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.
The Official Fighting Games Topic - Page 79
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CharlieMurphy
United States22895 Posts
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. | ||
CharlieMurphy
United States22895 Posts
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. | ||
SayaSP
Laos5494 Posts
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anotak
United States1537 Posts
lol sirlin hax | ||
CharlieMurphy
United States22895 Posts
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CharlieMurphy
United States22895 Posts
Look at all these SRK HD remix vids, wow | ||
CharlieMurphy
United States22895 Posts
Art finish Changes List | ||
CharlieMurphy
United States22895 Posts
![]() lol segal | ||
crazie-penguin
United States1253 Posts
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
United States22895 Posts
On November 30 2008 08:42 crazie-penguin wrote: 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). | ||
MCMcEmcee
United States1609 Posts
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. | ||
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Bill307
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Canada9103 Posts
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
New Zealand6138 Posts
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. | ||
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Bill307
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Canada9103 Posts
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SayaSP
Laos5494 Posts
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anotak
United States1537 Posts
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
United States9452 Posts
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. | ||
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Bill307
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Canada9103 Posts
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. <_< | ||
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thedeadhaji
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39489 Posts
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. | ||
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Bill307
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Canada9103 Posts
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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