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The Official Fighting Games Topic - Page 79

Forum Index > General Games
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New Updated Fighting Game Thread
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
November 29 2008 22:50 GMT
#1561
http://www.sirlin.net/blog/2008/11/26/sf-hd-remix-is-a-and-sirlinnet-is-top-5.html

This game is exactly the thing that needs to make an example for blizzard to re do BW with same engine and new HD sprites.
..and then I would, ya know, check em'. (Aka SpoR)
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2008-11-29 23:03:04
November 29 2008 22:54 GMT
#1562
On November 30 2008 07:24 SayaSP wrote:
I went 6-31 vs 3MC in SIRLIN TURBO

Also so far only TLers I know with STHD is Me, Chill, 3MC and KingKosi



Sirlin Turbo is slang for STHD Remix correct? Is that game out for download on xbox and wii and shit?

PS- Wow on streetfighter.com they have videos, Gouken looks bad ass. And btw Akuma is not a secret char in ST Remix now? That's fucking cool.
..and then I would, ya know, check em'. (Aka SpoR)
SayaSP
Profile Blog Joined February 2007
Laos5494 Posts
November 29 2008 23:09 GMT
#1563
slang!?!?!? more like joke name! but its true! so maybe!
[iHs]SSP | I-NO-KI BOM-BA-YE | のヮの http://tinyurl.com/MLIStheCV , MLIS.
anotak
Profile Blog Joined March 2008
United States1537 Posts
November 29 2008 23:14 GMT
#1564
http://www.sirlin.net/blog/2008/11/29/1-on-street-fighter-ranked-matches.html
lol sirlin
hax
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
November 29 2008 23:33 GMT
#1565
Yea, and he tries to downplay his achievement too haha
..and then I would, ya know, check em'. (Aka SpoR)
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
November 29 2008 23:33 GMT
#1566
http://www.youtube.com/view_play_list?p=3F93435D4C8E65D3

Look at all these SRK HD remix vids, wow
..and then I would, ya know, check em'. (Aka SpoR)
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2008-11-29 23:45:28
November 29 2008 23:35 GMT
#1567
Man, this game looks so good I think it needs its own thread.

Art finish


Changes List
..and then I would, ya know, check em'. (Aka SpoR)
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
November 29 2008 23:39 GMT
#1568
[image loading]


lol segal
..and then I would, ya know, check em'. (Aka SpoR)
crazie-penguin
Profile Blog Joined June 2006
United States1253 Posts
Last Edited: 2008-11-29 23:43:41
November 29 2008 23:42 GMT
#1569
On November 30 2008 07:50 CharlieMurphy wrote:
http://www.sirlin.net/blog/2008/11/26/sf-hd-remix-is-a-and-sirlinnet-is-top-5.html

This game is exactly the thing that needs to make an example for blizzard to re do BW with same engine and new HD sprites.


I don't understand what you mean, Sirlin actually made it easier to do combos and doing inputs with the controller. This is analogous to Blizzard making interface improvements to BW. It wouldn't be the same without the emphasis on mechanics.
(note: im not entirely against the UI changes in SC2 b/c of other features in SC2)

Oh, but then again, i guess mechanics aren't a major factor in fighting games anyways. So I guess you're just talking about the balance changes. Then do you mean that blizzard should make certain units better (i.e. queen, ghost, dark archon, etc...)?

edit: yes, i am aware that this post has little to nothing about fighting games
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
November 29 2008 23:46 GMT
#1570
On November 30 2008 08:42 crazie-penguin wrote:
Show nested quote +
On November 30 2008 07:50 CharlieMurphy wrote:
http://www.sirlin.net/blog/2008/11/26/sf-hd-remix-is-a-and-sirlinnet-is-top-5.html

This game is exactly the thing that needs to make an example for blizzard to re do BW with same engine and new HD sprites.


I don't understand what you mean, Sirlin actually made it easier to do combos and doing inputs with the controller. This is analogous to Blizzard making interface improvements to BW. It wouldn't be the same without the emphasis on mechanics.
(note: im not entirely against the UI changes in SC2 b/c of other features in SC2)

Oh, but then again, i guess mechanics aren't a major factor in fighting games anyways. So I guess you're just talking about the balance changes. Then do you mean that blizzard should make certain units better (i.e. queen, ghost, dark archon, etc...)?

edit: yes, i am aware that this post has little to nothing about fighting games

No, Just redo the fuckin game with new HD sprites like I said (maybe a few minor changles to balance such as scourge AI, but I wouldn't even care).
..and then I would, ya know, check em'. (Aka SpoR)
MCMcEmcee
Profile Joined April 2008
United States1609 Posts
November 30 2008 00:45 GMT
#1571
ugh
Sirlin Turbo is a funny game but it's not as good as ST. The sprite work is pretty inconsistent, like 50/50 between "pretty cool" and "completely awful" for the character art. The "balance" changes really don't seem like they were well thought out, either. Play it to play Sirlin Turbo (lag = SLOW TIME??) but don't play it to play ST with prettier graphics because it isn't ST.
[iHs]MCMcEmcee@UFO | のヮの
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2008-11-30 02:02:41
November 30 2008 01:46 GMT
#1572
On November 30 2008 08:42 crazie-penguin wrote:
Oh, but then again, i guess mechanics aren't a major factor in fighting games anyways.

... Uhhhh, what? o_O

Mechanics and execution is arguably the MOST important factor in fighting games. Consider two opponents, one who can do combos and/or supers consistently and one who can't. The inconsistent guy may need to land 3 times as many hits on the consistent guy in order to win, due to the difference in damage output. Not to mention the fear it creates when you can consistently take off 40-50% of your opponent's health with a single hit.
H
Profile Blog Joined July 2007
New Zealand6138 Posts
November 30 2008 02:02 GMT
#1573
On November 30 2008 10:46 Bill307 wrote:
Not to mention the fear it creates when you can consistently take off 40-50% of your opponent's health with a single hit.


No kidding. When I play against consistent, mechanically-apt players in a game like Guilty Gear it's a pain in the ass, because I know if I get poked it's going to turn into a 40%+ combo.
[iHs]HCO | のヮの | pachi & plexa ownz | RIP _
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
November 30 2008 02:03 GMT
#1574
PS: Making a character's moves easier to do IS a balance change.
SayaSP
Profile Blog Joined February 2007
Laos5494 Posts
November 30 2008 02:26 GMT
#1575
Chicken Wing
[iHs]SSP | I-NO-KI BOM-BA-YE | のヮの http://tinyurl.com/MLIStheCV , MLIS.
anotak
Profile Blog Joined March 2008
United States1537 Posts
Last Edited: 2008-11-30 03:40:20
November 30 2008 03:38 GMT
#1576
On November 30 2008 10:46 Bill307 wrote:
... Uhhhh, what? o_O

Mechanics and execution is arguably the MOST important factor in fighting games. Consider two opponents, one who can do combos and/or supers consistently and one who can't. The inconsistent guy may need to land 3 times as many hits on the consistent guy in order to win, due to the difference in damage output. Not to mention the fear it creates when you can consistently take off 40-50% of your opponent's health with a single hit.

Well, it certainly depends on game, but mechanics seem much less important than in say, Starcraft. Or maybe I just have more talent for FGs than RTS... that's probably the case actually, though currently I'm not great at either.

On November 30 2008 11:03 Bill307 wrote:
PS: Making a character's moves easier to do IS a balance change.

yeah, my friend that plays Zangief (was ranked #1 on the XBLA ladder when i posted the pic, was #8 in Sirlin's pic which was taken later) was saying "Sirlin does not realize what he's created" about the new gief motions.
Myrmidon
Profile Blog Joined December 2004
United States9452 Posts
Last Edited: 2008-11-30 06:47:26
November 30 2008 06:37 GMT
#1577
Of course changing the motions changes the game, as do all of the other changes like hitbox adjustments, new moves, and new move properties. Several months back we all knew it wasn't going to be Super Turbo, as that was no longer the objective. And I don't see how you could argue that the game is less balanced than Super Turbo (currently...some things perhaps have the potential to break the game but I don't think so). The thing to me is whether or not the changes make for a net change towards stupider/more boring matchups.

edit: some things like Gief motions are the least of our worries, I would think. He's not going to be top tier because he can do a standing 720. Gief's strategy in every matchup remains the same, although his new tools give him a few more tactics. It's bigger things like Ryu fake fireball that have the potential to totally rework matchups. And Akuma being usable at all, etc.

I'm somewhat optimistic, though. You'd need a few egregious cases of retardation or a whole string of smaller shifts to make up for "positive" changes like Vega Wall Dive loop removed, negative edge stored oicho loop removed, Dhalsim no longer hitting clean under Sonic Booms, E. Honda now being able to fight fireballers and to lose to certain non-fireballers, etc. IMHO. We'll see though.
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2008-11-30 09:57:36
November 30 2008 09:55 GMT
#1578
On November 30 2008 15:37 Myrmidon wrote:
Vega Wall Dive loop removed

GG my entire ST gameplan.

Seriously, I wasn't really interested in ST until I learned how to do that a couple months ago. Now it's basically the only thing I enjoy doing in that game. <_<
thedeadhaji *
Profile Blog Joined January 2006
39489 Posts
November 30 2008 11:21 GMT
#1579
Mechanics is by far the most important thing in fighting games. Without it, you cannot even play at a moderately decent level. Starting from being able to input commands on cue, shortening the time input needed (which allows far easier hit confirming), to getting one's hit confirm percentage up past 95%.

And the 'pros' (so to speak) will spend hours at a time practicing mechanics if they feel their game is rusty. Plenty of players' blog entries to back that up.
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
November 30 2008 17:33 GMT
#1580
On November 30 2008 20:21 thedeadhaji wrote:
shortening the time input needed (which allows far easier hit confirming), to getting one's hit confirm percentage up past 95%.

Actually, to be honest I find it easiest to hit confirm in 3s when my QCFx2 motion is slow enough that it ends just before the end of the cancel window.

If I do the motion too fast, then I tend to decide whether or not to press kick too early. But by doing the motion slower, I force myself to wait as long as possible before deciding if I should press kick. For Chun Li's cr.mk in particular, this makes it almost easy to hit-confirm correctly, because if you wait until the end of the cancel window to press kick, you have easily enough time to react to what you saw/heard.
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