
Originally Posted by
Anthony
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.
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