I think it works because it gives a very controlled hop a specific command. I also love that mid-air reverse facing has a command.
I love the philosophy behind the auto combos and command lists free of arcane joystick motion inputs: basic punishers shouldn't be arbitrary tests of execution. But I can't figure out how someone who subscribes to that philosophy would demand precisely timed flurries of mashing on Dust combos; two button sweeps; and a low jump input consisting of a bunch of things, none of which are "up." Down + A + C? Huh? How is that more intuitive than just tapping Up/Forward quickly like we've been doing since 1996? That don't make no sense.
I think it works because it gives a very controlled hop a specific command. I also love that mid-air reverse facing has a command.
I like that. That, the big ol' sprites, Just Defense, the extra super and damage boost at < 30% health, and the A + B evasive command make this feel like a Fatal Fury game for the Year 2000.
Furmins?
It should be easier to start execution wise at least enough that new players can focus more on learning the game mechanics and basics of a fighting game instead of having to spend tedious amounts of time in practice mode working on execution. I hate it so much.
I like some difficulty in places where the player stands to gain a big advantage, be it in health (Final Atomic Buster in ST), position (triangle jumping with Magneto), momentum (Eddie buzzsaw strings, reversals in ST) or significant combinations thereof. I do not like it in places where a player stands to gain a small advantage while punishing a big mistake. It should be easy to sweep Sagat if he whiffs a fierce tiger uppercut on wakeup. The auto combo in P4 is the equivalent of the ST sweep: a uniform input for all characters to do decent damage punishing a big mistake. If you want to do more than decent damage in either game, you're going to have to put in some work. This is the right idea!
It's not a great analogy because sweeps have more applications than just punishing DPs, but you know what I'm sayin'.
What would be a good example to the contrary? SF4 usually has strong 2 in 1s, GG has Gatling chains for most chars, I guess tekken has obtuse punishers? Marvel 2?
Edit: The more I thought about, I'd say guilty gear must be the closest thing to no easy, well no easy anythings. But that game was not designed for beginners. Gatling chains are easy, but you have to learn a different one for each char.
Last edited by Anthony; 15 Aug 2012 at 09:29 PM.
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