New Evolutions in Fighters?
I posted some comments about what should go into the next Street Fighter game over on the GA forums, but I think some of these could be applied to just about any fighter.
Something I want to see is the ability to switch up moves like Ken can in 3rd Strike where you'd hold down RH or Fwd and get a variation on his kicks. I can just imagine the mindf*cks you could pull off if you could do something like Ryu's hcf+K, hold K for fake and then followup. Street Fighter needs more of those kind of moves. Not really something totally new, but the SF series would be a lot more entertaining with lots of feints IMO. Autoguards would be cool too. KoF uses them, I don't see why Street Fighter couldn't implement them. Maybe take some aspects from the Vs. series and put in super armor for some moves. Really, I can't see some special moves getting stuffed by a random jab or something. Capcom could probably design it so that the attacker would take damage, but their attack wouldn't be snuffed either.
Another thing I'd really like to see is Perfect Inputs. It's sort of like the concept behind Just Frames but not really. Just Frames are usually variations on existing moves, but I'd like to see someone use Perfect Inputs on every non-basic attack.
ie. right now in in VF, Akira's Knee is pretty hard for most people. I think if you had something with Perfect Inputs you'd be able to do Akira's Knee easier (let's say you have to release G within 7 frames instead of 8, which is pretty generous) but for those who do it within the optimal range (non-perfect would be 7+ frames, perfect would be 1 - 2 frames) would benefit with better damage and a higher float on the knee for more combo possibilities. They could apply that to 2D fighters where you would have your link combos that would do more damage based on how precise you are.
You could also have attacks dealing damage based on momentum, so if you were to do a backdash and then an attack that moved you forward, it would do less damage than if you were to do a dash and then the same attack. Then you can switch it for moves that move you backward, etc.
I don't know how that last feature would work in 2D fighters though, since you can't go into attacks too smoothly after dashes, but I think both ideas would work really well because they reward players for dedicated practice but don't punish them for being lazy as hell
Yeah.. that's it. Anyone else have any other ideas? I'd like to hear them.
Re: New Evolutions in Fighters?
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Originally posted by Reno
Not really something totally new, but the SF series would be a lot more entertaining with lots of feints IMO.
Feints: cool.
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Autoguards would be cool too.
Not sure what kind of autoguard you mean. Elaborate please?[quote]Maybe take some aspects from the Vs. series and put in super armor for some moves.
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Capcom could probably design it so that the attacker would take damage, but their attack wouldn't be snuffed either.
That's what super armor already does. :p However, to give everyone super armor for certain moves would probably make things quite ridiculous. Would this be based on a priority scale like RPS (i.e. Shoryuken trumps Hurricane Kick, Hurricane Kick trumps Fireball, Fireball trumps Shoryuken), or would people just be ripping through each other constantly with the focus on who can land more hits to break away super armor first?
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They could apply that to 2D fighters where you would have your link combos that would do more damage based on how precise you are.
/me gives thumbs up
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I don't know how that last feature would work in 2D fighters though, since you can't go into attacks too smoothly after dashes, but I think both ideas would work really well because they reward players for dedicated practice but don't punish them for being lazy as hell
It can be done if they want it in there (dashing forward into attacks works just fine, right?), and dashing backwards moves would be interesting.
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Originally posted by Andrew
I personally would like more emphasis on timing and less on button combos. I'm sure most disagree, but I don't like to encourage button mashing.
You should try something besides Killer Instinct and Mortal Kombat. Most every 2D fighter produced by Capcom and SNK in the last god-only-knows how many years has had a focus on combos that rely on timed, linked moves, not pure button presses.
Re: Re: New Evolutions in Fighters?
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Originally posted by MechDeus
Feints: cool. Not sure what kind of autoguard you mean. Elaborate please?That's what super armor already does. :p However, to give everyone super armor for certain moves would probably make things quite ridiculous. Would this be based on a priority scale like RPS (i.e. Shoryuken trumps Hurricane Kick, Hurricane Kick trumps Fireball, Fireball trumps Shoryuken), or would people just be ripping through each other constantly with the focus on who can land more hits to break away super armor first?/me gives thumbs up It can be done if they want it in there (dashing forward into attacks works just fine, right?), and dashing backwards moves would be interesting.
You should try something besides Killer Instinct and Mortal Kombat. Most every 2D fighter produced by Capcom and SNK in the last god-only-knows how many years has had a focus on combos that rely on timed, linked moves, not pure button presses.
Nope. They rely purely on button combos. This is where the skill lies. How fast can you pull off the combination before your opponent zaps you good or whatever have you. Timing would have a reserval or block button with more function that to lessen blows.
Unless you have super vision or something the animations are far too fast for any human to react with any sort of precise timing.
It's fun but its something I feel is encouraged too much. I feel if you have reversals and counters which are time based and move combos as well, it would really heat things up and simplify needless button combos.
You may disagree but this is something I would like in a fighting game.
Re: Re: Re: New Evolutions in Fighters?
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Originally posted by Andrew
Nope. They rely purely on button combos. This is where the skill lies. How fast can you pull off the combination before your opponent zaps you good or whatever have you.
Huh? You mean you want a game that doesn't have any combos?
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Timing would have a reserval or block button with more function that to lessen blows.
You mean like what Darkstalkers (reversals), SFA series (reversals), SFIII (parrying), SC (guard impact), and VF4 (reversals) all have?
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Unless you have super vision or something the animations are far too fast for any human to react with any sort of precise timing.
No, you just have to learn the system and animations. Hence why parrying entire combos, supers, and combo-linked supers in SFIII is so common amongst people who play regularly. The animations in the above listed games and many more are perfect for the respective defensive schemes, the only problem comes in when there aren't enough animation frames. This only comes into play in older fighters, which generally didn't have advanced defensive techniques in the first place.
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It's fun but its something I feel is encouraged too much. I feel if you have reversals and counters which are time based and move combos as well, it would really heat things up and simplify needless button combos.
*points above* Like I said earlier, we've had that for years. Try learning a recent fighting game (aside from Tekken, which doesn't have very much defensive game).
Re: Re: Re: Re: New Evolutions in Fighters?
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Originally posted by MechDeus
Huh? You mean you want a game that doesn't have any combos?You mean like what Darkstalkers (reversals), SFA series (reversals), SFIII (parrying), SC (guard impact), and VF4 (reversals) all have?No, you just have to learn the system and animations. Hence why parrying entire combos, supers, and combo-linked supers in SFIII is so common amongst people who play regularly. The animations in the above listed games and many more are perfect for the respective defensive schemes, the only problem comes in when there aren't enough animation frames. This only comes into play in older fighters, which generally didn't have advanced defensive techniques in the first place.*points above* Like I said earlier, we've had that for years. Try learning a recent fighting game (aside from Tekken, which doesn't have very much defensive game).
Up. I hate to inform you but down, down-right and right plus A or whatever is a combination.
All the games you mentioned have no integral structure for a reversal system. You can reserve just as well as a button masher than someone who tries to learn the title.
Parrying? You mean jumping.... o... k. That's pretty indepth when you can jump over a finishing maneuver. Almost anti-climatic. I play DOA 3, and the recent Street Fighter Alphas. And I've laid my hands on GGX2 and Capcom vs. SNK: EO and all of them fall victim to button combos and less on timing.
Timing includes a clear cut reversal system. there are no reversal buttons on any of the games you mentioned. The easiest way to reserve is to simply jump away, which isn't enthralling gameplay by any means.
Of course this is all my opinion of the fighting genre.
Re: Re: Re: Re: Re: New Evolutions in Fighters?
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Originally posted by Andrew
Up. I hate to inform you but down, down-right and right plus A or whatever is a combination.
What are you talking about?
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All the games you mentioned have no integral structure for a reversal system. You can reserve just as well as a button masher than someone who tries to learn the title.
Thank you for proving your lack of knowledge.
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Parrying? You mean jumping.... o... k.
What the hell does parrying and jumping have to do with each other? Do you even know what parrying is, or what the word means?
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That's pretty indepth when you can jump over a finishing maneuver. Almost anti-climatic. I play DOA 3, and the recent Street Fighter Alphas. And I've laid my hands on GGX2 and Capcom vs. SNK: EO and all of them fall victim to button combos and less on timing.
HAHAHAHAHAHAHA! No, stop it, you're killing me! HAHAHAHAHAHAHAHAHA!
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Timing includes a clear cut reversal system. there are no reversal buttons on any of the games you mentioned. The easiest way to reserve is to simply jump away, which isn't enthralling gameplay by any means.
What the hell are you talking about?! Alpha: Alpha counters, in which you can cancel a combo while getting hit by one at the expense of a a Super bar. SFIII: Parrying, which negates a hit and leaves the opponent open for an attack. Soul Calibur: Guard Impact, which redirects a hit in multiple directions and leaves the opponent open to attack. VF4: Reversals that shove an attack back, redirect the move, or are a reversal attack.
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Of course this is all my opinion of the fighting genre.
That's because you know nothing about fighting games.
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MechDeus: What am I talking about about the button combinations? A shoryuken. To do this maneuver you must execute a button combination. Something I personally do not enjoy.
hahaha? I believe I posed a question as to what parrying was by giving my interpretation of parrying. After doing some research it means deflecting. Still meaning nothing to my arguement of button combinations. HAHAHAHAHAHAHAHAHA you wasted your time. HAHAHAHAHAHAAHHAAHA! I don't believe you can reflect peoples attacks in street fight or DOA 3, now, can you? (not that it has anything to do with my original statement, but I'll patronize you since holding back is called blocking and jumping out of the way is dodging)
Ok, so you can counter a combo? I'm not denying counters are in the game my confused friend. I'm saying they've got no correlation with the moves (the 'counters') and button mashers can pull off just as many as a regular combatant due to the ridiculous amount of combos needed in a fight to accomplish the outrageous attacks everyone loves.
Point still remains through all of your babble: I don't like combos, therefor I want a fighter relying on timing and a heavy reversal/ link system. How can you dispute what I want?
You can't. You'll try, but you'll fail.
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Originally posted by NeoZeedeater
I'm sure this is considered blasphemous but I enjoyed fighting games much more before they became so memorization based. I would like to see more fighting games like Smash Bros. The game seems shallow on the surface because of the lack of moves/combo memorization but it still has a lot of skill to it.
That's along the lines of what I was saying.
Although it doesn't have a hefty reversal system but the way you can catch weapons and such is a start. In SSB for N64 throwing was one of the skills few people employed and one of the easiest ways to get your opponents down a few lives.
I also love the unique feeling of the game with the objective to blow your opponent off the platform. I know Toshenden and stuff had it but once you were off you basically were fucked, you know? I like the idea of having some skill, some timing and a little bit of luck to keep you trekkin' through the game.
Easy to get into, fun to play, good graphics and good concept.
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Andrew - first thing, not trying to be rude or anything, but are you foreign/a non-native English speaker? It's kind of hard to understand what you're saying in your posts.
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Originally posted by Andrew
hahaha? I believe I posed a question as to what parrying was by giving my interpretation of parrying. After doing some research it means deflecting. Still meaning nothing to my arguement of button combinations. HAHAHAHAHAHAHAHAHA you wasted your time. HAHAHAHAHAHAAHHAAHA! I don't believe you can reflect peoples attacks in street fight or DOA 3, now, can you? (not that it has anything to do with my original statement, but I'll patronize you since holding back is called blocking and jumping out of the way is dodging)
This is a good example - what the fuck are you talking about? "my arguement of button combinations" "reflect peoples attacts in street fight or DOA 3"...and when did MechDeus mention anything about blocking/dodging?
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Ok, so you can counter a combo? I'm not denying counters are in the game my confused friend. I'm saying they've got no correlation with the moves (the 'counters') and button mashers can pull off just as many as a regular combatant due to the ridiculous amount of combos needed in a fight to accomplish the outrageous attacks everyone loves.
For most people, the word "combo" doesn't refer to moves that require multiple button presses to execute.
"D, D/F, F+P" isn't a "combo", it's a special move/what-have-you.
A combo is j.FP, c.FP, Fierce Dragon Punch.
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Point still remains through all of your babble: I don't like combos, therefor I want a fighter relying on timing and a heavy reversal/ link system. How can you dispute what I want?
What you're saying is that you don't like games that require any sort of memorization or manual dexterity (stringing together multiple button presses). You want something, it seems, more like a rhythm game (or like Fire ProWrestling) where timing is the only thing that is tested during the gameplay.
Now, that's fine, if that's what you want (go play FPW).
However, MechDeus wasn't trying to argue about whether you really want a timing-only-based fighting game.
He was commenting on the stupidity of other things you've written in this thread, like:
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more emphasis on timing and less on button combos (moves that require more than a single button press to execute)...button combos encourage button mashing.
I think most people would agree that if anything adding complexity to the execution of moves (D, D/F, F + P) makes button mashing HARDER, not easier, like you seem to think.
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They rely purely on button combos. This is where the skill lies. How fast can you pull off the combination before your opponent zaps you good or whatever have you...
You're stupid. You're saying that fighting games revolve entirely around who can execute moves (with complex button-sequences) the fastest, and that's simply not true. Someone who makes that statement just doesn't have an in-depth enough understanding of fighting games.
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Unless you have super vision or something the animations are far too fast for any human to react with any sort of precise timing.
No. Maybe you think the ability to play these games properly is beyond you, but, trust me, it doesn't take "super vision or something" to play most fighters skillfully.
You're welcome to your desire for an entirely-timing-based game. However, you don't really know enough about actual fighting games to make a real contribution to a thread like this.
Also, your writing is really, really fucking terrible - nonsensical, almost, and that'll get in your way if you're planning on taking part in discussions like this.
Re: Re: Re: Re: Re: Re: Re: New Evolutions in Fighters?
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Originally posted by Andrew
MechDeus: What am I talking about about the button combinations? A shoryuken. To do this maneuver you must execute a button combination. Something I personally do not enjoy.
So you don't like moves, but don't want fighters to use buttons? Are you suggesting a trackball or something?
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hahaha? I believe I posed a question as to what parrying was by giving my interpretation of parrying.
You wrote as though you believed it to be the same as jumping, not a question. A question as to what parrying would be should be phrased as, "What is parrying?"
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After doing some research it means deflecting. Still meaning nothing to my arguement of button combinations.
No, it was directed towards your argument about defense. Read what I wrote and what I wrote it in response to.
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I don't believe you can reflect peoples attacks in street fight or DOA 3, now, can you?
Umm... yes you can in SF. Hence why I listed as part of SFIII. Pretty obvious.
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(not that it has anything to do with my original statement, but I'll patronize you since holding back is called blocking and jumping out of the way is dodging)
What does blocking and jumping have to do with anything and when did I bring either up?
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Ok, so you can counter a combo? I'm not denying counters are in the game my confused friend. I'm saying they've got no correlation with the moves (the 'counters') and button mashers can pull off just as many as a regular combatant due to the ridiculous amount of combos needed in a fight to accomplish the outrageous attacks everyone loves.
You're saying a button masher can utilize counters as well as anyone else? LIKE I ALREADY SAID, go play VF4, SFIII, Alpha, or Soul Calibur and see how well you can pull off counters. In three of the above four listed games counters change movement and reactions based on the incoming attacks.
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Point still remains through all of your babble: I don't like combos, therefor I want a fighter relying on timing and a heavy reversal/ link system. How can you dispute what I want?
I won't dispute what you want, but what you've stated fighters don't have they have had for years. That's what I'm arguing, but your thick skull has trouble comprehending anything. As for what you want, like Stone said, it's a wrestling game. Maybe you'll love UFC, go play that as it has everything you're looking for in a fighting game.
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Pressure tactics? Example please. I'm not saying I'm right about reversals. I could very well be totally wrong. But my main point, my 'thesis', which was originally stated as the second post of this thread, was that I don't like emphasis on button combinations but more on timing and reversals. Therefor I want the genre to evolve past this convention I do not like. ("I" being the key word)
It's not whether or not you specifically want it, it's that we've already had it for years. Half of learning a modern fighter is the defensive reversal route, figuring out how it works, what can be redirected or stopped with what, how you can spin the match back into your favor no matter how pressure-heavy your opponent may be.
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Button combinations being first on the list.
I hate to break this to you, but most every single game made since the mid-80s with any sort of fighting aspect has button combinations. Otherwise you'd just be pressing the punch or kick button over and over. Without different ways of executing attacks, how can the game know you want to perform a different attack? Unless of course, you've got some Vulcan-mindmeld going on with plastic cartridges.
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But with an emphasis on more timing you still get some memorization, but it isn't extreme. You could memorize when to reverse moves by the animations themselves, etc. Therefore making you a better fighter, right? Therein lays the skill of fighting, realistically.
Seriously, play some fighting games for a while. What you've just stated has a staple of the good parts of the genre since SFII.
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You have to play a game of cat and mouse with your opponent. Will you play defensive or agressive? Sly or blunt, etc. Like a real fight would take place.
SFIII favors defense, GGXX favors offense. Stay away from those and play VF4 or SC which allow for whatever kind of play style you want. CvS2 also allows for this within the Groove system, but you don't enjoy using moves or combos.
Re: Re: Re: Re: Re: Re: Re: Re: New Evolutions in Fighters?
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Originally posted by MechDeus
So you don't like moves, but don't want fighters to use buttons? Are you suggesting a trackball or something?You wrote as though you believed it to be the same as jumping, not a question. A question as to what parrying would be should be phrased as, "What is parrying?"No, it was directed towards your argument about defense. Read what I wrote and what I wrote it in response to.Umm... yes you can in SF. Hence why I listed as part of SFIII. Pretty obvious.What does blocking and jumping have to do with anything and when did I bring either up?You're saying a button masher can utilize counters as well as anyone else? LIKE I ALREADY SAID, go play VF4, SFIII, Alpha, or Soul Calibur and see how well you can pull off counters. In three of the above four listed games counters change movement and reactions based on the incoming attacks.I won't dispute what you want, but what you've stated fighters don't have they have had for years. That's what I'm arguing, but your thick skull has trouble comprehending anything. As for what you want, like Stone said, it's a wrestling game. Maybe you'll love UFC, go play that as it has everything you're looking for in a fighting game.It's not whether or not you specifically want it, it's that we've already had it for years. Half of learning a modern fighter is the defensive reversal route, figuring out how it works, what can be redirected or stopped with what, how you can spin the match back into your favor no matter how pressure-heavy your opponent may be.I hate to break this to you, but most every single game made since the mid-80s with any sort of fighting aspect has button combinations. Otherwise you'd just be pressing the punch or kick button over and over. Without different ways of executing attacks, how can the game know you want to perform a different attack? Unless of course, you've got some Vulcan-mindmeld going on with plastic cartridges.Seriously, play some fighting games for a while. What you've just stated has a staple of the good parts of the genre since SFII.SFIII favors defense, GGXX favors offense. Stay away from those and play VF4 or SC which allow for whatever kind of play style you want. CvS2 also allows for this within the Groove system, but you don't enjoy using moves or combos.
Mechdeus' post:
When did I say I didn't like moves? When did I mention a trackball. I am saying I don't like combinations. Find a way to pull moves off without combinations needed to be pressed.
There are different types of questions. I believe I said isn't it in there as well. If not. As nothing to do with me not wanting combinations in a fighter. Smash brothers is a perfect example of simplified controls and a fun fighting game.
Thanks MechDeus. I play Soul Caliber with my friends once and awhile, guys who are good at playing the title and have tournaments with SF 3 and this title, which should make them better, and still wind up beating them when I have no clue what i'm doing besides an occasional attack
If you'd like to say anything about me not liking combos and wanting a game NOT based on combinations like the rest, please send it my way in the form of a PM or here in this thread.
Yes. I've played UFC and had a popular site that used to cover such titles. But I don't want Tito Ortiz and The Rock in it. I want fighters in atmospheres and such, a fighting game with elements as such.
I have never seen a deflection of an attack in SF 3. If there is I would enjoy a photo OR atleast an example with the buttons you'd press and such.....
So? They all do it so it HAS to be that way, right? Howabout no. I want a game in which combos and fighting styles stand out, not button combinations. Things like punch left, punch and right, etc. would be what I am talking about. not punch up down left right kick, etc.
It's a simple and solid request. Until a integral reversal system is implemented in a game, and not just a random 1 here or so followed by blocking, then you've said nothing against what I wish.
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Originally posted by Andrew
Thanks MechDeus. I play Soul Caliber with my friends once and awhile, guys who are good at playing the title and have tournaments with SF 3 and this title, which should make them better, and still wind up beating them when I have no clue what i'm doing besides an occasional attack
You know, if this is true your friends must really suck, or you're a lot better than you're letting on.
Re: Re: Re: Re: Re: Re: Re: Re: New Evolutions in Fighters?
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Originally posted by Stone
For most people, the word "combo" doesn't refer to moves that require multiple button presses to execute.
"D, D/F, F+P" isn't a "combo", it's a special move/what-have-you.
A combo is j.FP, c.FP, Fierce Dragon Punch.
That's a combo and something I don't want.
Fire pro wrestling has GREAT gameplay, especially for back and forth fighting mechanics which should have been in a game long ago, IMO.
Not an: I block your shoryuken and fire back another or they collide, etc. Something like you punch me, I reverse at the right time and you are now open to getting the move used back at you, maybe even at double strength, etc.
Something to allow fluidity, aka rhythm. I'm not saying memorization should be totally iradicated, but I want an option.
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Originally posted by Briscobold
You know, if this is true your friends must really suck, or you're a lot better than you're letting on.
No one can beat my friend when he goes to the arcade. It is very concievable that they suck and I am pretty good, but it's highly unlikely seeing as I have no clue what I'm doing outside of the typical fireball combo and the spinning kick thing.
I've also beat those Korean guys at the arcade that are always kicking peoples asses on several occasions.
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Originally posted by Andrew
No one can beat my friend when he goes to the arcade. It is very concievable that they suck and I am pretty good, but it's highly unlikely seeing as I have no clue what I'm doing outside of the typical fireball combo and the spinning kick thing.
I've also beat those Korean guys at the arcade that are always kicking peoples asses on several occasions.
In pickering? I hardly see anyone in there.
Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: New Evolutions in Fighters?
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Originally posted by Briscobold
In pickering? I hardly see anyone in there.
playdium is the one I go to mostly.
Fightng a bull = gameplay
This thread is going nowhere fast. Andrew, you should defer to experience--MechDeus knows what he's talking about. My general impression is that Andrew longs for the days of Karate Champ.