You know, as stupid as this game is, that's more entertaining to watch than BlazBlu, Smash Bros. or (*gag*) MvC2 tournament play. Actually, you know what? I didn't see any cheesy tick throw traps in there, throw HD Remix on that pile too.
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Plus it looks kind of like sissy slapfighting when they're doing HP footsies!
I do not understand why people like HDR on any level.
it takes cunning and skill to win matches
edit: I bet I can make strider love tickthrows
http://www.mmcafe.com/nico.html + http://www.nicovideo.jp/watch/sm11788983
Wanna play chess? Better animated, for one.
Man I love ST throws, the only thing I would change is have the defender take priority on same frame throws. Outside of that, awesome hahaha. Shit gets SCARY when you get rushed down in ST. You are like, woah I don't want to be here. SF4? Don't even have to watch the screen. Tekken? Backdash away. Marvel, well it's not scary, just random.
I forgot you can't tech trow in SF2, I like the game but man fuck that.
I never got much exposure to Super Turbo back when, so I don't really have any attachment to it today. Played a fucking TON of II, CE, and Turbo; Super didn't do it for me, so I jumped ship over to MK and Primal Rage for a while, then straight to the Alpha series. Tourney scene? In Central Florida? LOL.
I'm convinced most people who are really into ST were heavy into it back in the day.
I'm with you so far...
So that's when it all went wrong. I wish someone could have been there to help keep you on the straight and narrow, because the correct answer was King of Fighters, Real Bout, Samurai Shodown Last Blade, etc.Quote:
, so I jumped ship over to MK and Primal Rage for a while, then straight to the Alpha series.
Sam Sho II was a nice distraction! I didn't get to try the Last Blades until emulators (II is one of the best games of all time), but can take or leave most of the Fatal Fury/KOF related stuff. Games are... stiff. Match of the Millennium represents better than the series proper, IMO. (KOF XI was really cool, but was much later in terms of what we're talking about here. I mostly dabbled with '95 at the time.)
I like kickin' Razor down the street in SSFIV! I'm sad I didn't get the chance to play more of TNL on it! It's a really good game, probably the best "level of entry / reward" ratio of any fighting game going.
You have a point with KoF. There are too many filler games between the good ones. I think I'm going to give Blaz Blue a shot when the PC version comes out. I have to admit that all this MK activity is interesting though.
If they can roll the feel this thing back to Mortal Kombat II/UMK3 and build on that, the game could be really special --I'm not sure anybody can properly replicate that slightly crazy mood that was running through Midway's programmers back in the early/mid 90s, though*!
(*that godly streak that included Smash TV, Terminator 2, MK, MK2, High Impact Football, Trog, Total Carnage, etc; they were hard to touch for a while there. Ultimate MK3 was probably the end of all that. By 1999 they were making some sad-ass bullshit.)
I like the good KoFs a lot, but I can't get anybody to play that shit. Live is DEAD for UM 98, you will time to time get some Mexican's but that's about it no one on srk plays it either. Yoshi why would you buy the PC version of BB do you like having no one to play with?
I basically want to dick around with it and see it. I don't have time to get any good at any of these new fangled fighting games and usually am not able to be online when lots of others are, due to toddler wrangling and early work.
It might also be that it's a 20 year old game which seems creaky and limited compared to its 23 sequels and is aimed squarely at nostalgics who know every in and out of it and don't want to give it up. Can't be sure though.
SF II for its time might be the best game ever, but it's pretty obvious why people choose not to play it in 2010.
EDIT: I should also say, I don't even dislike this game, I was there from the first SFII all the way through, I just don't think it's great to watch the poke spam and throw traps of high level play. If you can beat Daigo with a cheesy string of inescapable throws that doesn't strike me as flawless design. I'm not sure why they'd put all that effort into balancing the game but leave that in.
It's interesting you say this because Sirlin did attempt to address Balrog's throw loop tactics in HDR.
It would have been possible for Daigo to escape the throw loop, but since HDR was never released in Japan, he probably was unaware of this change.Quote:
Originally Posted by Sirlin
My sentiments about ST/HDR pretty much line up with striders, I like the game but it feels old and limited. And the shit with throws is remarkably cheezy considering how much they do in this game, like what a third of life?
It would have been possible for diago to escape, because he was playing the same character. By the nature of that, he could have escaped in both hdr and ST the same way. The problem with ST/HDR, is the game randomly decides who wins the throw, so it could be diago guessed right on every iteration, but because of random chance lost out each time. They are VERY few endless loops in HDR, there were a few in ST.
Throws have to be the way they are to make them scary. The biggest hurdle to playing ST is you have to be able to do reversals, as that's the only way to beat throws. Throws are strong, but relatively speaking are not TOO powerful. Fireballs in ST are like gunshots, simple combos usually end rounds/dizzy. ST is less of a poke-fest than almost any other SF after that, because relatively speaking, they do low damage. CVS2, A3, SF4, and even tekken rely wayyy more on pokes than ST.
I love the throw system in ST, if it just gave the defender a 1f advantage on counter throws, I think it would be near perfect. I don't have to work my ass off to try and get you hit, if you let me put you in block stun, you are now in a scary situation, make a choice and hope it works out. It seems very simple and elegant. Everything after that panders to casual players, which is ok, but feels clunky to me. SF3 and SF4 are the worst offenders.
My bais is with GG of course, which uses the ST throw system, but added 4f of advantage to defenders on counter throwing.
solution: don't get thrown in st
People hating how much of an equalizer ultra/rage are but being fine with the damage output for simple shit like throwing is baffling to me. Not saying anthony advances that view point, but I have seen many do it before I just don't get it.
I don't really understand how making throws more difficult to land is pandering to casual players.Quote:
. I don't have to work my ass off to try and get you hit, if you let me put you in block stun, you are now in a scary situation, make a choice and hope it works out. It seems very simple and elegant. Everything after that panders to casual players, which is ok, but feels clunky to me. SF3 and SF4 are the worst offenders.
look at it from the other side of the glass, making them easier to escape makes them almost worthless to use (especially with the gigantic escape windows in sf4, what with your fancy bullshit tech throw option select garbage)
also don't forget you can "soften" throws and mash out of grabs in ST to cut down damage considerably (assuming a throw won't kill you off, in which case you can't soften it anyway and it will finish the round)
Doesn't crouch teching work in like every game with tech?Quote:
your fancy bullshit tech throw option select garbage)
I don't really have any issue with that since it's the same in kof, throws just do like 2/3 less in that game.Quote:
also don't forget you can "soften" throws and mash out of grabs in ST to cut down damage considerably (assuming a throw won't kill you off, in which case you can't soften it anyway and it will finish the round)
I think there's a good reason why major fighters have evolved away from normal throw traps. Emphasizing non-command throws de-emphasizes all the rest of the fighting system which makes up the point of the game. I personally like how throw breaks have evolved in SF, to where you can land throws if your opponent guesses wrong but they're sidelined to keep the focus on the more interesting fighting (don't like how normal throws trump command throws though,, that seems like a weird decision to me).
I obviously didn't read all the commentary Sirlin was putting out when they made these decision, is the way HDR handles throw breaks a way to keep players on the offensive in a system without dashing and limited movement options, or just a nod to the old mechanics?
Not everyone has Jab + Short on the ready. I played in many a tournament where I was allowed to map buttons for 3S and I always mapped the throw. If I didn't need to hit all 3 punches or kicks for the ultra rest assured my pad would get a mapped throw button and no one would throw me.
If they had the same option I can guarantee people wouldn't even attempt throws at a certain point in the tournament, but I think mapping for SRK tournaments is illegal.
I don't think I've ever seen a high level SF4 match where someone wasn't thrown, just sayin.
You don't always have your fingers set to hit Jab + Short when the throw comes out. If you had a mapped button (like those extra two on each 360 stick I've seen) I can't even FATHOM any top player getting thrown what with those huge tech windows.
If the window isn't huge enough that top level players are able to move to jab-short on reaction then it really isn't that huge is it?
I mean I know it's huge compared to other games but unless you're able to tech consistently on reaction there's not that much of a difference outside of it just being easier to tech when you're trying to, which really doesn't seem so bad to me.
Give me a PS2 pad and I'll show you what's what with Yun in 3S.
your video actually kinda helps my argument, 5 or 6 successful throws out of 20-25 or so (a rough estimate, its probably higher) is only about a 20% success rate... you got a funny idea of "plenty" brosef
also, fyi, I didn't said they never get landed, I said they are more worthless to use in this game than others because of how easy they are to tech (again, video helps my point of view)
edit: they'd be more worth it if they put the throw-ee at disadvantage or did chip damage or something instead of resetting advantage to 0 for both players
Well, obviously that % will be proportionately higher with lesser players. And yeah, I'm actually kind of comfortable with the rate of them landing being that low. It feels well balanced to me, moreso than in past games like CvS2. Like I said earlier, de-emphasizing normal throws puts the emphasis on landing combos, which is just more interesting imo.
One compromise could be if throw characters got an advantage after a throw break or a shorter window for opponent breaks. That would make more sense.
Throws don't do shit in SF4. Even for positioning purposes they're not really as great as they are in other games. I'm more concerned about unblockable ultras than throws.
Yeah sure, there are plenty of guys who are really good on pads, like Rip or Vangief. It just seems like every fighting game podcast or live commentary has tourney guys on it going "lol pads play like a man." (Aris even said it to Rip's face when he had him on Avoiding the Puddle)
I understand sticking with a dpad, but for me the button thing was such a big pain I made an effort to learn stick even though I'm worse on it. Better that than exiting to the option screen every time I switch characters, or being stuck in a sub-optimal setup if I'm in an endless room. I've never tried the Madcatz 6 button pad, not sure if that's better.
The positioning of Akuma's forward throw is like half of his vortex. Gouken's is really good too.
I think throws reached their worst in the Vs series, btw. You can deal with throw loops in ST, but if Ryu starts throwing you in XvSF you're fucked. He can catch you in an infinite throw loop or just throw you into supers you can't avoid. Same in MvC2. If Magneto successfully throws you, you're fucked. If Sentinel happens to throw you you're going to eat a rocket punch or worse, a 100% combo.
It turns out that the break window in SF4 is not that large (7 frames), but it happens so frequently since it is a relatively low-risk option. You can bait the throw break OS, but unless you do something to beat it (and it's usually fairly specific), they are at best going to be where they were.
The reason throws land sometimes is that you can't throw break when you get thrown out of the recovery of a move.
Unblockable ultras have not been in SSF4 since the update with the shitty tournament mode was released.
Furthermore, what always killed me about air throws in MvC2 was that sometimes you were fucked [i]even if you broke the throw attempt[i], since you couldn't block until you reached the ground.
I didn't mean those, I meant Abel's ridiculous Ultra 2.
It catapulted him to top-tier status with it. That's pretty scary.
Back in the day I wrote a huge post on SRK as to why the SF4 system wasn't working, I could find it if you really wanted, but the issue isn't JUST throw breaks being long.
De-emphasizing normal throws does not necessarily put an emphasis on landing combos, making combos strong puts an emphasis on landing combos. De-emphasizing throws puts an emphasis on doing less, because throwing is the natural counter to doing nothing/little. Of course, if throws do little to no damage, combos will become more frequent per match, but the matches could be very long. If ryu jumping at me and putting me in block stun is simply not scary, then the ryu player has much less incentive to jump/move in. So now what, where are you going to get your damage? The risk for doing the moves is the same (actually the risk for jumping in SF4 is probably one of the highest in a SF game ever), but the reward is far lower. So you sit there, until someone gives you a reason not to, which almost never happened unless they were cammy, rufus, or a good throw character. And Even for cammy/rufus I created alternative option selects which shut down much of their game.
Edit: And 7f is an eternity, throws only occur not because of moves grabbed in recovery, but because of moves grabbed in startup. 7f is so large, that even if the opponent knows I will throw break, he has to guess WHEN I will break in my HUGE window. Add in the throw invulnerability post block stun and throw startup, and you are looking at a huge 10f window in which you have to guess when I am going to throw break. Guess wrong and you lose momentum or eat a combo just as big as the one your would have done. This doesn't even include safe DP's into ultras.
I see more jumpers in SF4 than I've ever seen in the other one-on-one fighters. That shit even exists in high-level play. The biggest jump-risk factor hands down has to be Alpha 3. If you jumped in on a V-ism character prepare to get caught in an infinite combo thus ending the match just by deciding to jump in.
Alot of jumping doesn't exist in high level play unless the character you are playing against has poor anti air, which isn't too common in SSF4. Maybe less in A3, I don't know too much about that game, but there is WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY more jumping in Cvs2, and more jumping in ST, and in A2/1.
The only one I'll give you is CvS2 and that's because short jumps exist in that game. That reason alone makes jumping way safer than any other game. From my personal experience in the short time I played that game at tournament-level I've rarely ever seen anyone who isn't Yun, Cammy or Blanka do normal jumps. Even Blanka and Cammy were more short jumps than anything else.
They may punish your jump but it doesn't carry the risk of losing 100% of your life because you decided to jump like in A3. Jump in against a V-Cody and lemme know how that works out for ya.
I never said it was a bad thing. I just don't jump in A3. I jump all day in SSF4 and barely get hit with anything worth crying about if I'm not playing against Sagat, Ryu, Ken, Gouken, Adon, or Balrog.
Luffy beat diago with rose because he had never played against a rose ever. Then, diago read her frame data, and proceeded to DESTROY him in the winners finals.
I didn't play ST "in my day", my first serious SF game was SF4. And I never said I didn't like SSF4, I just said the throw system sucks (and the offense in general). SSF4 is very well balanced for a SF game, but "fast" is not a word I would use for it. I would go with, slow, and somewhat fun.
It took off because it was very very accessible to the new crowd of people. It is not just accessible in the way that DOA is either, they emphasized many of the mindgames that go on with older SF games, and made them easier to do. This is fantastic, opened the pool for many people to enjoy fighting games for the same reasons most of us grumply old men used to enjoy them, while lowering the entry barrier for playing. The problem is, many of these changes do a great job of opening people up to mid level play, and a terrible job of keeping the game fresh at high level.
That 7f throw break window is really good for most players, it is forgiving enough that they can use their rudimentary timing skills to actually break a throw (10f throw break if they are standing!!!). Now, players are worried about seeing throws, breaking throws, so it is really evolving the mindgame for both mid-level players. Let's say the throw window was much smaller, new people would be unable to break throws with even a fraction of the time when they knew it was coming. They would start to feel it was cheap, the mindgame wouldn't evolve (everyone would throw alot), and the game would grow stale to these players. Clearly, for these players capcom made a great decision to bring to them this aspect of the game (expecting throws) into their thought process.
But let's look at the other side of the coin. A person with reasonably good timing knows there are 4 spots he can throw tech at to beat throw attempts. Doing his throw tech very late often means he will beat out something like 80% of throw attempts, with very little risk. You effectively took this mindgame OUT of my game. I don't even think, and it is very hard and dangerous for my opponent to counter this. Most other things people complain about are similar to this, where the buffer that allows newer players to really play the game, takes out those aspects for veterans.
Overall SF4 is awesome at what it did, so I think it really was the most important fighting game since SF2. It brought fighting games to a whole new group of people, that is something, I am just not one of the ones it was aimed it, and that's ok with me.
Edit for Ramon: Well you play abel, he is one of the 5 characters or so in the game that can really make an offense happen. Beyond that though, if your opponent is good, why are you jumping all day? He is probably sitting there doing nothing, and then you are taking pointless damage.
I jump to taunt.
And I'm TERRIBLE at SF4 but I will blame it on a shit d-pad. I still can't find an adapter for my PS2 pad without lag. No good imo.
Gah, I deleted that rant just to avoid going down this road. The thing is, despite softening it up for people with mere human reflexes and coordination (of which I am assuredly one), there are clear delineations of talent among the players out there. It's obvious that there's enough meat in there for the top players to come up with all kinds of stuff, and enough difficulty in execution that things are far from automatic. The better player is generally going to win in this game, and that's all you can ask for in this regard. I think they did a really good job of opening it up to both ends of the spectrum, with shortcuts on one end and normal links and dash cancelling on the other.
It's not a difficultly of motion, it's a lack of thought. The "better" player will win, but if you take out many aspects of the game, it sure isn't as fun getting that win. If the whole game was fireball/jump/stand there mindgames, I would still likely beat out 95% of people, but it would be more fun with all the other mindgames thrown in. And it has little to do with reflexes and coordination, eventually you learn to preform motions to the speed of the game, like a good musician playing music perfectly on time to a certain bpm for a certain song. It is not natural talent, just a practiced skill, like almost everything else in this genre.
All this talk makes me want to fire up Marvel 2. Anyone down? You can choose my team.
I moved all these posts into their own thread, since they had nothing to do with Mortal Kombat.
Now debate some fighting games.
What the fuck is up with that song?
Breathless isn't all that, it's pretty much abels raging demon. I never see people fall for that ultra, the only time I ever see it connect is point blank after a jump just like raging demon. His first ultra is better imo it has an easy as hell setup and does great damage. Also I love the name of this thread.
And about throws, throws are still a powerful tool in SF4 especially for certain characters. Bison, chun, guile etc would be shit without their respective throws they are hardly useless. 25% connect rate is A-ok for a move that does a tenth to an eighth of damage character depending.
That's actually a good point, I forgot all about Raging Demon, there has always been an unblockable super. There is a difference in that Breathless travels faster and can be held. But still, I don't think I've ever watched a Super SFIV tournament where an Abel player won.
They are not a powerful tool, they are 1 of 2 tools and the suck at it. Just because they are the only tool doesn't make them good tools.
The problem with this is some nasty distortion by one or two top players at top events. If you have Justin Wong traveling to every tournament of significance and winning... well, there's not much room for anyone else. He also plays Rufus, who is a good (and stupid) character.
That moreso than anything else is why you rarely see someone like Chun or Abel (who are top tier characters) winning tournaments -- the top player himself just isn't playing them.
Okay, but even aside from winning outright, it's not like the winners brackets are chock full o' Abels. I see more E. Hondas, Rufuses, Balrogs or Chuns. If the move was unbalancing the game, then it would naturally bring more Abels to the top. It might look different in a year when everyone's sorted the matchups, but I really do think this is as balanced a 2D fighter as we've seen. There are obviously some dud characters, but if a dedicated player can bring Zangief, Rose or Adon to the top in addition to the high tier of 7-8 characters, that's a pretty balanced game.
One day, someone will unlock T.Hawk.
This doesn't make sense. How is hitting one button way off to the right easier than hitting Jab+Short, the two buttons your fingers naturally rest on?
This is not that good. It isn't even his best Ultra.
It doesn't sound like you were playing at tournament level, love. CvS2 saw only one Yun of relevance throughout its entire run. He was in the company of King and Kyosuke in the cellar of the tier list. The CvS2 normal jumpers are Vega (jump speed, block stun, crazy hitbox), Blanka and Bison (filthy crossups). All of Cammy's jump-ins are trash in CvS2. What the hell game were you playing?
SFIV Option Select crouch tech is a bigger problem than the tech window. Yeah, 3S had the same thing, but the difference is that most 3S characters* can not deal big damage off of jabs and shorts while a huge chunk of the SFIV cast can including, as luck would have it, the two characters with the best jabs in Rog and Chun. Trying to bait and counter hit crouch tech against those two is as difficult as it is risky.
*= The notable exception is Ken, but hit confirming one or two low shorts into super is not in the realm of Rog and Chun Li's bullshit free Ultras.
People bitch about abel twice as much than he actually wins, there wasn't a single abel in the top 16 at evo (nor a balrog). Three amazing abels made into the top 32 but that's it, the list is actually impressively diverse. Abel is like Ryu for as much as everybody hates them they don't win that often. Obviously daigo does, but aside from him not so much. Also not a single rog in the top 32, character seems to really struggle at the highest level.
Balrog isn't that good. He's too linear to really be a threat at high levels of play and can get zoned out hard by fireball characters. His pokes and footsies are really good but all of the top tier can either get around that or can actually keep up with him straight-up.
It should be obvious to everyone by now that they should ignore everything Ramon says about SF4 because he is awful at it. And the awfulness goes beyond using a bad dpad, unless those make you jump constantly and use terrible strategies nowadays.
I get thrown all the time, even when I am trying to tech it. I think I push it too early while crouching and end up throwing out a short that gets thrown =[ I have to guess when they'll throw in their chains (which isn't hard) because I can't do it from reaction. I can't see a throw happening, then tech it. It has to be both of us throwing at just about the same time for it to work for me.
His crouching jab is ridiculous, his headbutt travels like half screen and his sweep is almost instant. Balrog is not a bad character by any means, I have trouble against him with both my Chun and Honda. And by trouble I mean if I'm playing someone as good or better than me, there is a decent chance I will lose. If someone is a bad or mediocre Balrog they're fucking dead.
Cvs2 also had just defend for jumps, and air guard, and CC's to make your jump safes. SF4 has none of this. ST had at least fast jumps with some chars that were modestly difficult to anti air, again, SF4 had none of this. Sf4 is the least jump friendly game I have ever played.
Edit: Just talked to a CvS2 player, he said jumping isn't bad at all in CvS2, nothing like SF4.
Throw tech window is 3f longer with a longer post guard invul (which adds to it for all intensive purposes). The difference between a 5f window and 10f is far far far more than double. It means I can safely be wrong about my guess that you will throw like 90% of the time and nothing happens to me because I am in blockstun.
Guilty gear by the way had better character representation and balance than SSF4, if you wanted some comparison.
What? You can block from teching an air throw in the air. This is of course if you are in a super jump state. If you're in a NORMAL jump state, normal jump rules apply. You get one action before you have to hit the ground. If you do a move that whiffs or I force you to air block in a normal jump and hit the ground first, you've just been guard broken.
Fuck you, tubby. I won't get good at a game I find terrible. I did it with CvS2 and never will I do it again.
Also, to address ARBM, Cammy's short jump Fierce and dive kick are the only reasons one would jump with her. Bison has always been a jumper for his cross-ups so I never mention him. He's the same shit in every game he's in except the VS. series. Vega has crazy walk speed to the point where you can just do walk-up shorts so I have never seen a reason for a player to jump with him. Ever.
Hey guys what's going on in here?
Did the first Blaze get released in any Asian territories cuz I think Guilty Gear did. In fact, you could just play any Guilty Gear and then imagine that with higher rez graphics and you have BB. I was gonna get the new one for the 360 but with only 2 new characters, screw that.
Steak Bitch Club round 2
Nice.
Where's BloodStorm?
Those five days are over for this month.
your favorite fighting game sucks
sf4 sucks too
I wouldn't mind getting into GG but the games dead, and BB new version is a showcase of everything you shouldn't do with a fighting game update. Those games are are just sooo different from SF so I would be starting from scratch. Which I'm fine with if there are people to play with but blazblue isn't huge and I don't know anyone really into the arc stuff.
Real talk should I buy mark of the worves or kof 98um?
That XBLA sea pirate game might actually be more marketable if it was called Mark of the Wharves.
Blazblue is terrible and guilty gear is dead, and sf4 is a fantastic fighting game to get started with.
The second had too much of an emphasis on turtling I hear. Everyone I know who was playing the first hated it, and that's saying something.
The new one is all rush down according to what I've heard, that's why bang skyrocketed to top. the first one was a zone fest from everything I've seen, everyone seems to think the new one is more balanced overall though (except rachel who got nerfed worst than sagat I guess).
That is not a decision any mortal man should have to make. If you've never played either I would get MOTW, if you've played MOTW extensively play KOF98UM for a little something new. Keep in mind that from what I'm told the netcode on both of them suck ass, and there probably aren't a lot of people playing them online.
MOTW. Easily.
I have both on other consoles (well normal kof 98 anyway). Hmmmm, leaning towards motw because I have it on DC and lol at ever using that again.
King of Fighters '98: Ultimate Match on Xbox Live Arcade doesn't have the win quotes translated. Don't support that kind of laziness.
Shit, really snk, really? I haven't played motw in forever does the guy who looks like clark/ralf play like them too? If so I'll add the points to buy noa.
KOf98 and 2k2 are probably better games than MOTW, but MOTW is really pretty and has alot of character.
The second blazblue is better balanced than the first for sure, I just heard it was really really boring.