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That's a nice choice for a title but please consider using this one* instead:
Them's Fighting Games
*I had thought of this title on TT2.0 but felt like it was too late to suggest changing it. But that's not the case here.
Oh a whim I installed Street Fighter 30th Anniversary Collection last night and oh boy am I not good at fighting games! I couldn't beat the first person in Street Fighter. I had trouble consistently pulling off charge attacks or fireballs in SF2... Just a mess.
Yea, it appears the usefulness of cr.MK is shifted in this game. It's typically not a way to open people up since it's like not cancelable for most characters apparently, but it still reigns supreme as a fast normal with far reach. I think it's a tool for pressuring guard bar at a distance rather than combos or confirms? Ofc, if you activate CC, you can cancel cr.MK just like all your other normals in that mode, so I think esp for Karin she can cr.MK xx Rekka stuff and get something started from a good range?it really does not help that crouching medium kicks are not cancelable in this game and accordingly getting someone to block a low...tends not to accomplish very much for a gameplan. even when they hit i'm not sure what benefit that has, almost!
This was amazing to watch, esp how you like assimilated the strategy on the fly over the course of our first foray into A3 lol! It reminded me of a couple conversation points from last night: about how - despite whatever V-ism combos are out there to be learned - there's a lot in this game that can be accomplished with application of basic tactics with its primary systems; and also that they just don't design characters like this anymore in Street Fighter. Cody's scummy properties in A3 make it feel so so rewarding when you do get him in a checkmate position with his shorter guard bar. That dynamic fits neatly with his general design: you start a round against Cody, and a knife is laying in the middle of the stage - this is anything but a fair fight.i'd won a handful of games and even had a couple rounds where i completely cornered him, to the point of setting up a situation where he could only block until getting guard crushed, then knocked down so i could do it again
I would challenge any rationale that keeps you from engaging with a favorite character! "They're low tier, so what's the point in committing? They're high tier, what's the point in playing?" I feel like those assessments get extrapolated way further than they deserve. Plus: 3S Chun has a great super ofc, but in terms of how she scores hits, it's by leveraging the basics exceedingly well. She is not mixing people up with some kind of high/low/side switch, nor is she camping downed opponents and fishing for parries. She opens people up with counterpokes, whiff punishes, delay attacks, and, once people learn to stop sticking buttons: grab after grab after grab. So in terms of getting parried a lot, like, I feel like she's a great character to learn how to threaten the opponent and not just get parried down all the time. Also, all of her strongest normals / confirms are either High or Low parries, no Mids: it is difficult and risky to parry Chun-li!). Anyway, not a 3S post lol but I think you can play both her and Makoto and learn different but equally satisfying tactics for 3S.the alternative would be to play chun-li, who is strong and i've enjoyed playing in many games, certainly one of my favorite characters of all time...but playing the game just do what feels like the simplest, strongest and most universal stuff kind of calls into question what the point even is for me at that point.
this is one of the really interesting things i noticed as well, and immediately picked up on watching some videos afterward on top of that; one of the things i've seen remarked upon in 2 is that it's a game where the activate itself causes those kinds of "checkmate" type situations where one player has essentially no recourse to avoid losing a round, and while a lot of that dimension has been toned down here, it still seems like one of the core problems in 3 is that even in this game it's difficult for other styles to challenge activate as successfully as v-ism does just by having access to the exact same threat. basically, the asymmetry in this game is maybe a bit too stark between styles, and not just in the context of pure "strength"; both of the other isms offer fun and high-powered games in their own right, but the asymmetry of tools available to each style seems like it has a tendency to move the game more towards exploiting those gaps, while equalizing them instead pushes the game more towards the patient play that's so exciting about street fighter compared to many other series.despite whatever V-ism combos are out there to be learned - there's a lot in this game that can be accomplished with application of basic tactics with its primary systems
i mean, yeah, that's what i do. but in this case it's just kind of like, do i want to try having a serious chance to beat people or do i just want to prank them with some dumb thing i genuinely feel like i can't do in any other game? given where i'm at right now neither one feels like it's very close within reach, though...certainly a lot of that is stuff involving "the other character" in a given game where any learning would help across the board. but there's also just the issue of like...i've been into a lot of stuff lately and how much do i want to get invested in this specific game right now? it's hard to say."They're low tier, so what's the point in committing? They're high tier, what's the point in playing?" I feel like those assessments get extrapolated way further than they deserve.
Good shit, homie. I know I've been slacking on the fighting game threads. I'm hardly ever on my computer these days.I made a thread for it because I think it deserves it. It's a great game in a great series.