Originally posted by Masaka
Andrew your ideas are flawed for several reasons. Based off of what you described on page 4, if I were playing that game, I would sit and wait for the other person to do something, because there's less risk involved. Here's how I picture a round of that game going:
ROUND 1: FIGHT!
*sit*
*sit some more*
*move back and forth*
*throw out some whiffing attacks*
*sit*
*sit*
*repeat ad nauseum*
TIME OVAH.
Because of the emphasis you put on reversals and the ability to get around attacks, the risk/reward for attacking is badly skewed. That's one of the problems with CVS2, and why turtling is so prevelent. It's simply easier and more worthwhile to sit, wait and react to what the other person is doing. What you're proposing would be on the same scale, only multiplied by a factor of 10.
Arjue is right, we can't argue your dislike of motions for doing special moves, although I honestly can't understand it. So we'll leave it at that and move on.
Honestly, the idea doesn't sound very interesting to me. A fighting system based heavily on very simple to execute reversals doesn't appeal to me in the slightest. DOA3 which, yes, places a lot of emphasis on reversals, also didn't appeal to me. Playing the computer is not a healthy indication of what is possible (or broken) in a fighting game. Otherwise the CPU in CVS2 would do nothing but pick Cammy/Blanka/Sagat and throw out fierce.
Lastly, you aren't expressing your ideas very well, especially as they apply to current fighting games. I'm not trying to nitpick, but if you're going to debate about the things you don't like currently, you have to be able to express them correctly.
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