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Forum Index > The Shopkeeper′s Inn
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cLutZ
Profile Joined November 2010
United States19574 Posts
May 06 2015 10:55 GMT
#98541
Why doesn't any fighter intentionally try to replicate the SSBM style of no set combos + super high skillcap + actually fun at the skill floor, plus the no set HP pool thing? Its just as baffling to me as the lack of Frozen knock-offs that no one has done it, and just slightly less baffling than Nintendo intentionally ruining the next two games they made.
Freeeeeeedom
WaveofShadow
Profile Blog Joined April 2010
Canada31495 Posts
May 06 2015 10:57 GMT
#98542
Like for example the character soniv plays actually has a move that is used AS a cancel (so it can be chained quicker into other normals) whereas otherwise certain things couldn't be chained fast enough.
twitch.tv/waveofshadow ||| Winner of AHGL's So You Think You Can Cast! ||| Juicy Dad for lyfe ||| 'idk i get a kick out of stupid things' - Jarms Yarng
WaveofShadow
Profile Blog Joined April 2010
Canada31495 Posts
May 06 2015 10:58 GMT
#98543
On May 06 2015 19:55 cLutZ wrote:
Why doesn't any fighter intentionally try to replicate the SSBM style of no set combos + super high skillcap + actually fun at the skill floor, plus the no set HP pool thing? Its just as baffling to me as the lack of Frozen knock-offs that no one has done it, and just slightly less baffling than Nintendo intentionally ruining the next two games they made.

Yeah cause that play station characters fighter did really well lol
twitch.tv/waveofshadow ||| Winner of AHGL's So You Think You Can Cast! ||| Juicy Dad for lyfe ||| 'idk i get a kick out of stupid things' - Jarms Yarng
AlterKot
Profile Blog Joined January 2014
Poland7525 Posts
Last Edited: 2015-05-06 11:10:08
May 06 2015 11:09 GMT
#98544
I'm not sure what we're arguing about at this point. Maybe I should rephrase it - SG (along with games like Guilty Gear and Marvel vs Capcom) is on the "almost everything" end of "how much stuff can I cancel into each other in fighting games" spectrum. At least when it comes to mainstream stuff.
Americans don't like to use unblockables, it is considered not honest. You press a button at the wrong time and hit the other person, you are random, not a top player. You DP Sim's far fierce, it is random and not honest.
cLutZ
Profile Joined November 2010
United States19574 Posts
May 06 2015 11:33 GMT
#98545
On May 06 2015 19:58 WaveofShadow wrote:
Show nested quote +
On May 06 2015 19:55 cLutZ wrote:
Why doesn't any fighter intentionally try to replicate the SSBM style of no set combos + super high skillcap + actually fun at the skill floor, plus the no set HP pool thing? Its just as baffling to me as the lack of Frozen knock-offs that no one has done it, and just slightly less baffling than Nintendo intentionally ruining the next two games they made.

Yeah cause that play station characters fighter did really well lol


Its not about the characters its about a non-shitty gameplay.
Freeeeeeedom
Alaric
Profile Joined November 2009
France45622 Posts
Last Edited: 2015-05-06 11:39:06
May 06 2015 11:36 GMT
#98546
Actually KoF XIII combos are often super long strings of near-infinite repetitions of the same 3-4 normals/specials. And then you've got characters like Leona or Elizabeth with barely any specials/supers. ._.
But KoF's XIII system is fairly simple: you have a bar for supers, of which you can store up to 5 (some of them use several bars at once), and a bar for cancels. You can cancel a normal into a special, and a special into a super, but to cancel a special into another special it consumes one half of the cancel bar (I think it's called overdrive?), so a "normal" combo will only allow 2 cancels.
You can also activate a hd mode ("explosion" followed by a yellow-ish aura around the character) when your overdrive bar is full, which will progressively deplete it and allow you to cancel specials into other specials (or even the same one) and supers into supers at will until it's empty.

There are other use for the super bar and another rule about cancelling supers, forgot them at the moment.
Edit: oh yeah you can burn one super bar to use the special with different properties iirc, so it's easier to chain into or from it (not sure).

So you build up your bars (that's the job of the point character, since it's an all-kill format, you can't switch during a round like SG or MvC), and you can then burn a bit of it for basic combos, or go all-in with the overdrive mode to just kill someone with some long-ass chain (characters like Kim are super good for this and often anchors).

See King or Leona T_T
Hoy wtf Shen Woo's supers actually hit ridiculously hard. o_o

But yeah, there aren't that many cancels or anything in KoF XIII, it's mostly using juggling and ridiculously tight timings.
Cant take LMS hipsters serious.
Eppa!
Profile Joined November 2010
Sweden4641 Posts
Last Edited: 2015-05-06 13:02:39
May 06 2015 13:01 GMT
#98547
On May 06 2015 19:55 cLutZ wrote:
Why doesn't any fighter intentionally try to replicate the SSBM style of no set combos + super high skillcap + actually fun at the skill floor, plus the no set HP pool thing? Its just as baffling to me as the lack of Frozen knock-offs that no one has done it, and just slightly less baffling than Nintendo intentionally ruining the next two games they made.

A big part of it is that melee has a lot of unintuitive design choices and the general direction is rather than making good tutorials on how to git gud designers choose clean design choices over depth.

Its the same reason there are no BW semi remakes.
"Can't wait till Monday" Cixah+Waveofshadow. "Needs to be monday. Weekend please go by quickly." Gahlo
WaveofShadow
Profile Blog Joined April 2010
Canada31495 Posts
Last Edited: 2015-05-06 13:09:47
May 06 2015 13:07 GMT
#98548
On May 06 2015 20:09 AlterKot wrote:
I'm not sure what we're arguing about at this point. Maybe I should rephrase it - SG (along with games like Guilty Gear and Marvel vs Capcom) is on the "almost everything" end of "how much stuff can I cancel into each other in fighting games" spectrum. At least when it comes to mainstream stuff.

I didn't think we were arguing.

One thing I'm actually curious about is what so the other fighters do to ensure non-infinites? Or do they bother at all? SG's system is pretty complicated but seems to work pretty well because infinite as I understand the would be pretty easy without their systems.
twitch.tv/waveofshadow ||| Winner of AHGL's So You Think You Can Cast! ||| Juicy Dad for lyfe ||| 'idk i get a kick out of stupid things' - Jarms Yarng
cLutZ
Profile Joined November 2010
United States19574 Posts
May 06 2015 13:12 GMT
#98549
On May 06 2015 22:01 Eppa! wrote:
Show nested quote +
On May 06 2015 19:55 cLutZ wrote:
Why doesn't any fighter intentionally try to replicate the SSBM style of no set combos + super high skillcap + actually fun at the skill floor, plus the no set HP pool thing? Its just as baffling to me as the lack of Frozen knock-offs that no one has done it, and just slightly less baffling than Nintendo intentionally ruining the next two games they made.

A big part of it is that melee has a lot of unintuitive design choices and the general direction is rather than making good tutorials on how to git gud designers choose clean design choices over depth.

Its the same reason there are no BW semi remakes.


To me, actually the opposite is true. Smash Bros is how a sane person makes a fighting game. Combos like Back>Forward>Down>B are idiotic, not only that, they are essential to even a modicum of enjoyment from a standard fighting game. Meanwhile, L-Cancelling and Directional influence are totally intuitive, but also totally irrelevant for players not in the top 10% of the game.
Freeeeeeedom
yamato77
Profile Blog Joined October 2010
11589 Posts
May 06 2015 13:15 GMT
#98550
Marvel uses a hitstun decay system, but there are still a few combos that are infinite in practice.

Melee has a few things that prevent infinites, from its staling system to the knockback scaling and obviously DI.
Writer@WriterYamato
Alaric
Profile Joined November 2009
France45622 Posts
Last Edited: 2015-05-06 13:16:51
May 06 2015 13:16 GMT
#98551
MvC has infinite (and some characters are based on it iirc?), like, say, Magneto. It's only an issue of mechanically executing the combo because if you don't drop it you'll always 100-0 someone.
It makes some matches boring because apparently if you down a character cleanly you're almost guaranteed to get the jump on the next one as he goes in, meaning if you hit him, it's a combo all over again as he'll go in near the corner, and there, you've got 3 100-0 in a row.
Cant take LMS hipsters serious.
WaveofShadow
Profile Blog Joined April 2010
Canada31495 Posts
May 06 2015 13:26 GMT
#98552
On May 06 2015 22:16 Alaric wrote:
MvC has infinite (and some characters are based on it iirc?), like, say, Magneto. It's only an issue of mechanically executing the combo because if you don't drop it you'll always 100-0 someone.
It makes some matches boring because apparently if you down a character cleanly you're almost guaranteed to get the jump on the next one as he goes in, meaning if you hit him, it's a combo all over again as he'll go in near the corner, and there, you've got 3 100-0 in a row.

Yeah and as I understand it that's why SG specifically implemented the anti-infinite systems. Yes the 100-0 rewards good mechanics/strategy but it's truly awful for the opponent and offers very little counterplay at that point. SG's burst leaves the possibility for comeback which makes for way more interesting spectating.
twitch.tv/waveofshadow ||| Winner of AHGL's So You Think You Can Cast! ||| Juicy Dad for lyfe ||| 'idk i get a kick out of stupid things' - Jarms Yarng
jcarlsoniv
Profile Blog Joined January 2010
United States27922 Posts
May 06 2015 13:27 GMT
#98553
On May 06 2015 19:57 WaveofShadow wrote:
Like for example the character soniv plays actually has a move that is used AS a cancel (so it can be chained quicker into other normals) whereas otherwise certain things couldn't be chained fast enough.


I'm fairly certain it's the only use for that move, and I think it's even called Egret Cancel.

On May 06 2015 22:16 Alaric wrote:
MvC has infinite (and some characters are based on it iirc?), like, say, Magneto. It's only an issue of mechanically executing the combo because if you don't drop it you'll always 100-0 someone.
It makes some matches boring because apparently if you down a character cleanly you're almost guaranteed to get the jump on the next one as he goes in, meaning if you hit him, it's a combo all over again as he'll go in near the corner, and there, you've got 3 100-0 in a row.


I don't understand how things like that could be enjoyable. I get occasionally frustrated at SG combos that go seemingly forever, and it has a robust (although I don't know all the nuances) anti-infinite system. I can't imagine playing a game with characters that are completely designed around infinites.
Soniv ||| Soniv#1962 ||| @jcarlsoniv ||| The Big Golem ||| Join the Glorious Evolution. What's your favorite aminal, a bear? ||| Joe "Don't call me Daniel" "Soniv" "Daniel" Carlsberg LXIX ||| Paging Dr. John Shadow
AlterKot
Profile Blog Joined January 2014
Poland7525 Posts
Last Edited: 2015-05-06 13:29:49
May 06 2015 13:29 GMT
#98554
On May 06 2015 22:07 WaveofShadow wrote:
One thing I'm actually curious about is what so the other fighters do to ensure non-infinites? Or do they bother at all? SG's system is pretty complicated but seems to work pretty well because infinite as I understand the would be pretty easy without their systems.

Anime fighters (Marvel and ArcSys) use different forms of hitstun decay, as mentioned by Yamato (the longer the combo goes, the shorter the stun from getting hit is, to the point where characters can recover faster than you can hit them). KoF, SF and Tekken use pushback so that eventually one of your moves pushes you/opponent too far. There's probably more methods but these two are most common.

Anyway when are you guys playing? Also can we play on Endless Beta so that I don't have to buy Squigly :> ?
Americans don't like to use unblockables, it is considered not honest. You press a button at the wrong time and hit the other person, you are random, not a top player. You DP Sim's far fierce, it is random and not honest.
jcarlsoniv
Profile Blog Joined January 2010
United States27922 Posts
May 06 2015 13:31 GMT
#98555
I've never played on Endless Beta, but I wouldn't necessarily be opposed unless there was a reason not to play on it. It would let Wave play robofortune too.
Soniv ||| Soniv#1962 ||| @jcarlsoniv ||| The Big Golem ||| Join the Glorious Evolution. What's your favorite aminal, a bear? ||| Joe "Don't call me Daniel" "Soniv" "Daniel" Carlsberg LXIX ||| Paging Dr. John Shadow
ComaDose
Profile Blog Joined December 2009
Canada10357 Posts
May 06 2015 13:45 GMT
#98556
On May 06 2015 19:58 WaveofShadow wrote:
Show nested quote +
On May 06 2015 19:55 cLutZ wrote:
Why doesn't any fighter intentionally try to replicate the SSBM style of no set combos + super high skillcap + actually fun at the skill floor, plus the no set HP pool thing? Its just as baffling to me as the lack of Frozen knock-offs that no one has done it, and just slightly less baffling than Nintendo intentionally ruining the next two games they made.

Yeah cause that play station characters fighter did really well lol

I know nothing about fighting games but i played this a few times and thought it was hella fun.
BW pros training sc2 is like kiss making a dub step album.
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
May 06 2015 14:15 GMT
#98557
I miss 8-way run. Interesting and unexplored mechanic. Someone should have saved Soul Calibur from the toilet ;;
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21245 Posts
May 06 2015 14:24 GMT
#98558
Good games like BW and SSBM tend to be accidental, so they're hard to replicate.
TranslatorBaa!
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
May 06 2015 14:35 GMT
#98559
One of the most annoying thing about Smash for me is % dependent combos.
https://twitter.com/SufficientStats
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
Last Edited: 2015-05-06 14:38:41
May 06 2015 14:38 GMT
#98560
On May 06 2015 23:35 Sufficiency wrote:
One of the most annoying thing about Smash for me is % dependent combos.

But isn't that like, the coolest thing?

I wonder if I'm the only one who feels this way, as a person who has never played fighters, every fighting game seems to pale in comparison with Melee.
"It may be pleasurable for some of us to imagine being ravished" - Christopher Hitchens in a debate with feminists RIP 2011 Psalm 2:9 You shall break them with a rod of iron
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