Street Fighter 3: Third Strike Emulated! - Page 46
Forum Index > General Games |
jkillashark
United States5262 Posts
| ||
Chill
Calgary25953 Posts
| ||
CharlieMurphy
United States22895 Posts
| ||
ArC_man
United States2798 Posts
Both are equally fun to watch for me. I get the same heart pounding excitement when watching SBO finals live as I do watching OSL finals live. It's unfortunate matches aren't streamed more. I know there are some Korean arcades that stream ST matches directly from their cabinets. Someone should convince KSK to do that, lol. | ||
Chill
Calgary25953 Posts
| ||
Bill307
Canada9103 Posts
On November 08 2007 09:45 thedeadhaji wrote: As for entertainment value, that is even more impossible to compare. Well, in one aspect (at least) think they're easy to compare. Consider the OSL live threads vs our SBO live pages. We were going absolutely nuts (well, at least I was ) almost continuously. Meanwhile, in SC, a lot more time passes by without any action. So in terms of action per minute, 3s is the clear winner . It's like concentrated StarCraft, in that respect. Here's my attempt to compare SC and 3s. These points can be pros or cons for either game, depending on your preferences. 1. In both games, one slip-up can easily put you at a huge disadvantage. It's easier to slip up in 3s, however. 2. Comebacks are doable in both games. They are generally much easier to do in 3s, though. 3. SC is very well balanced on good maps, whereas most matchups in 3s are slightly-to-very imbalanced. 4. Both games have mind games. They play a much bigger role in 3s, though, being one of the main parts of high-level play. 5. Neither game has any significant random factor. The biggest effect of randomness is in attacking cliffed units in SC. 6. Both games have some luck factor and "all-in" strats that counter one thing but lose to another. I'd say "guessing" is a lot more prevalent in 3s, though. 7. Both games accomodate both offensive and defensive strategies. It's hard for me to say which one favours offense or defense more than the other. 8. Both games require various motor skills and mental skills. In my opinion, SC requires a lot more practice to reach the top than 3s, but this is due at least in part to the fact that a game of SC takes more than 10x longer than a game of 3s. 9. Both games require some level of "maintenance" practice work to stay at the top of your game. In my experience, in SC the first things I forget, builds, a sense of timing, and periodic macro. In 3s, the first (and only) things I lose are motor skills. There are a lot fewer facts to remember, IMO. 10. Both games require some level of creative thought. I'd say 3s requires more, though, due to the central role of mind games and the need to constantly out-think your opponent. Furthermore, predictable play can be countered in both games, but much more dramatically in 3s. 11. Both games require total concentration to play at the top of your game. They both make you fall into the zone. 12. Online play is sufficient for SC, but 3s demands zero latency (definite con for 3s =/, but it's probably unavoidable if you want to keep other pluses). 13. Both games are deep, fun, and entertaining to watch, as evidenced by their popularity in asia. | ||
Bill307
Canada9103 Posts
On November 07 2007 19:28 dropthesky wrote: How many ppl here post on SRK? with names. I'm dropthesky both places. I'm me at both places. lol, somehow I got it into my head that you were the guy, Adil, who stole that other guy's jacket in Mississauga. But I just double-checked and no it was someone else . | ||
Bill307
Canada9103 Posts
On November 07 2007 02:16 thedeadhaji wrote: You're painfully unaware of the fact that SAII used to be considered yun's best SA before the current staple of genei combos were cultivated. And your argument of taking away a character's SA's, "just for arguments sake" by definition is fruitless and pointless, as KOFgokuon has already stated. If the best players truly thought that yun's SA, chun's normals and others' unblockables were imbalanced and were a serious detriment to the game, then the standard game version in tournament play would not be the first edition of the game, but rather subsequent ones where yun's genei damange reduction is far more severe, chun's chuuashi's cancel frames shorter, and unblockables not existing. it doesnt matter how good your yun combos are if you cant get into them (like we saw in the vision ranbat from 10-13 I believe, one of the unknown yuns was just horrible getting into the combo itself), and chunli is all about spacing and confirmations, which are both tremendously demanding on the mechanics and concentration of the player, much more so than a makoto or dudley, who are regarded as "ro shan bo" characters where if you "guess right" twice in one match you have the game won. That's right, these characters get you wins from what is essentially a CHANCE factor, rather than ability, skill, or mechanical proficiency. Yun definitely takes a lot of skill to use effectively. Genei-Jin is hard to use. I'd say Dudley takes a lot of skill to use effectively, too. At least, in contrast to Chun Li . My main characters are Ken and Makoto, but my best character is Chun Li, by far. She's very easy to use. Motor-skill wise, I'd say she's comparable to Makoto for ease of use, except that Makoto has tricks like kara-karakusa and 100% stun that IMO are harder than anything you might have to do with Chun. Chun's SGGK is easy, too: it's just a wake-up parry and a kara-throw. Her cr.mk hit confirm is one of the most lenient hit-confirms that I know of. Same goes for her close roundhouse, except that you have to learn to super jump cancel it. Furthermore, I'd say Chun Li, when she has metre, also has a bigger chance factor than Makoto or Dudley. You just need to make one wrong move or one bad guess and you eat a cr.mk xx super (bye-bye 40% of your life). And when you're cornered you HAVE to start guessing, otherwise she can kara-throw you all day. Lastly, my vote for scariest character has to go to God, or "RX" as he is known in our earth realm . Time and again we've seen him lock opponents in a cycle of aegis unblockables. When it comes to fear of an instant-loss, the only thing worse would be Akuma vs SA2 Makoto. After that, I think Yun, Chun, Makoto, and Dudley are all more or less equally scary. Makoto has the disadvantage that her opponent has to guess wrong several times in order to suffer the same damage as a Genei-Jin combo / Dudley combo / Chun SA2, but the advantage that she doesn't need metre to be scary, and when she's on a roll her opponents have to just keep on guessing. | ||
jkillashark
United States5262 Posts
lol Bill, EXACTLY the same for me. Main characters: Ken, Makoto Best character: Chun-li | ||
thedeadhaji
39489 Posts
Keeper's blog mentions how all sorts of unwanted stuff comes out when you're fractionally off with the timing, and it was extremely big news to him when MOV claimed that he figured out how to get SGGK out properly 90% of the time after practicing it for 18+ months | ||
myrmidon2537
Philippines2188 Posts
I've actually never heard of SGGK O_O Can someone enlighten me. | ||
Chill
Calgary25953 Posts
http://forums.shoryuken.com/showthread.php?s=51feb5c2fc123a42f5946a963a9dba38&t=122886 From what I read, it's basically throwing out a guess-parry before you kara throw. If he doesn't attack, you get a kara throw, if he does, you get parry into s. hk which you can confirm into super SAII for Chun. | ||
Bill307
Canada9103 Posts
On November 08 2007 18:39 thedeadhaji wrote: SGGK easy? Are you positive about this bill -__- Keeper's blog mentions how all sorts of unwanted stuff comes out when you're fractionally off with the timing, and it was extremely big news to him when MOV claimed that he figured out how to get SGGK out properly 90% of the time after practicing it for 18+ months Well, I might be off with the timing, but I was using it vs Yang (friend, not the character) a bunch and it seemed to work most of the time. If he did nothing he got kara-thrown, and if he attacked and I parried it, he got hit with close roundhouse. o.O | ||
Bill307
Canada9103 Posts
On November 08 2007 14:50 jkillashark wrote: MEATY JAB KARAKUSA! =] lol Bill, EXACTLY the same for me. Main characters: Ken, Makoto Best character: Chun-li Hehe . Actually I prefer meaty strong and sometimes near-meaty cr.short, because the jab can be parried both high and low. Actually, I even more prefer a "meaty" rh.karakusa them from a slight distance (just out of throw range) because it can't be wake-up parried at all . But you know what trick I want to learn? Watch at 2:20 (or 7:50, if counting down): <object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/WglLtIK4Gxg&rel=1"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/WglLtIK4Gxg&rel=1" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object> (the Makoto player is from UW) | ||
myrmidon2537
Philippines2188 Posts
| ||
jkillashark
United States5262 Posts
| ||
dropthesky
Canada285 Posts
I don't think I've seen a bill in the sauga thread :S on the other end difficult learning curves would obviously be all the low tiered characters. But I think oro has got to be the hardest. | ||
myrmidon2537
Philippines2188 Posts
| ||
jkillashark
United States5262 Posts
| ||
CharlieMurphy
United States22895 Posts
On November 10 2007 13:13 myrmidon2537 wrote: New Game41 matches upped by the shend a.k.a Dudleyville http://youtube.com/user/TheShend Hey on this video at 10:05 (-1:36 here) for akuma's kara throw I don't understand it. Toward+MP will do that chop 2 hit punch that is used for kara demon. This is not what is shown in the video nor does it work for me to kara throw. What the fuck? | ||
| ||