K3nmasters lacht jetzt sicher schon wieder fast. Halt's Maul! :'DDDD
Sirlin:
Denkt ihr auch, dass die schweren Links in SFIV (1 Framer, 2 Framer) nur eine nervige Wand sind, die euch hindert zum Kern des Spiels zu kommen? Wäre es nicht besser, wenn 1 Frame Links entfernt/verlängert werden? Es gibt manche Leute die auch behaupten, dass man beim Spielen von SFIV als Anfänger, im Gegensatz zu ST nicht "dem nicht dem Spieler, gegen den man spielt" gegenübersteht, sondern dem System? Ist sowas überhaupt soo sinvoll in einem Spiel, dass in erster Linie eigentlich Casualfreundlich sein sollte? Wurde hier nicht an den falschen Ecken gespart (Stichwort: Shortcuts für Specials)?
Eure Meinung!
Sirlin:
This issue of rapid fire moves using a bug to cancel into specials is actually minor compared to the next topic though, a topic that will dominate much of the game: link combos in general. The game is filled with difficult 1-frame links. These are moves that just barely combo into each other with 1/60th of a second timing. In high level play, players will master these and they become common. So Sakura doing low jab, (link), low fierce, short helicopter kick, (link) low short, ex shoryuken, ultra for 50% will be common. One friend of mine already does this combo in real matches after only 2 days of playing, as well as other scarily damaging combos off low short that involve hard links.
Other examples, Ryu can now link low short, low jab, low forward. He can also link low strong, low strong, low roundhouse. Linking is the name of the game, which actually makes the game closer to CvS2 than to 3s or ST. The effect of all these links is to hide the actual game behind an impenetrable wall of execution. If you practice (ie, develop 1p skills unrelated to strategy and unrelated to interaction with the opponent) then you gain access to the real game, a game of high damage off small hits, but only for the dexterous.
Of course some level of this is inherent in just about every fighting game. It's a question of how far to turn the knob towards 1p activities and away from strategy. Super Street Fighter 2 Turbo has dexterity requirements of course, but winning tournaments while using zero or very few link combos is entirely possible. That simply isn't the main focus of the game. The existence of many, many new links in SF4 shifts the focus toward that though.
Denkt ihr auch, dass die schweren Links in SFIV (1 Framer, 2 Framer) nur eine nervige Wand sind, die euch hindert zum Kern des Spiels zu kommen? Wäre es nicht besser, wenn 1 Frame Links entfernt/verlängert werden? Es gibt manche Leute die auch behaupten, dass man beim Spielen von SFIV als Anfänger, im Gegensatz zu ST nicht "dem nicht dem Spieler, gegen den man spielt" gegenübersteht, sondern dem System? Ist sowas überhaupt soo sinvoll in einem Spiel, dass in erster Linie eigentlich Casualfreundlich sein sollte? Wurde hier nicht an den falschen Ecken gespart (Stichwort: Shortcuts für Specials)?
Eure Meinung!
So few people are willing to actually get into a game and understand what makes a 2-D fighter tick that everyone will write it off as something they'd already seen. You can't really have a 2-D fighting game anymore without a "gimmick" and people will judge the game based on what the gimmick is.
Unfortunately, it doesn't really work. It's almost impossible to argue that the best 2-D fighting game ever produced was Hyper Fighting. We've been going in the wrong direction ever since.
--Jay Snyder
Unfortunately, it doesn't really work. It's almost impossible to argue that the best 2-D fighting game ever produced was Hyper Fighting. We've been going in the wrong direction ever since.
--Jay Snyder
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