SUPER STREET FIGHTER 4 GETS A 3RD STRIKE

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post=125470
For a lot of people they just kind of need a slow helping hand to get them into a fighting game...beating their ass with said 43 hit combo might be cool, but it aint encouraging. From what I've seen that's the primary reason lots of people don't get into fighting games. Even for experts(I am not one) having your ass handed to you like 5 times can be good learning experience but there comes a point where enough is enough and say "FUCK THIS".

The willingness of someone new is much shorter than that. It doesn't help calling them 'noob' or 'scrub' the entire time either... So I can kind of understand both sides since I'm somewhere in the middle. A vicious cycle of 'Fking scrub doesn't even take time to learn the damn move!" and "Fking elitist prick won't let even move!"


That's not anyone's fault, though. If you play someone that's a high level, expect to get your ass kicked. That's like me playing LeBron James in a pickup basketball game and being frustrated when he kicks my ass to high heaven. A lot of it boils down to the fact that a big aspect that people have trouble with in fighting games is that its competitive. Unlike an RPG or a platformer, it's no one's responsibility to give you a learning curve or make sure you have a fair shot, which is why you have to pick your battles and accept loss as a learning experience.

You can only be mad at yourself if you've been playing King of Fighters for a week and you lose in the first round of a tournament. Conversely if you're an expert and you actually have business in a competitive scene, it's okay to be frustrated at losing, but even then, take it as a learning experience. Since it's competition, nobody owes you a win. You have to actually take it.

However, I DO accede that there are many people in the competive community who are assholes and make it hard for beginners, but you just have to brush them off and keep on going.

post=125471
post=125467
I throw my controller at the screen when something as "basic" as a Dragon Punch is pretzeling my thumbs.
to change the game slightly, I'd like to bring up Soul Caliber as a series.

One thing I like about the series is that it at least gives you a list of all the combos for your character - combos should never be hidden like secret codes (not that that is really a problem these days anyway). But, that also gives them the idea that they can suddenly put a million of them in there.

I... I just can't memorize that many freakin' combos. Then you have button presses that need to be timed JUUUUST right so the game can differentiate it from half a dozen other combos that start the same way. Then you get into context sensitive combos, or combos that act differently depending on your character stance... damn you to hell.


Two things; Street Fighter IV, and most other fighting games nowadays have fixed this and have made the special moves (wait for the purpose of this conversation can we stop calling 'special/super moves' "combos", because when I think of combos, I think of just those 43 hit strings of moves and NOT specials/supers. A Dragon Punch is a special move. A combination of a Hurricane Kick, a Dragon Punch, a low kick, a high punch, and another Dragon Punch one after another is a combo) visible in both the instruction manuals and in the pause menuts.

Also, many games have easy to use characters and harder, more complex characters as players get better and are able to grasp things.
More people should read Playing To Win in order to better understand fighting game mentality as it is just like any real sport or even chess. I'm not even good at like 99% of the fighting games and I can appreciate the depth that goes into the culture and game design behind it.
Playing To Win is fucking fantastic and it's a must read for damn near anyone who plays video games ever.
Man, I don't know how SF4 could have made it any easier for a beginner to get into the fighting scene. The training mode tells you EXACTLY what to do. It tells you how to dragon punch, and even gives you combos that range from very easy to ridiculously hard. It even tells you (step by step by the way) how far you got into the combo and where you messed up at. If you do the training mode, you are almost guaranteed to beat 75% of the players out there. Capcom did their homework, IMO.

post=125482
Man, I don't know how SF4 could have made it any easier for a beginner to get into the fighting scene. The training mode tells you EXACTLY what to do. It tells you how to dragon punch, and even gives you combos that range from very easy to ridiculously hard. It even tells you (step by step by the way) how far you got into the combo and where you messed up at. If you do the training mode, you are almost guaranteed to beat 75% of the players out there. Capcom did their homework, IMO.


I tried that training mode, I would always get stuck on this one combo that required some kind of ridiculous strict timing or else it wouldn't connect properly. Hours on hours wasted trying to get the timing right. Screw that.
Hexatona
JESEUS MIMLLION SPOLERS
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post=125480
Playing To Win is fucking fantastic and it's a must read for damn near anyone who plays video games ever.


wait what
post=125457
Welp, the controls don't have to be complex to achieve a complex game. Prime example: Super Smash Bros. The controls in that game are remarkably simple, so instead of fighting with the controls you end up fighting against the other player -- you know, the point of game. Easy to play, yet hard to master. SF4 and it's ilk is hard to play, hard to master. I don't see how that's better.


Actually, to master SSB you need to be good at fast falling, dashdancing, smashes and short jumps, which I did not find easy to pick up. Particularly short jumps, which I still can't do consistently. Melee adds more things you should be good at that are not easy to pull off(mainly wavedashing), I don't even know how Brawl works, although I hear it's been made easier.

Also, it's hard to tell if you're performing a hard combo or not.

I find pulling off even complex button movements on a keyboard easier than figuring that stuff out.

Granted, it's a lot easier to *start* playing it, and high level SF you probably need to be able to use glitches too....

post=125480
Playing To Win is fucking fantastic and it's a must read for damn near anyone who plays video games ever.


Only competitive video games, perhaps even if you're not planning on playing competitively so you can understand that mindset.

If you're playing all single-player games, though, it doesn't apply to much. Although he has some interesting articles on making platform games and the like as well.
Playing to win cliff notes: Competition turns people into giant wankers. The end.
@Fractal Advocate: Well I'm pretty sure you'd come across a competitive game eventually, which was feld was trying to imply I think.

@Nightblade: Scrub
post=125519
post=125457
Welp, the controls don't have to be complex to achieve a complex game. Prime example: Super Smash Bros. The controls in that game are remarkably simple, so instead of fighting with the controls you end up fighting against the other player -- you know, the point of game. Easy to play, yet hard to master. SF4 and it's ilk is hard to play, hard to master. I don't see how that's better.
Actually, to master SSB you need to be good at fast falling, dashdancing, smashes and short jumps, which I did not find easy to pick up. Particularly short jumps, which I still can't do consistently. Melee adds more things you should be good at that are not easy to pull off(mainly wavedashing), I don't even know how Brawl works, although I hear it's been made easier.
There's no wavedashing in Super Smash Bros.
Hexatona
JESEUS MIMLLION SPOLERS
3702
post=125508
Read it!

upon further reflection, you're right. I've read some of it, and from what I've read, it makes a good point.

I know I've had the most fun at the game of my choosing even when I don't win - because I like to see how powerful we can become.

Man, I remember when Melee came out, and my friends played hundreds of hours of it. I mained as Kirby, my friend was either Gannon or Marth, and eventually his brother joined us a Dr. Mario.

My friend became exceptional at wavedashing, which I could never master, but I countered his ultra fast and long reached Marth with some quick thinking and interesting kirby tactics. It always annoyed him how a puffball with no reach was able to match him! One upping each other was a blast. But then I couldn't understand how someone as slow looking as gannon could routinely beat me - until I copied some of his moves and played Gannon myself (something I was never able to do before) and suddenly I was better at it than him, and added Gannon to the repertoire! I can't believe how fast they made that character.

Then, when the other guy joined with Dr. Mario - he was terrible. But he started playing against two fine-tuned players, and his skills got so good that we had a hard time beating him at all - me and him would get into mind games bacause he could "cape" my recovery move to make me plummet to my death, so sometimes I would actually start my recovery move the wrong way, and he would cape me to safety.

Anyway, what I'm trying to say is that yes, high level play is extremely rewarding.
Ark
Wario's-a number one!
1770
Guy, fuck yeah.
i'm hard for you
shhh don't tell the internet!!
New music themes!

http://www.aimini.net/file/?pid=NNdXDTc7Nh8zQKMtiCYz

Loving Balrog's, Fei Long's, Guy's and Honda's remixes.
I have a question for players of Street Fighter 3rd Strike (or SSF4, since that's what this question pertains to...):

I'm looking to improve with Makoto in SSF4 because I think she's pretty awesome, but her play-style is more awkward than what I'm used to. Is there anyone who used her in 3rd Strike enough to know how to put her to the best use?
Yeah, I can give you some pointers with her.

-Don't be confused by her 'slow' manner of getting around, she is fast and she plays fast. Speed is the name of the game with Makoto, and not like Ibuki or Guy's idea of speed, as in outmaneuvering and dodging shit; no, Makoto is about delivering asswhoopings in the shortest amount of time possible.

-If she's anything like she was in 3rd Strike, her priority is ridiculous. I remember her moves outprioritizing almost every character in the game.

-Powerwise, she is strong. I've seen a video where a Makoto beat an Ibuki in literally two hits.

-She is very offensive, not defensive. Overwhelm opponents before they get a chance to do jack shit.
Thanks, Feld (I just KNEW you were going to be the one to answer this ^_^)

I watched a "walkthrough video" of her on Youtube just now. It seemed that the strongest string of attacks she could pull off was a jumping high punch/kick, a low medium punch, her dashing punch special move, some kind of move-cancelling maneuver where the guy then immediately went into her super (that gave her an attack bonus), then finally, her ultra. That string of attacks did over half of the opponent's health.

Basically, it looks like she's going to take some real getting used to. I will, though, just keep in mind to be quick and aggressive.

EDIT: Also, I went to Play-N-Trade today to play SSF4 a bit. I did some practicing with Makoto and Dudley (I got better with Dudley much easier and quicker (not amazing with 'em yet, but would like to at some point)). With that said, I'm going to make Dudley, Makato, and Akuma (who've I've always been good with) my three best characters.

I wouldn't mind getting good with Juri, either (because, for some reason, I find crazy, sadistic bitches hot >_>). But, her play-style seems even MORE awkward than Makoto's.