Sweet thanks for the heads up.
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Sweet thanks for the heads up.
This stream reminds me that CVS2 was only fun outside of tournaments. INstead of watching Vega and Blanka be super boring with A-ism.
I take that back with this Combofiend and Daigo match.
You don't find the tense situation between two high-class players over who is going to land the first hit and gain the lead entertaining?
No because I don't care about either of them. Who wins matters little to me unless they're using characters I like or they're playing a trashy human being like scumbag or Noel Brown. Though the endings are tense, even when it's boring characters like Blanka the end of these matches when they're close are exciting. It's just the same thing plays out too much and it stops mattering.
Plus it's hard to tell they're high class players in some of these situations, because let's face it, I'm not great at fighting games. Watching a guessing game as to which safe move Vega is going to throw out loses a lot on me because I don't know from 3 steps or 4 steps what his options are. I don't know how player A is limiting player Bs options and so I'm missing out a lot on an aspect of the match which is my own fault mind you.
You can take two roads, both are fine: a.) stop watching competitive play because they will always go into top characters unless the games are across the board balanced or 2.) learn the game and figure out the intricacies to better understand the situation.
Not everyone gets the point of playing Street Fighter at such a high level, and that's okay. If you wanted to, you could go to these events and meet players who strive to get better but like the game more for fun than the competition.
No one should be put through that punishment.
Every video I watch of Guilty gear comes down to which character sets the most effective traps. Which is kinda cool.
I like the game, but it will get boring after maybe 60 hours of playing. I just couldn't stick to it. Also, the flashes are Marvel vs. Capcom brutal.
One big difference between Guilty Gear and street fighter is that generally in street fighter, you only get to put on your
Mixups after a knockdown. In guilty gear, many characters are capable of putting up dangerous traps if you give them too much space, or put yourself into a bad zone. This creates the aggressive pacing of the game, the "negative penalty" that everyone gives credit too really is just a safety mechanism (another sign of good design) that comes up in a very small number of matches.
That being said, although likely difficult to see, like any other fighting game the real top player matches comes down to spacing. Its only when that balances out to some degree that the strength of these "traps" decides matches. When you some new trick or idea though, that can easily Win you a match, and it should! Creativity is not rewarded enough in many modern fighters.