Smash is a particularly special case.
Regardless of individual game preferences, EVO celebrates the fighting game genre as a whole and everybody watching is a fan of it. There's this "belief" among some that smash fans are only there/watching for dat smash and don't really respect the genre as a whole, which of course plays into the "Smash is not a fighting game" nonsense that to this day still persists in the minds of some. Even TFG refuses to put Smash on its website and webmaster Yagami made it perfectly clear he never has any intention of doing so. .
That seems so weird to me. Like, I thought a major part of III's appeal to the FGC was that it's very difficult to master, and thus breeds very high level play.
It seems somewhat paradoxical to praise the game for essentially only being for the best of the best while at the same time complaining it doesn't have the mass appeal of certain other games.
Mass appeal means viewership.
Where there's life, there's hope.Melee's similar. It's extremely difficult to play at a high level compared to Smash For, but Melee tournaments' viewership still rivals the newer, much more balanced game to this day partly because of that, and partly because it's so fast. As a spectator's game, a lot of people just prefer the Melee's pace, combos, and flashy mechanics to that of Smash For's.
3 doesn't quite have that spectator's appeal. A lot of its more advanced mechanics - memetic parry chains aside - are subtle, and other than god tier sprite work and animation it doesn't really bring anything to the table visually or in terms of pace that the 3-D Street Fighters don't from a casual fan's perspective. So it's harder to appreciate and doesn't draw crowds the way the shiniest, newest Street Fighter does.
I personally liked SFV's relatively easy combos, where the game now revolves around actually outplaying the opponent, rather than spending hours in training mode mastering those silly one frame links.
#1772 @Vertigo
Of course, now that SFV is the current game the same "hot thing" accusations are being thrown at it. Particularly the fans of SF 4 who liked the one frame links, safe DP's, and ultras every round.
My DA account... I draw stuff sometimes!I really like ultras.
Where there's life, there's hope.Ultras are okay to me too. I kinda miss them as well. They just take too long and don't pause the timer.
I think the stated reason (IIRC) that Capcom removed Ultras was they caused the other player to play more defensive, and it was too rewarding in casual play to get beat down and receive an ultra.
The V-Trigger is a slightly more skillful comeback mechanic (when use in the middle of combos), that with some characters can be pretty flashy though not Ultras flashy...
My DA account... I draw stuff sometimes!Huh, didn't notice the timer. That's something that need to be fixed.
Where there's life, there's hope.Yep, it would truly suck to land an Ultra in SF 4 with about 3 seconds left (depending on character) on the clock because sometimes the last hit does most of the damage (like Abel's Ultra 1).
edited 2nd May '17 8:53:44 PM by Malco
My DA account... I draw stuff sometimes!I don't think I've ever ran out of time, but admittedly most of my games are against AI or my brother (who I have to handicap half of my health).
On another Ultra-related notes, the XBOX controller is rather awkward to pull off double quarter + left shoulder/trigger. I had to switch the button configs around.
edited 2nd May '17 8:57:55 PM by RAlexa21th
Where there's life, there's hope.I never could consistently perform anything fighting game related on the XBOX d-pad. :)
The controller just put the d-pad in a terrible position for fighting games but good for all those other games (FPS, Spectacle Fighters and such) that use analog stick for movement.
My DA account... I draw stuff sometimes!Akuma's Super and Ultra on the other hand is ridiculously easy on the gamepad. And they are unblockable too. Great tool for noobs.
Where there's life, there's hope.I'll admit, I actually didn't know how to perform the Raging Demon properly for a while. Mainly because I never knew if it was flicking forward, or holding forward. I think it's the latter now.
Come to think of it, what are they gonna do for the Raging Demon's motions if (Or when, considering how much weight he has in the series legacy) Akuma makes it into Infinite?
A corpse should be left well enough alone...Yeah, I'm not sure if holding forward works, I've always just tapped forward. :) The best way to do it, is to do the light punch, light punch, then immediately roll over foward, light kick and hard punch in a split second.
For the motion should Akuma make it into Infinite, I think it'll be the same.
edited 3rd May '17 1:40:26 AM by Malco
My DA account... I draw stuff sometimes!How does SFII on Genesis and SNES play?
Where there's life, there's hope.SF has always been about the timing and 3 makes that such an art you can literally counter supers blow for blow if good enough.
Personally I think this is why I'm better at Tekken. I can treat the movement like I'm watching a kickboxing match with random instances of hackey sack and my IRL experience with such is a lot more applicable than it is to Street Fighter. But that's me, not a reflection of quality.
From what I remember they're both fairly good, just with some graphic/audio features removed due to hardware limitations.
How's the control?
Where there's life, there's hope.Mostly unproblematic but not all the controllers having 6 buttons at the time was a big issue. I think Sega made a special controller just to fix this.
edited 3rd May '17 2:10:21 PM by comicwriter
Sega had a Megagenesisdrive controller with six face buttons. Fucking six.
IMO nothing wrong with that, and I sometimes do wonder why the other manufacturers didn't decide to combine six face buttons idea with shoulder buttons. Sometimes a game feels like it needs an extra button that isn't on the controller.
edited 3rd May '17 2:05:04 PM by Geist-Fox
It was probably a lack of foresight since I doubt anyone ever considered SF II becoming that explosively popular.
Were other fighting games of the era using 6 button layouts too? I know the Neo Geo fighters around the same time like Fatal Fury and Art of Fighting generally used four or less buttons.
Gen feels weird, but I've cleared Arcade Normal with little trouble.
I also knew how to Focus Attack + Charge Ultra.
I couldn't clear Arcade with Seth. Abel kept kicking my ass.
Where there's life, there's hope.I've actually played the SNES SF 2 Turbo Hyper Fighting, but I'm probably too young and too noob a fighting game player to know if the controls felt good. But yes, I did envy the Genesis' 6 face buttons. :)
That's because Neogeo hardware only actually had 4 buttons max. The first KOF (heck, first SNK game, I think) to have more than 4 buttons was KOF XI and it was already on a different hardware than Neogeo.
Other fighting games around that time:
- Mortal Kombat 1-2 had 4 buttons. Mortal Kombat 3 had 5 buttons. Mortal Kombat 4 had 6 buttons.
- Primal Rage had 6 buttons IIRC.
- Killer Instinct had 6 buttons but that didn't stop Nintendo from not changing their SNES/N64 controllers to 6 face buttons.
- Virtua Fighter, Tekken, Soul Calibur had 4 buttons each.
Lol the current SFV hot thing hate is so true, especially coming from SF 4 fans who went through the same thing. "Shit Fighter V, Street Fighter Vapid" just petty nonsense through and through. Admittedly it's funny seeing people come up with nicknames for games they don't like.
"Mehval vs Crapcom"
"Super Trash Brothers Bore"
Blazpoo: Continuum Shit
like it's so juvenile lol.
edited 4th May '17 12:32:59 AM by Vertigo_High
Dem Smashers and their 2/5th of turnouts.
edited 2nd May '17 7:35:31 PM by RAlexa21th
Where there's life, there's hope.