game more hardcore or do they promote meaningless skill?
    >> Anonymous 11/28/10(Sun)00:57 No.79806XXX
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    no one ever posts in my threads
    >> Anonymous 11/28/10(Sun)00:59 No.79807XXX
    They make it fucking annoying. Especially when the game purposely misunderstands you and says OH NO YOU DIDNT PRESS DOWNRIGHT THAT WAS JUST DOWN SO IT DOES NOTHING.

    Main reason why I don't play fighting games, the fucking shit controls.
    >> Anonymous 11/28/10(Sun)01:00 No.79807XXX
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    >> Anonymous 11/28/10(Sun)01:00 No.79807XXX
    It's just bullshit so tourneyfags can circlejerk about how good their "execution" is.

    And SSF4's shortcuts just make it worse a lot of the time, not to mention the retarded overlapping inputs to begin with.

    I rage so much when I'm playing as Sagat and I'm like "oh dis nigga's gonna jump at me" and I try mashing DP and do some pussy punch or some shit and get kicked in the head i mad
    >> Anonymous 11/28/10(Sun)01:01 No.79807XXX
    Inputs should be different from each character but easy to do, after all, nobody likes fighting against the controller instead the oponent.
    There are "tricky characters" to use but if properly used, they should pay off with damage or combo easiness.

    Still, SF3 is one of my favorite fighting games because inputs are so easy to do, yet the game remains as a meta challenge against the opponent, there's still bait, bluff and combos.

    Now there's KOF95 where inputs are HARD AS FUCK and the AI destroys you because always connects.
    >> Anonymous 11/28/10(Sun)01:01 No.79807XXX
    I always preferred Tekken over SF, not to say that SF doesn't have it's good points. I find it does a good job at recreating a fight and showing the differences between martial arts.
    >> Anonymous 11/28/10(Sun)01:01 No.79807XXX
    It depends really. I think that 1 frame links only serve to hinder things, they don't provide any depth at all. It's strange that Capcom put them into SF4 considering how simplified the rest of the game is.

    I massively prefer the street fighter/guilty gear/Virtua Fighter style of input as opposed to the Tekken style which tends just to be juggles.

    I think SF has done it well, giving a quick and reasonable input that is easy to hard, and hard to chain, but not impossible leading to maximum fun.
    >> Anonymous 11/28/10(Sun)01:03 No.79807XXX
    >>79807156
    >overlapping inputs
    >doing normals instead of the most mashable move in the game
    No son, that's called full blown mashing. You have to at least wait until you finish hurring out the motion before you durr the buttons.
    >> Anonymous 11/28/10(Sun)01:04 No.79807XXX
    You peopel are complainign about street fighters input. Clearly none of you have played killer insinct.
    >> Anonymous 11/28/10(Sun)01:04 No.79807XXX
    >>79807330
    well DP motion is stupid anyway. I can do QCF on reaction just fine but always fuck DP up because I have like a fifth of a second to do it.
    >> Anonymous 11/28/10(Sun)01:04 No.79807XXX
    >>79807230
    *easy to do
    >easy to hard

    WELP I need to sleep.
    >> Anonymous 11/28/10(Sun)01:04 No.79807XXX
    Think guilty gear does it best
    Timing AND Input = steep, steep learning curve
    but once you get over the hills, you'll be proud
    Playing well should mean practice was involved, not just beating a tutorial mode
    >> Anonymous 11/28/10(Sun)01:06 No.79807XXX
    >>79807443
    >>79807443

    Hold the fucking phone.

    I KNOW you're not talking shit about
    JAAAYYYYGOOOOOO!
    COMBOOOOOOOO!
    and of course
    SPINAAAAL!
    >> Anonymous 11/28/10(Sun)01:06 No.79807XXX
    >>79807156
    >He can't DP
    Are you sure you aren't button mashing? Jesus, if you can't even do that, I shudder to think that you have the motor skills to play any fighting game.
    >> Anonymous 11/28/10(Sun)01:06 No.79807XXX
    sf4, i look at a combo, i practice it, but apparently i have to get the framelinks right

    i either practice this shit for hours to get my ass raped online, or i play something where my brain and not my fingers matter
    >> Anonymous 11/28/10(Sun)01:07 No.79807XXX
    >>79807451
    >down downright down

    OH MAN IT'S SO HARD.

    DP is easier once you get used to it. It's bemusing at first, but you've played fighting games before right? It's easier in SF4 than ever.
    >> Anonymous 11/28/10(Sun)01:07 No.79807XXX
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    Longer high damage combos should rely on tighter timing rather then memorization alone. There should be a risk to using high damage combos.
    >> Anonymous 11/28/10(Sun)01:07 No.79807XXX
    If we're just talking about SFIV, I think Rufus is the only character in the game that damn near requires you to learn a one frame link. And it's his only combo, so that's what you're practicing.
    >> Anonymous 11/28/10(Sun)01:07 No.79807XXX
    SF3 had easy inputs and it's regarded as a superb fighting game.
    KOF98 and above, specially 2002, got their inputs easier and the games got progressively better, 2002 being the favorite, even if it's unbalanced as fuck.
    SF4 has HORRENDOUS controls with hard inputs and other blasphemous and annoying shit that makes the game troll tier, with retarded easy and annoying spammable shit like Zangief's lariat and easy as fuck moves, then we got Guile, the guy that never wants to do what you told him to, or Gouken, the overlapping inputs guy.

    Shit should be easy or a little bit more sensitive to the inputs. Stuff like Mortal Kombat perfect frame inputs and timing gets annoying and detriments the match.

    in b4 noob and casual, because fuck you and your shitty controls.
    >> Anonymous 11/28/10(Sun)01:07 No.79807XXX
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    how the fuck does that vance guy do 720s with a controller? I was trying to do 360s on the psp and fucked my hand up
    >> Anonymous 11/28/10(Sun)01:08 No.79807XXX
    >>79807595
    Yes, try hitting the pad with your head, that will work.
    You buffoon.
    >> Anonymous 11/28/10(Sun)01:09 No.79807XXX
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    >>79807745
    >playing fighting games on the psp
    >> Anonymous 11/28/10(Sun)01:10 No.79807XXX
    They serve their purpose, because the inputs are basically languages between you and the character. With that said, Virtua Fighter and KoF went a liiiiiittle bit overboard with them.
    It's OK to have:
    2-button inputs;
    quarter circle moves;
    half circle moves;
    charge moves;
    multiple button presses

    No good ideas:
    Just Frame moves;
    making negative edge the only way to execute specials;
    raging fucking storm;
    720 rotations;
    charge partitions. These really don't add any more depth than what the first set of examples that I wrote, can do.

    Oh and in before >I can't do them, cuz I can. It's still dumb as fuck though.
    >> Anonymous 11/28/10(Sun)01:10 No.79807XXX
    >>79807737
    >that 4th line
    >no mention of Seth, the character that people get raped with after dizzying their opponent because his inputs are so fucked
    >> Anonymous 11/28/10(Sun)01:10 No.79807XXX
    >>79807661
    >down downright down

    dude what

    welp maybe that shortcut is easier but f, d, df is a really stupid motion like most in SF. And it's dumb how specials and ultras overlap so you'll fuck up the ultra if you don't input it fast enough.
    >> Anonymous 11/28/10(Sun)01:10 No.79807XXX
    >>79807737
    Maybe it's just me but KoF98 input were fucking hard hell.
    >> Anonymous 11/28/10(Sun)01:12 No.79808XXX
    >>79807987
    Yeah. You had to have thumbs of steel to play that game effectiveley
    >> Anonymous 11/28/10(Sun)01:12 No.79808XXX
    >>79807766
    No really, you can perform the exactly right combo, but at the wrong speed you will perform other moves or nothing at all.

    It's like a quicktime event, without the prompt, you have to memorize it, and if you get it wrong in anyway you get fucked in the face by a shoto and called a scrub.
    >> !fJOeStaR6E 11/28/10(Sun)01:12 No.79808XXX
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    I like sf/kof/gg motions as opposed to tekken motions. that is all.
    >> Anonymous 11/28/10(Sun)01:13 No.79808XXX
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    Why do people interpret 1-frame links as being purposefully "put" into the game? It's the playtesters and players who find out what links are possible in the first place, the designers aren't looking at every possible combo just from the frame data and saying "let's make this move really hard to combo into from this move" with complete disregard to whether or not that combo is useful.

    Pic somewhat related. Capcom's testers (or not even them but the competitive players experimenting with him) might have been aware that this guy's close LK could link into close HP and had no complaints because the people testing him were already skilled enough with links ('plinking' has been around a lot longer than SF4) to do it consistently. The designers in charge of his frame data might not have known that combo was even possible (maybe they did, but didn't intend it to be a BnB combo).
    >> Anonymous 11/28/10(Sun)01:13 No.79808XXX
    >>79807987
    Not so much, and if they were, they were MILES EASIER than 97 and below.

    I mean, other shit was legendary to pull off.
    >> Anonymous 11/28/10(Sun)01:14 No.79808XXX
    Alright imma ask here. In tekken what the fuck do you press when there is a star symbol?
    >> Anonymous 11/28/10(Sun)01:14 No.79808XXX
    >>79807745
    Whole can of worms.

    People argue and argue about the way he does it but this is the right way:

    He plays on a PS3 controller, generally using the D-Pad. He was multiple ways of doing the 720 (540 actually) but the most awesome way is this.

    He approaches the other player, does a quick move, usually a low short kick, and during this time buffers the first 270* input going from back to up forward, then switches to the analog stick to do a 270 from forward to up-back then PPP.

    He does this incredibly fast, giving the appearance of a walking 720. Sometimes he does it during a forward dash, which is also incredible.
    >> Anonymous 11/28/10(Sun)01:14 No.79808XXX
    >>79808187
    >>79808187
    FINALLY, THANK YOU
    >> Anonymous 11/28/10(Sun)01:16 No.79808XXX
    >>79808187
    bro SF has like 12 moves. It's not complicated at all. Any goober can look at the frame data in a minute and see what combos into what if you know roughly how far away you'll be. The designers sure as fuck know when they're putting a combo in the game.
    >> DemoniK !LShOBAD.Nc 11/28/10(Sun)01:17 No.79808XXX
    >>79808392
    >hurr durr idk wat im talkin about derp
    Cool story bro.
    >> Anonymous 11/28/10(Sun)01:18 No.79808XXX
    >>79806780

    I don't like fighting games because of their control schemes, I suppose in an arcade it's not too bad and back in the SF2/MK/MK2 days the moves weren't that complicated.. but even like Symphony of the Night's magic spells using fighting game like inputs.. all my hate. Makes your thumbs sore and doing <,>,\, v, /,<,> to do a spell in a tense situation just tends to make you fail. Sometimes doing those moves with a disc shaped Dpad or analog stick causes other moves to go off too cause of a lack of precision in the pad.

    The one time I didn't mind doing those inputs I had a 3rd party SNES pad that had like a touch/slide pad dpad instead of the cross or a disk.. worked really nice.... for 2 weeks before the sensors gave out or something and it was permanently going to the right.

    I know it's not a real fighting game but I like the smash bros series because the specials are relatively simple to do. Also Tales of RPG's that have somewhat of a fighting game like combat system, again, specials are easy to do. Not so callus forming on the thumb.
    >> Anonymous 11/28/10(Sun)01:18 No.79808XXX
    >Retarded-ass input combinations
    >Instantly think of Soul Calibur
    >Ivy's throw
    >You know the one.
    >> Anonymous 11/28/10(Sun)01:18 No.79808XXX
    >>79808187
    because they fucking programmed it to make a move have a one frame advantage, dumbass.
    >> Anonymous 11/28/10(Sun)01:19 No.79808XXX
    >>79808187
    The 1frame combos are IN THE TUTORIALS AS BASIC SHIT TO PULL OFF.

    And they're not fun, sadly. SF3 was better overall, and maybe i'm a lazy fucker, but the easy inputs made SF3rd strike my favorite game.

    Also Guilty Gear. They're easy fair enough to input. Now to properly link them, shit son, there are a fuckton of techs and shit.

    I mean, every game with a mentality of "easy to learn, hard to master" is superior always.
    >> DemoniK !LShOBAD.Nc 11/28/10(Sun)01:20 No.79808XXX
    >>79808559
    >he thinks that there are any attacks with 1 frame start up other than Ultra grabs
    >> Anonymous 11/28/10(Sun)01:20 No.79808XXX
    >>79808493
    >ahh dood SF is so deep know one even can comprehend all the comibnations of moves hururududru

    noop. 12 moves + unique moves. It's simple as fuck. They adjust the block stun to create combos. It's not just a coincidence that some moves with huge recovery can somehow combo or be safe because it happens to have a huge block stun.
    >> Anonymous 11/28/10(Sun)01:20 No.79808XXX
    >>79808546
    It's called Summon Suffering, but that one isn't that great an example. All you gotta do is swing your stick twice in circles and it'll execute.
    >> Anonymous 11/28/10(Sun)01:20 No.79808XXX
    >>79808237
    I see what you mean but I don't understand the point of switching to analog stick.
    >> Anonymous 11/28/10(Sun)01:21 No.79808XXX
    >>79808689
    >doesn't know what frame advantage is

    Jesus Christ I assumed tripfags at least know how the game works
    >> Anonymous 11/28/10(Sun)01:21 No.79808XXX
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    >>79807910
    >720s
    >bad

    Someone can't play grapplers.
    >> Anonymous 11/28/10(Sun)01:22 No.79808XXX
    >>79808751
    I think he might do it with his right thumb. Not sure at all though. It's true, there isn't much point, but I think it's personal preference because it's the same input.
    >> Anonymous 11/28/10(Sun)01:22 No.79808XXX
         File1290925359.jpg-(39 KB, 284x300, shocked-woman_~AA039975.jpg)
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    >>79808747
    Does that work?! I don't think I ever managed to get that move to work.
    >> Anonymous 11/28/10(Sun)01:22 No.79808XXX
    >>79808791
    One frame advantage is +1. Nothing combos off +1.
    >> Anonymous 11/28/10(Sun)01:23 No.79808XXX
    >>79808534
    Seriously. I didn't finish the Norcal tournament, did Vangief lose?

    Even so, the guy is amazing. He really lands the 720 when it counts.
    >> DemoniK !LShOBAD.Nc 11/28/10(Sun)01:24 No.79809XXX
    >>79808791
    see
    >>79808913

    You fucking moron.
    >> Anonymous 11/28/10(Sun)01:24 No.79809XXX
    >>79808808
    WEEEEELLLL those 720s you are talking about are Hugo and Q, and those are from Street Fighter 3rd strike i assume, the most forgiving game input around.
    SF4 Zangief has some easy to pull 360s and 720s. Now, in SF2, NOBODY played Zangief because it demanded to be PERFECT.
    >> Anonymous 11/28/10(Sun)01:25 No.79809XXX
    >>79808913
    oh lol my bad

    but still, SF is some bullshit with the inputs
    >> Anonymous 11/28/10(Sun)01:25 No.79809XXX
    >>79806780
    http://www.youtube.com/watch?v=x60Upja4dzg
    Jill can play pain too
    >> DemoniK !LShOBAD.Nc 11/28/10(Sun)01:26 No.79809XXX
    >>79809067
    >tripfag corrects you
    >"HURR DURR TRIPFAGS SO DUMB XD"
    >anon corrects you
    >"oh my bad brah"
    >> !fJOeStaR6E 11/28/10(Sun)01:27 No.79809XXX
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    >>79809155
    art thou mad demonik?
    >> Anonymous 11/28/10(Sun)01:27 No.79809XXX
    >>79809028

    No where in my post stated 3rd Strike inputs nor did the original poster stated what game had hard 720 input (although you're on the ball).
    >> Anonymous 11/28/10(Sun)01:28 No.79809XXX
    >>79809155
    because your other post didn't correct anything. Just showed you didn't know anything. Capcom knows how combos work and they put them in the game, obviously.
    >> Anonymous 11/28/10(Sun)01:28 No.79809XXX
    >>79809155
    morans youre all morans you keep arguing about one frame start up moves when the discussion is about one frame link moves
    >> Anonymous 11/28/10(Sun)01:28 No.79809XXX
    Jesus christ you fags are the reason Brawl is considered a fighting game. Man the fuck up or get out of the genre it's been the same for 20 years and we'd like to keep it that way.
    >> DemoniK !LShOBAD.Nc 11/28/10(Sun)01:30 No.79809XXX
    >>79809304
    >still implying that there are any moves in the game with 1 frame of startup
    >> Anonymous 11/28/10(Sun)01:30 No.79809XXX
    >>79809324
    Oh boy I can't wait to watch Valle and Daigo et. al. playing SF for 20 more years because no one gives a fuck enough to learn these outdated inputs.
    >> Anonymous 11/28/10(Sun)01:31 No.79809XXX
    >>79809324

    >Been the same for 20 years

    nope
    >> Anonymous 11/28/10(Sun)01:31 No.79809XXX
    >>79809452
    that was two different people

    still never explained how this is wrong
    >>79808392
    >> DemoniK !LShOBAD.Nc 11/28/10(Sun)01:32 No.79809XXX
    >>79809569
    Well for starters, there are more than 12 moves, so good job on that.
    >> Anonymous 11/28/10(Sun)01:32 No.79809XXX
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    >>79808546

    you gotta buffer the throw through sidesteps,trust me when you get it you feel bad-ass.

    On the note of mechanics though I hate the dependency on 1-frame links in the SFIV series on top of the fact that reversals are crazy easy on top of the lenient inputs.Also no guard crush so the game on top of being pro turtle and slow as dirt has no drawback for downbacking for almost an entire match
    >> Anonymous 11/28/10(Sun)01:32 No.79809XXX
    >>79809155
    >>79809304

    see
    >>79809321
    >> Anonymous 11/28/10(Sun)01:34 No.79809XXX
         File1290926051.png-(688 B, 17x24, z input.png)
    688 B
    I just have 1 question, can someone please explain to me what the fuck this means?
    >> Anonymous 11/28/10(Sun)01:34 No.79809XXX
    >>79809644
    1-frame link is especially terrible for online play

    Not everybody can play offline most of the time, so that really turns me off of the game.
    >> Anonymous 11/28/10(Sun)01:35 No.79809XXX
    >>79809752

    shoryuken/srk/dp/dragon punch motion

    forward, down, down-forward
    >> Anonymous 11/28/10(Sun)01:35 No.79809XXX
    >>79809752
    Foward, down, downfoward. Also known as a dragonpunch motion or dp.
    >> !fJOeStaR6E 11/28/10(Sun)01:35 No.79809XXX
         File1290926153.jpg-(16 KB, 315x204, jpn-notation.jpg)
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    >>79809752
    6, 2, 3
    >> Anonymous 11/28/10(Sun)01:35 No.79809XXX
    >>79809637
    6 buttons standing and crouching, don't care about specials or unique attacks because they vary. Now explain how the designers of SF wouldn't know that one punch combos into another punch.
    >> DemoniK !LShOBAD.Nc 11/28/10(Sun)01:36 No.79809XXX
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    >>79809793
    >my face when I still hit Rufus' s.lk > s.hp 1f 8 times out of 10 online

    Learn to plink.
    >> Anonymous 11/28/10(Sun)01:36 No.79809XXX
    >>79809752
    It's forward, down, down-forward. Shoryuken motion.

    It's written like a Z because Japanese arcade sticks have square gates. So that's the exact motion you're doing for the move.
    >> Anonymous 11/28/10(Sun)01:36 No.79809XXX
    >>79809324

    Actually, games like Virtual ON, Smash Bros AND Power Stone are legit steps to making a deep fighting game that requires less bullshit inputs.

    I know what you're going to do though. You're going to point and laugh about how I consider Smash Bros to be a next step. It IS. Yes, it's not a deep fighting game, but neither was Street Fighter 1. Heck, the first Virtua Fighter was quite shallow too.

    The point is that these games will pave the wave to the future. Someone's going to take a look at Power Stone/Smah Bros and try and end up making a deeper fighting engine based on those games.
    >> !fJOeStaR6E 11/28/10(Sun)01:37 No.79809XXX
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    >>79809888
    >he thinks people will believe this
    you hit it maybe 3/10 times when i played you
    >> Anonymous 11/28/10(Sun)01:37 No.79809XXX
    >>79809752
    srk motion, dp motion, uppercut motion, forward > down > down-forward motion, wave dashing, etc. etc. Pretty much it's a shoryuken motion and is a staple in many fighting games.
    >> Anonymous 11/28/10(Sun)01:38 No.79810XXX
    >>79809932
    >13 year old games are the future for a 20 year old genre
    Good luck with that
    >> Anonymous 11/28/10(Sun)01:38 No.79810XXX
    >>79809509
    19 years then, once SFII came out every 2D fighting game that came out after that just copied the same formula and added gimmicks.
    >> DemoniK !LShOBAD.Nc 11/28/10(Sun)01:38 No.79810XXX
    >>79809978
    >one match
    >first day i picked up rufus
    >still hitting it that many times on your dumbass

    Stay free, son.
    >> Anonymous 11/28/10(Sun)01:39 No.79810XXX
    >>79809932
    >Yes, it's not a deep fighting game, but neither was Street Fighter 1.
    Which probably explains why SF1 wasn't influential to anything and largely considered a piece of shit.
    >> Anonymous 11/28/10(Sun)01:39 No.79810XXX
    >>79809644
    yeah, and you can buffer reversals while blocking so it's pretty much a free combo breaker since no one but 100 fags on SRK and tourneys can even do the combos. And someone'll say you should stop mid combo to bait the reversal but the odds are way against you. Reversals are low risk high reward in this game.
    >> Anonymous 11/28/10(Sun)01:40 No.79810XXX
    so if smash bros had life bars and super meters and cancels would it be a legitimate fighting game?
    >> VicViper 11/28/10(Sun)01:40 No.79810XXX
    My favorite motion of all time has to be the Raging Storm motion. SO GODLIKE!

    >>79809932
    >implying that kind of stuff could possibly replace the traditional input system of fighting games

    Yeah, that is definitely not happening. I could see depth being applied in that direction, but you're definitely not going to replace the tried and true system based on commands.
    >> Anonymous 11/28/10(Sun)01:40 No.79810XXX
    >>79809793

    oh and you can't forget the fact that you can't 2 in 1 in a combo traditionally unless the last particular normal is linked.

    ie cody's knife cr.lp,cr.lp,standing lp cr lkxxfierce upper has to have the standing lp and cr lk link as opposed to chaining.

    Just little things like that piss me off.
    >> !fJOeStaR6E 11/28/10(Sun)01:40 No.79810XXX
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    >>79810077
    >it was yesterday
    >proud he hit a link 3/10 times
    >> Anonymous 11/28/10(Sun)01:41 No.79810XXX
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    >>79810133
    If you're expecting a reversal, bait it. Start a combo and drop it on purpose and then punish.
    >> Anonymous 11/28/10(Sun)01:41 No.79810XXX
    >>79810121

    No one cared about SF1 because the controls were shit and it played like shit.
    >> Anonymous 11/28/10(Sun)01:41 No.79810XXX
    >>79810180
    what's wrong with having a dedicated special button? blazblue is halfway there already
    >> Anonymous 11/28/10(Sun)01:42 No.79810XXX
    >>79810133
    Not exactly. When you get better it's not really a problem, they get stuffed a lot easier in SSF4, not to mention it comes down to your failure to complete a combo. I realize that you're saying it's easier for him to reversal than it is for you to land the combo, but hey, it's just as easy to get him to fuck up that SRK once, land him straight on his ass, and get him in endless tearjerking mixup.
    >> Anonymous 11/28/10(Sun)01:42 No.79810XXX
    >>79810176

    No, people would still hate on it.
    >> Anonymous 11/28/10(Sun)01:42 No.79810XXX
    >>79810185
    >>79810235
    It's like Zangief's LP-LP-LP MP into Greenhand.

    I can't do that so well so I only hit the LP's then block and watch for Reversal, then it's grabbing time.
    >> Anonymous 11/28/10(Sun)01:43 No.79810XXX
    >>79810133
    >implying ssf4 combos are THAT hard
    >implying there are many true 1f combos in this game with the discovery of plinking
    >implying you shouldn't be punished for dropping your combo
    >implying a mashed srk is low risk

    lol
    >> Anonymous 11/28/10(Sun)01:46 No.79810XXX
    >>79810379
    YOU TRYING DOING ELF'S RSF ONLINE PUNK
    >> Anonymous 11/28/10(Sun)01:47 No.79810XXX
    >>79810185
    That's really the ONE thing making SFIV an annoying game for the average person. Even in SFII you could either do CPS1 chains or kara cancel in CPS2 to trick the game into letting you do specials off chains. Every single other fighting game anyone even knows let's you fucking cancel off of chains, including the entire Alpha series, the entire SFIII series, and the entire CvS series, which has the otherwise most similar combo system.

    It would make competent level play so much more accessible and the standard of online play so much fucking higher if you could just do cr.LK>cr.LP>cr.LK xx Spiral Arrow or Tatsu without having to hit a 2 frame window.
    >> Anonymous 11/28/10(Sun)01:48 No.79810XXX
    >>79808546

    >Can do said throw.
    >Works when just spinning joystick
    >Fuck yea
    >> Anonymous 11/28/10(Sun)01:48 No.79810XXX
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    I'm fine with inputs that derive from the basic hadoken, shoryuken and hurricane kick standards.

    But goddamnit some assholes try their hardest to cross that line. (Vega's ultra commands in SSF4, Hazama's astral command in BBCS, Leona's aerial V super on twitch reaction, ect.)
    >> Anonymous 11/28/10(Sun)01:48 No.79810XXX
    >>79810546
    >implying ssf4, or just about any fighter ever is designed with online in mind

    once again, lol
    >> Anonymous 11/28/10(Sun)01:49 No.79810XXX
    >>79810235
    yeah but if the other guy isn't completely retarded he'll mix in his reversals randomly so you'll get DP'd just as often as you drop a combo for no reason. It's balanced badly IMO.
    >> Anonymous 11/28/10(Sun)01:49 No.79810XXX
    >>79810180
    >Tried and true system

    That's the problem, every developer is too afraid to take the next step because their afraid their game might be considered too radical and won't be in evo or some shit like that. Problem is the fighting genre outside of its established fanbase is seen as stale and dying. You know why people were so excited about 2009~2010 and heralded it as "The Year of the Fighters"? Beats me, we just got a half finished KOF game, more Street Fighter, and a Guilty Gear spinoff. The last two aren't that bad but no real innovation (innovation =/= gimmick) which is killing the genre.
    >> Anonymous 11/28/10(Sun)01:49 No.79810XXX
    >>79810662
    Not an excuse in today's landscape.
    >> Anonymous 11/28/10(Sun)01:50 No.79810XXX
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    >>79810724
    >this is what innovationfags really believe
    Man the FPS genre and entire Wii library must be buried 10' under by now if that makes the fighting genre dying.
    >> Anonymous 11/28/10(Sun)01:51 No.79810XXX
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    >>79810724
    >their
    >> Anonymous 11/28/10(Sun)01:51 No.79810XXX
    >>79810662
    Really, they should think about it if they ever want to get out the niche status.
    >> Anonymous 11/28/10(Sun)01:51 No.79810XXX
    >>79810817
    Thank you for proving my point.
    >> Anonymous 11/28/10(Sun)01:53 No.79810XXX
    >>79810897
    What, that it's not dying?
    It's popular?
    >> Anonymous 11/28/10(Sun)01:53 No.79810XXX
    >>79810724
    Still have high hopes for MvC3 and KoFXIII.
    >> Anonymous 11/28/10(Sun)01:53 No.79811XXX
    >>79810176
    No but if SFV had physics and directional based controls street fighter fags would still cum buckets like a bunch of a fags.
    >> Anonymous 11/28/10(Sun)01:54 No.79811XXX
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    >>79811014
    >> Anonymous 11/28/10(Sun)01:54 No.79811XXX
    >>79806780
    ArcSys games have the best controls.
    >> Anonymous 11/28/10(Sun)01:55 No.79811XXX
    I find performing anything that involves half-circle back -> forward quite satisfying
    I'm even more fond of 720s and 1080s, though.
    >> Anonymous 11/28/10(Sun)01:55 No.79811XXX
    >>79810729
    Sir, are you implying that fighting games, that are based on fast paced mind games, technical knowledge of the game, and above all else, EXECUTION, be made for a mode that can alter the frame rate of said game by about 2-4 frames randomly at any given time? Especially when said game depends heavily on those frames to execute the most basic of combo's? Why, that'd just be silly.

    Anyone who plays ssf4 online for reasons other than learning a matchup, or just having mindless fun, is just silly.
    >> Anonymous 11/28/10(Sun)01:56 No.79811XXX
    What PP do you need to get good matches mostly? I'm around 800 and beat some 2000PP guy today (felt good man) because he actually tried to poke and do combos and stuff I could understand. Most matches are just throwing specials at each other because every time I try a normal attack I get DP'd.

    SSF4 with a special button like SSB would be awesome, haters gonna hate. No overlapping inputs either. Just obvious as fuck, B + down for DP for example.
    >> Anonymous 11/28/10(Sun)01:57 No.79811XXX
    >>79810988
    No you're proving people outside of an established fanbase don't see things in the same perspective.

    There's a whole meta game associate with the FPS genre that you don't know about unless you're a hardcore fan. Hell Pokemon has the most batshit insane metagame I've ever seen, but the majority of people who aren't dedicated players never see the game outside of stale collecting game that gets made every year with new sprites.
    >> GT: tG x Shmity !3a2VJegiaI 11/28/10(Sun)01:57 No.79811XXX
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    360 LOBBY UP

    MESSAGE ME OR EMA

    STAY FREE /v/
    >> VicViper 11/28/10(Sun)01:57 No.79811XXX
    >>79810724
    lol, at this point with all of the new fighters coming out next year, '11 is taking that spot as "Year of the Fighters"

    I mean seriously you have AH3, MvC3, KOF XIII, MK9, that Umineko doujin game or whatever, etc.

    There is no way in hell the market is "dying."

    >>79810176
    Most of the hate is based on the fact that it's completely random, and without items it becomes a kind of strange footsie game (I kind of like it, but I hate when you bring the edge aspect into it).

    I came up with an idea that I think it brilliant though for removing the randomness of items.

    Instead of items being totally random, they should appear when certain conditions are fulfilled (like filling a meter for instance). What these items are and how/where they appear is up to the player to decide, kind of like a Super Art or something.
    >> Anonymous 11/28/10(Sun)01:58 No.79811XXX
    >>79811059
    Admit you'd still suck Capcom's dick if they pulled a Street Fighter Brothers.
    >> Anonymous 11/28/10(Sun)01:58 No.79811XXX
    >>79811176
    >who plays ssf4 online for reasons other than learning a matchup, or just having mindless fun

    Then what the fuck is the meaning of playing SSFIV at all then? Make a living? lol
    >> Anonymous 11/28/10(Sun)01:59 No.79811XXX
    response to "meaningless directional inputs":

    if you're talking about shit like just frames (making basic moves that are IN THE FUCKING MOVELIST require one-frame timing to even come out) or silly inputs like the pretzel motion (1632413) then yes that is completely arbitrary bullshit that developers need to avoid

    if however you mean "2d fighters should have one button specials because you shouldn't have to do directional inputs ever", this would remove not only the ability to have multiple variants of a special move (light/medium/heavy/ex) but the ability to have more than 4 specials per character

    if you have a way to do "direction + button" specials in a 2D fighting game without stripping down its movelist I'd love to know what it is
    >> Anonymous 11/28/10(Sun)02:00 No.79811XXX
    >>79811387
    I can barely stand them as it is.
    >> Anonymous 11/28/10(Sun)02:00 No.79811XXX
    >>79811328
    Then it becomes powerstone and fights turn into "RACE TOWARDS THE ITEMS!" which is what tourneyfags also hate.
    >> Anonymous 11/28/10(Sun)02:01 No.79811XXX
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    >>79811420
    >pretzel motion
    WHAT GAME IS THAT FROM, I NEED TO KNOW SO I CAN MURDER THE DEVS
    >> Anonymous 11/28/10(Sun)02:01 No.79811XXX
    >>79811176
    GGPO already solved that problem from what I hear. It corrects the game for what each console reports. They rarely diverge enough to cause a different outcome, do they? Either way, host advantage for not having a shitty connection is better than both lagging because of a shitty connection.

    and fightan is perfect for online besides that problem. No one wants to go to smelly arcades and pay each match, and hardly anyone plays fightan these days. Also I'm antisocial as fuck.

    And I wish SF would update its online mode. It looks like it was designed 10 years ago. They could use a real matchmaking system with Bayesian networks or something instead.
    >> Anonymous 11/28/10(Sun)02:03 No.79811XXX
    >>79811596

    I think I remember one of Vega's specials in CVS2 having pretzel motion.
    >> VicViper 11/28/10(Sun)02:03 No.79811XXX
    >>79811524
    Actually, what I had in mind was that you could set it so that the item would either appear in your hand and allowing you to continue whatever combo you were doing at that point, you could have it appear at a set location in order to aid a strategy of yours, or you could have it hit the enemy like the projectile at whatever angle you want, allowing for potentially crazy setups.
    >> Anonymous 11/28/10(Sun)02:03 No.79811XXX
    >>79811524
    The only items I like in Brawl are the Dragoon parts, since the competition to get the parts often results in more hilarious kills than the compete set
    >> Anonymous 11/28/10(Sun)02:03 No.79811XXX
    >>79811306
    Yeah man that's a lot of.... sequels...

    Genres should be measured on the amount of new IPs they're bringing in. Fighters got that covered I guess because of all the doujin fighters that come out every year but you could say that about all the smaller fps games that come out on Steam and when you factor in Indie stuff...

    Well considering AAA titles only every genre is doing terribly atm with new content, what's even worse is that everyone is just willing to put up with it.
    >> Anonymous 11/28/10(Sun)02:03 No.79811XXX
    >>79811596
    yeah you can thank SNK for that
    >> VicViper 11/28/10(Sun)02:04 No.79811XXX
    Aw, you people are making me sad. Pretzel motion is awesome. :c

    It's not like it's any worse than HCB, F+whatever.
    >> Rahzzy 11/28/10(Sun)02:05 No.79811XXX
    >>79808546

    >Ivy's throw

    Oh god.
    >> Anonymous 11/28/10(Sun)02:05 No.79811XXX
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    >>79810379

    I don't think it's so much hard as much as it is just silly like the game wants to coddle newer players with lenient inputs and 60% life ultras with absurd hitboxes and startup but then they have 1 frame links necessary at anything above babby level play and even when you do learn them scaling can get crazy. which comes back to this game and it's ultras.

    You can have an awesome match and then the other guy can beat you in 3 moves and reverse perfect you.That doesn't mean the game should be karate champ but stay consistent with your ideas.

    inb4 "lol scrub" I can play the game fine,but that doesn't mean the design should be all over the place

    >>79811420

    Hard inputs are fine,you are typically rewarded with high damage and solid combo options with most of them.

    Especially just frames(Soul series and VF) and crazy pretzel motions (pretty much just kof)

    Even then these moves aren't mandatory for most matchups and can allow you to play the game with a basic if not advanced idea of the mechanics.

    It's not like you have to pretzel to get a reppuken or do just frames to maintain a basic offense
    >> VicViper 11/28/10(Sun)02:06 No.79811XXX
    >>79811887
    >>79808546
    Ok, fuck, now THAT is going too far.
    >> Anonymous 11/28/10(Sun)02:06 No.79811XXX
    >>79811710
    The problem with that is symmetry, you add elements that make the game asymmetrical and suddenly it's shitstorms everywhere. You can't do anything to the stage that would deviate from the main aspect of a fighting game other than the fighting.
    >> Anonymous 11/28/10(Sun)02:07 No.79812XXX
    >>79811415
    I play ssf4 to put knowledge that i've learned to the test, and to help other people learn it. Online straight up shits on that first aspect.

    An example: i'm bison and my opponent has just knocked me down. I know he is going to go for an unsafe meaty, so i prepare to do ex psycho crusher to escape the situation. As bison rises, ALL OF A SUDDEN LAG SPIKE OUT OF NOWHERE happens, and i am left holding forward as my psycho crusher doesn't come out and my opponent gets their 25% combo on me.

    There are other reasons why i prefer offline to online, but lag is the grand daddy of them all. Online SSF4 is basically a different game to me.
    >> Anonymous 11/28/10(Sun)02:07 No.79812XXX
    >>79811176
    I always wonder how badly lag affects my opponent, and if I really deserved to win a match.
    >> Anonymous 11/28/10(Sun)02:07 No.79812XXX
    >>79811834
    pretzel motion is just awkward as fuck, it doesn't even FEEL like a move. only stupider input I can think of is litchi's "all green" (forward, back, down, up. WHEEE.)
    >> Anonymous 11/28/10(Sun)02:08 No.79812XXX
    I was never a fan of this stuff. I've always felt like videogame controls should make it as easy as possible to perform the action you want to perform, and the skill should come down to the when/how you decide to perform those actions. not making it difficult just to get your character to do what you want them to do. yes, it's a skill, but imo a pointless one to require.

    I mean imagine if an FPS had three button presses to reload. one to eject the current magazine, another to pull out the next one, and then a third to put the new one in. like if for some reason doom and quake and a couple other popular old FPS had this mechanic and so it became the standard. everyone would see it as normal and call people who wanted to reload with one button casuals.

    i remember king of fighters 99 (perhaps others, it's the only KoF i have) had a control setting that bound all (or several anyway) of the special moves to the L/R 1/2 buttons (rather than doing a combo) and it was way more fun that way.
    >> Anonymous 11/28/10(Sun)02:09 No.79812XXX
    honestly i think the more important thing is the application of moves and not how hard they are to do

    the only worry is that if you make things too easy to execute, they can be spammable

    the counterbalance to this is to make spammable moves more punishable

    i'm looking at you, jab shoryuken
    >> SirPrize !!RuLzZg5xMYZ 11/28/10(Sun)02:11 No.79812XXX
    >>79811951
    You are alive.
    >> Anonymous 11/28/10(Sun)02:11 No.79812XXX
    >>79811914

    Shermie is in the console version of KoFXIII
    >> VicViper 11/28/10(Sun)02:12 No.79812XXX
    >>79811990
    Well the nature of the mechanic implies that you'll have your stage already chosen to set your item spawns.
    >> Anonymous 11/28/10(Sun)02:12 No.79812XXX
    I do agree that execution commands are bullshit, but I don't think we should get rid of them completely. I like Brawl's directional fighting and physics. What I think would be a good idea is that you have basic attacks like P and then strong like -> + P and then smash like => + P like in Brawl. Then you should add advanced attacks or higher a higher level attack by adding one extra move making sure IT MAKES SENSE. The higher the level of the attack the more commands it requires. This creates a risk reward system that seamlessly introduces new players but allow for the same complex formulas, buffers, cancels, and other things that more advance players can enjoy.
    >> Anonymous 11/28/10(Sun)02:13 No.79812XXX
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    >>79812346
    i wish

    she's only in kofxiii as a spectator in the background :(

    don't tease my dick like that mang :(
    >> Anonymous 11/28/10(Sun)02:13 No.79812XXX
    >>79812434

    I'm serious. Console version.
    >> Anonymous 11/28/10(Sun)02:14 No.79812XXX
    >>79812379
    I don't quite understand what you mean by this.
    >> VicViper 11/28/10(Sun)02:15 No.79812XXX
    I could see Shermie in XIII happening, considering how popular she is.

    There are some other characters I'd rather see though, like Adelheid for instance (assuming that time-release rumor was false).
    >> Anonymous 11/28/10(Sun)02:15 No.79812XXX
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    >>79812468
    LIES

    there is no such announcement or leak...!
    >> Rahzzy 11/28/10(Sun)02:17 No.79812XXX
    There should be a balance between how complicated input mechanics should be for combos. Not too easy but complicated enough to give the sensation of "WOW that guy pulled off that amazing high damage combo how did he do that?!" and not "Oh geez he got those hits on me tme to go through the motions"
    >> Anonymous 11/28/10(Sun)02:17 No.79812XXX
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    >>79812641

    It's true though.
    >> Anonymous 11/28/10(Sun)02:17 No.79812XXX
    >>79812098
    To go along with your analogy, your vision of a fighting game control scheme would basically have 1 button that shoots and aims for you. Sure it would put more emphasis on the mind games and less on the execution, but at a certain point, it all becomes so....automated. Like you may as well not even play because the computer can/is doing everything for you.

    And fun is very subjective. I personally find doing hard/long combos enjoyable, as it shows that i have put work into an aspect of my game and that i am being rewarded. Kind of like studying for that big math test all week, and then getting an A.
    >> VicViper 11/28/10(Sun)02:19 No.79812XXX
    >>79812562
    Well, see, the purpose was to allow you to choose where your items go, whether you go to Final Destination or 75m.
    >> Anonymous 11/28/10(Sun)02:19 No.79812XXX
    1 frame links are always bullshit.
    >> Anonymous 11/28/10(Sun)02:19 No.79812XXX
    >>79812723
    Exactly why I don't play Tekken.
    >> Sonofholhorse !!LGe/I9e01IX 11/28/10(Sun)02:19 No.79812XXX
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    Still no Billy? Still no buy.

    I'm full of it, I'll buy it anyway
    >> Anonymous 11/28/10(Sun)02:20 No.79812XXX
    Play - Bloody Roar 3 - Fucking /v/

    Smoothest controls, EASY to PLAY, but I'll still kick your ass anyday coz it's hard to master
    >> Anonymous 11/28/10(Sun)02:20 No.79812XXX
    >>79812776
    Dude you just described console FPSes man.
    >> Anonymous 11/28/10(Sun)02:21 No.79813XXX
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    >>79812764
    nop

    but i will continue to post shermie pictures
    >> Anonymous 11/28/10(Sun)02:21 No.79813XXX
    >>79812948

    It's on the PS2

    Also fucking play Bloody Roar Extreme on the original Xbox
    >> Anonymous 11/28/10(Sun)02:21 No.79813XXX
    >>79812873
    As in both players have to decide where the item spawns!? I do not see anything ending well at all.
    >> Anonymous 11/28/10(Sun)02:22 No.79813XXX
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    >>79813010

    Why do you hate Shermie?
    >> Anonymous 11/28/10(Sun)02:22 No.79813XXX
    >>79812901
    Hey now, tekken has hard shit too. Law's DSS combos can be pretty hard, and bryans Taunt xx JU is 1 frame in a game where plinking doesn't exist. It's just a majority of the people who play it can, and usually do opt for the easy combo at the sacrifice of damage.
    >> Anonymous 11/28/10(Sun)02:22 No.79813XXX
    >>79813020
    Isn't that the game where you turn into animals? Fucking furfags...
    >> Anonymous 11/28/10(Sun)02:24 No.79813XXX
    >>79812948
    I'd make a furry joke but was already beaten to the punch.

    The series was never anything special, that's why no one plays it.
    >> Anonymous 11/28/10(Sun)02:24 No.79813XXX
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    >> Anonymous 11/28/10(Sun)02:24 No.79813XXX
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    >> VicViper 11/28/10(Sun)02:25 No.79813XXX
    >>79813032
    NO, no, not like that.

    Each player would have a set list of items picked by oneself, and they would choose where the items would go.

    It'd be before the match though, kind of like picking a Super Art in 3S, or choosing an assist type in Marvel. You get where I'm going with this?
    >> Rahzzy 11/28/10(Sun)02:25 No.79813XXX
    >>79813174

    I still miss BR, though.
    I'm sadden that a BR5 will never happen.
    >> Anonymous 11/28/10(Sun)02:25 No.79813XXX
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    >> Anonymous 11/28/10(Sun)02:26 No.79813XXX
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    >>79813093
    i love shermie assface

    but

    you're lying and trying to get my hopes up

    you are a lie-ocrat whose political stance is LYING

    assface
    >> Anonymous 11/28/10(Sun)02:26 No.79813XXX
    >>79806780
    meaningless skill? all the difficult inputs and links do is raise the skill ceiling / learning curve / whatever higher. Any good game will be hard to master, and if it's competitive it will always be as difficult as the person you are versing.
    >> Anonymous 11/28/10(Sun)02:26 No.79813XXX
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    >>79813096

    FUCK IT

    Everytime I try to discuss Bloody Roar here I get that kind of shit

    Thing is Bloody Roar isn't even popular between the furry community!!!

    The game is awesome and it was one of the best underrated fighting games of all time. (Also Before furries were an item)
    >> Anonymous 11/28/10(Sun)02:26 No.79813XXX
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    >> Anonymous 11/28/10(Sun)02:27 No.79813XXX
    >>79812959
    Ok, then 1 button to shoot/aim, 1 button to knife/grenade (depending on the distance), a movement system that automatically sprints for you if you run straight for 2 seconds, and regenerating health ON TOP OF being able to carry med packs (which would be used in the place of you dying).
    >> Anonymous 11/28/10(Sun)02:28 No.79813XXX
    >>79812776
    FPS is already simple as fuck. It's just about who has the best reactions and can put the little dot on the other guy's head. Fighting games give you a few options in each situation and there's some risk/reward and strategy involved. Combos are totally pointless for gameplay. When some Ryu does max damage combo I'm just like oh boy this guy sure likes practicing combos. I don't consider him better for that than someone who lands a single hit on me but he gets shit for it because he didn't study links etc.
    >> Anonymous 11/28/10(Sun)02:28 No.79813XXX
    >>79813367

    BR5 (Or Extreme 2) will never happen

    But I agree, it was good
    >> Anonymous 11/28/10(Sun)02:28 No.79813XXX
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    >>79813335

    inb4 Shermie happens and you can't use her because you denied her
    >> Anonymous 11/28/10(Sun)02:28 No.79813XXX
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    >> Anonymous 11/28/10(Sun)02:29 No.79813XXX
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    >> Anonymous 11/28/10(Sun)02:29 No.79813XXX
    I'm still pissed that the sports team is most likely never going to make another appearance, along with my waifu may lee.

    and I liked Shermie too, not because of her knockers but her gameplay. I love traditional grappling without any weird powers.
    >> Anonymous 11/28/10(Sun)02:29 No.79813XXX
    >>79812776
    in a shooting game one click = one shot and you shoot fast because it lets you kill the other guy before he can kill you

    in a fighting game one dragon punch is 4 seperate inputs, and quick execution is a matter of the game and not the competition.
    >> Anonymous 11/28/10(Sun)02:30 No.79813XXX
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    >>79813474
    if shermie happens to become playable i'll dance naked in the streets
    >> Rahzzy 11/28/10(Sun)02:31 No.79813XXX
    >>79813367

    Main'd Alice and Shen Long
    Alice's soccer kick special was my favorite.
    >> Anonymous 11/28/10(Sun)02:31 No.79813XXX
    >>79813352
    No it's just a needless barrier. All the top players have their combos etc. down. That's not what makes it fun to watch. It just lets some SRK.com faggot learn some BnB's then laugh at the "scrubs" he's beating because every time he hits he does twice as much damage.
    >> Anonymous 11/28/10(Sun)02:31 No.79813XXX
    >>79813385
    Now you're just trying to hard. 3 command attacks should make sense not random pish posh. That's not skill just memorizing. It's like if you gave a bunch of 1st graders a test on quantum physics, and kept making them take the test over and over again until they all get %100. That doesn't mean they know it, they just memorized it.
    >> Anonymous 11/28/10(Sun)02:31 No.79813XXX
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    >> Anonymous 11/28/10(Sun)02:32 No.79813XXX
    >>79813457
    When you say it this way I agree with you; the way combos function is fundamentally retarded.

    I still think they should exist; they just need to be more generous than 1-frame bullshit.
    >> Anonymous 11/28/10(Sun)02:32 No.79813XXX
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    should have put tesse in there instead
    >> Anonymous 11/28/10(Sun)02:33 No.79813XXX
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    >> Anonymous 11/28/10(Sun)02:35 No.79813XXX
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    (> ·.·)> HIIIIIIIII

    kirby and shermie would get along just fine
    >> Anonymous 11/28/10(Sun)02:35 No.79813XXX
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    >>79813552
    >May Lee
    Amen.
    >> Anonymous 11/28/10(Sun)02:35 No.79813XXX
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    >> Anonymous 11/28/10(Sun)02:35 No.79813XXX
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    >> Anonymous 11/28/10(Sun)02:36 No.79813XXX
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    >> Anonymous 11/28/10(Sun)02:36 No.79814XXX
    Spics, spics everywhere.
    >> Anonymous 11/28/10(Sun)02:37 No.79814XXX
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    >> Anonymous 11/28/10(Sun)02:37 No.79814XXX
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    >> Anonymous 11/28/10(Sun)02:38 No.79814XXX
    Anyone got some Shermie-Chris /ss/?
    >> Anonymous 11/28/10(Sun)02:39 No.79814XXX
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    >> NiGHTS !!gAyq5lzi952 11/28/10(Sun)02:39 No.79814XXX
    as a hardcore fighting fan, they promote an invisible skill barrier that's meaningless.
    anyone can practice for hours doing 1 frame links in sf4 or frcs in guilty gear.
    its pointless because knowing when to use such inputs is more important.
    no one actually cares about frame inputs in the tourney community, but we have to do them.
    >> Anonymous 11/28/10(Sun)02:40 No.79814XXX
         File1290930017.jpg-(Spoiler Image, 162 KB, 1043x623, 479616 - Chris King_Of_Fighter(...).jpg)
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    >>79814112
    >> Anonymous 11/28/10(Sun)02:40 No.79814XXX
    >>79813457
    >Combos are totally pointless for gameplay.

    Combo's are like a solid 30% of the gameplay. Think about it like this: if you had 2 buttons, both of them being the same move/properties/etc., but button 2 did 10 more points of damage, would you ever push button 1? Combo's (to some extent) add depth. If everyone could just do thee hardest, most punishing combo in the game for free, then what would be the point of practicing/playing the game?

    >I don't consider him better for that than someone who lands a single hit on me but he gets shit for it because he didn't study links etc.

    But they are better....better at maximizing their damage in a particular situation. They worked hard to do that cr.mp x2 to cr.rh, why do you not consider them better than someone who just did cr.rh by itself? It shows they put in time and effort to level up that aspect of their game, which in turn shows the depth of that game for allowing you to do so.

    Ever wonder why Naruto Ultimate Ninja Storm is a bad fighting game? Not because it's naruto, but because that game can be solved in a night's play. Mash O to attack, mash L2 and R2 to get out of shit, occasional trianglex2 > O if you see an opening. No depth=bad fighter.
    >> Anonymous 11/28/10(Sun)02:41 No.79814XXX
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    >> Anonymous 11/28/10(Sun)02:42 No.79814XXX
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    >> Anonymous 11/28/10(Sun)02:42 No.79814XXX
    >>79813661
    So in other words the players who are dedicated enough to learn all of the moves through constant practice don't deserve the advantage that their combos give them?

    And before you call me some kind of pseudo tourney street fighter faggot, yes i know nearly every single combo in ssf4, you have to if you play dhalsim. Shit is about as mindgames as it gets.
    >> Anonymous 11/28/10(Sun)02:43 No.79814XXX
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    >> Anonymous 11/28/10(Sun)02:44 No.79814XXX
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    raging storm isn't that bad by the way.It's way less intimidating if you think of it as db,hcb,df+punch mentally i think people get hung up on the motions.

    also accidentally creating a shermie thread.

    >Imokwiththis.iso
    >> Anonymous 11/28/10(Sun)02:44 No.79814XXX
    controls tier
    GOD TIER
    Melty Blood

    GOOD TIER
    Blazblue, SF4, Soul Calibur

    Mediocre tier
    GG, SF3

    Mashan tier
    Tekken

    full retard tier
    DOA
    >> Anonymous 11/28/10(Sun)02:44 No.79814XXX
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    it's like outside of orochi business

    the orochi team members had normal lives

    and shermie had a pet hamster

    that ate popcorn

    on a piano

    that's what makes them so likable imhoomhomuo
    >> Anonymous 11/28/10(Sun)02:44 No.79814XXX
    >>79814185
    >he actually thinks he can fool people into believing hes a tourneyfag
    Ill bite, what tourneys have you ever gone to faggot?
    >> Anonymous 11/28/10(Sun)02:46 No.79814XXX
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    >> VicViper 11/28/10(Sun)02:46 No.79814XXX
    >>79814513
    IMO, SF4's leniency made the controls extremely sloppy.

    I feel like 3S had just the right balance.
    >> Anonymous 11/28/10(Sun)02:47 No.79814XXX
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    >> Anonymous 11/28/10(Sun)02:48 No.79814XXX
    >>79814238
    Everyone already does the same combos over and over. I think they should be easier to do and shortened in some cases so I don't have to watch Tekken bullshit when I can't do anything.

    >then what would be the point of practicing/playing the game?
    Getting good at the game. Combos isn't a game.
    >> Anonymous 11/28/10(Sun)02:48 No.79814XXX
    >>79811596
    hazama's astral heat from Blazblue CS
    >> Anonymous 11/28/10(Sun)02:48 No.79814XXX
    >>79814238
    You're not thinking based the inputs. Yes there needs to be a risk reward system, and a metagame, but that's a given. This the problem that not many people can seem to get over. They don't see how there are many other ways to make games deeper without using long inputs. The games that use simple intuitive controls and have incredible depth are the most ingenious ones of all.
    >> Anonymous 11/28/10(Sun)02:49 No.79814XXX
    >>79813677
    I don't know about you, but i KNOW my combos. I know when to use them, the range that they work, the risk/reward of using them, and most importantly, the ability to do them 100% of the time without fail. I can "feel" them. I can do a majority of them with my eyes closed. That is the dedication i put into my combo's. I would be that 1st grader who started learning his multiplication, calc, and trigonometry so that he can take that test, instead of relying on blind luck and hoping it works out.
    >> Anonymous 11/28/10(Sun)02:50 No.79814XXX
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    >> Anonymous 11/28/10(Sun)02:51 No.79814XXX
    Dont you hate it when you FADC a Mesiah kick and then realize you have ultra 2 on.

    ;_;
    >> Anonymous 11/28/10(Sun)02:51 No.79815XXX
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    >> Anonymous 11/28/10(Sun)02:52 No.79815XXX
    >>79814977
    I hate fighting fat divekicking faggots

    ;_;
    >> Anonymous 11/28/10(Sun)02:52 No.79815XXX
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    i want a hamster-raising sim starring shermie

    why hasn't snkp done this yet
    >> !fJOeStaR6E 11/28/10(Sun)02:53 No.79815XXX
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    >>79814977
    no because i actually pay attention to what im doing when i play
    >> Anonymous 11/28/10(Sun)02:54 No.79815XXX
    >>79815134
    Does Raoh ever smile?
    >> Anonymous 11/28/10(Sun)02:54 No.79815XXX
         File1290930862.jpg-(271 KB, 557x795, shermie4d.jpg)
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