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I think I follow the gist of what you're talking about and it doesn't sound all that advanced at all. Deliberately missing out getting blocked to make the oppon
by cultureswitch 3y ago
I think I follow the gist of what you're talking about and it doesn't sound all that advanced at all. Deliberately missing out getting blocked to make the opponent think they have an opening is not a particularly high level play in other games. It still baffles me that traditional 2D fighting games and Tekken in particular are so complex and that it is so hard to even pull off a specific move due to control schemes that are maximally unergonomic.
Compare this with the simplicity of Mount & Blade Warband which achieves greater depth, in 3D, with a very simple and intuitive control scheme.
- robertlagrant 3y agoI don't think the game you cite is the same type of game. It's even simpler to control units in Sim City, but that's just because the game isn't about fine-grained, high speed control of one character.
- jncfhnb 3y agoPulling off moves is very easy. Pulling off specific sequences of moves is not.
- RomanAlexander 3y agoThat's not true. Geese Howard's pretzel move is very difficult on its own. Even high level players mess up EWGFs. Complicate all this even further by playing in an arcade with a square gate. And not to mention the extreme moves like pentagram input from arcana hearts 3.
- jncfhnb 3y agoMuch More the exception than the norm
- yamazakiwi 3y agoSome inputs are hard but I don't see this as a problem. There are many characters in most FG's so I don't see a problem with some characters having challenging or even extremely challenging inputs. Some players enjoy that challenge, and if you don't, you don't have to play that character, you can play one that fits your playstyle.
- BaculumMeumEst 3y agoIt is a simple concept, but I'm calling it "advanced" in the sense that people don't really do stuff like that except in the higher ranks of ranked play, because its effectiveness depends on your opponent actually being aware that they "should" be pushing a button in a certain situation. In lower ranks, people are more concerned with the other strategic aspects of the game; there is a lot of stuff going on all at the same time. > It still baffles me that traditional 2D fighting games and Tekken in particular are so complex and that it is so hard to even pull off a specific move due to control schemes that are maximally unergonomic. The mechanical difficulty of certain actions is a deliberate design choice. The game tests not only your strategic decision making, but also your ability to execute difficult inputs, both under pressure, all at once.
- SliceOfWaifu 3y agoMotion inputs aren't arbitrarily difficult. They're intrinsically tied to the game's balance. Basic special uppercut moves like the Shoryuken use the forward->down->downforward motion to ensure the player cannot hold back to block during the motion. The player must commit to use their strong special uppercut move frames before they've actually unleashed it. Guile's Sonic Boom projectile requires the player to "charge" the move by holding back for a couple of seconds before being able to unleash it. This creates a risk factor, since the opponent is then incentivized to cross up Guile to make him lose his charge. However, this is where Guile's special uppercut, the Flash Kick, comes into play. The Flash Kick can be simultaneously charged along with the Sonic Boom, to disincentivize the opponent from attempting to jump over Guile. Mapping any of these moves to a single button press is a balancing nightmare. Street Fighter 6 has a "Modern" controls option that does exactly this, and it comes at the cost of a big chunk of the character's available movelist. Even with that huge tradeoff, the Modern versions of several characters are still considered high tier. Even then, you hardly see any Modern control players in the upper echelons of Ranked matchmaking because, ultimately, it's way easier to learn the motion inputs than it is to have a solid gameplan.
- Blackthorn 3y agoStreet fighter isn't bad at all but some games and some characters are just absurd for no particular reason. Ivy in later Soul Calibur games is a good example, she has two command throws with pointlessly arcane inputs that even have a second, better mode when you do them frame perfect. So everyone who plays Ivy just grinds and grinds until they can do it in their sleep. There's no particular balance reason for that (also Soul Calibur has a block button so the usual balance rules don't apply), it's just a "you must be this tall to play this character" barrier.
- yamazakiwi 3y agoConversely, characters like Carl Clover in BlazBlue. The difficulty of controlling 2 characters seperately but in tandem is challenging but not difficult to input inherently. Once you get used to the input style the complexity makes the character and thus the game more fun and interesting.
- chupasaurus 3y agoTekken never was a 2D fighting game. M&B doesn't have more than 5 moves with any weapon IIRC.
- dclowd9901 3y agoThis is why I always like soul calibur. The control language of the game is consistent across characters and when you go to perform a move, you generally understand what’s going to come, only variables like range, height and speed change (thanks to the dynamics of the weapons). Stances play a part too. Probably considered “cute” to the fighting game community, I think it’s a great option for those of us who don’t care over the minutia of frame counting.
- wodenokoto 3y agoI played a lot of tekken 1, but never enough to join any tournaments (had one heard of any in the internet less early 90s) But what I remember being very special about tekken was how easy and logical the moves where. It was one button, one limb and more or less only buttons that controlled limbs involved in a move was used. It was quite easy to learn many moves without consulting the manual because they flowed well with the characters. This was in stark contrast to street fighter and mortal combat where things were as cryptic as cheat codes.
- bluedino 3y ago>> I played a lot of tekken 1, but never enough to join any tournaments (had one heard of any in the internet less early 90s) Our local Aladdin's Castle regularly held tournaments and I had friends who ended up making all the way to the national level through those
- reactordev 3y agoDid you just compare Tekken to Mount & Blade Warband? Ummm, not even the same thing man. M&B does just basic collision detection, there’s no combos, counters, supers, throws, finishers… get out of here with that nonsense. I get what you are saying (simple systems craft complex experiences) but that’s not a good analogy. Use Mortal Kombat instead.
- wavemode 3y ago"I think I follow the gist of what you're talking about and it doesn't sound all that advanced at all" could probably go down as a copypasta, perfectly emblematic of someone speaking confidently and dismissively about something they've never done, seen, or even studied very closely.
- yamazakiwi 3y agoIn Mount & Blade you don't make nearly as many decisions or utilize raw mechanical skill, it is mostly strategy and preparation. Mechanical challenge is part of what makes fighting games, fighting games. >Compare this with the simplicity of Mount & Blade Warband which achieves greater depth, in 3D, with a very simple and intuitive control scheme. Most of M&BW depth is outside of the combat system (whereas fighting games are generally only comprised of a combat system) thus making them hard to compare directly. Simplicity is a not a good first principle for developing a successful fighting game combat systems historically. Simple = Less Skill Expression