You can find specific examples of offence like this in both I'm sure, and Tekken... I mentioned I hate Tekken, and that video shows many reasons why.Razentsu said:Even in SF4, a 2D fighter with very limited defensive options, has plenty of moves that give the attacker frame advantage. Just because you have more defensive options does not necessarily mean you will have more frame advantage on your moves.garjian said:Razentsu said:Momentum in 3D fighters is more easily stopped because moves tend to be disadvantageous on block and moves are slow to start up. Often times, blocking an attack in a 3D fighter diffuses an offense, while blocking an attack in a 2D fighter starts the attacker's offense.
That's not true at all! More options for defense allows for attacks to give advantage on block, their weakness being to stepping for example, but the act of doing so opens you up to different forms of attacks, horizontals.
And anyway, because you have many options in 3D fighters, you have more options to escape pressure. I'm not saying it's easy, but in 3D fighters, momentum is more easily stopped.
I know of Viola and I have seen some Viola play. I do not doubt she is a great offensive character, but as formidable as her offense is, I doubt it's as oppressive as something like this:But besides any of that, have you never heard of Viola... from SCV? The goddess of pressure I tells ya.
Pressure is almost my entire game in Soulcalibur. Across all fighters, I'm much weaker at defending than attacking, and it shows in the characters that I use and way in which I fight (and the games that I play). I'm attacking far, far more often than I'm not, and I'm able to do that very successfully.
I know first hand that momentum is not easy to stop in 3D fighters, certainly not in Soulcalibur, and I barely see it in 2D fighters myself beyond doing a few jabs and wakeup mixups.
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There's definitely more to 2D pressure than a few jabs and okizeme. If you watch with a keen eye you'll see many offensive tactics from Sakura. Before she even lands her first proper hit, she put Rufus in plenty of (I see at least four) frametrap/throw mixup situations.
If you compare this match to 3D fighter match, you'll see a difference in how long momentum can be carried. Blocking is not as strong in 2D fighters as it is in 3D fighters. When you block, you're not really escaping pressure; you're just buying time to find an escape opportunity. You have to do something at some point.
If you want some seriously oppressive offense, here's Melty Blood, a game where pretty much every character is a pressure monster.
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Look at how long Akiha's pressure lasts in the final round. Even after years of blocking, White Len is unable to escape. White Len has had to defend against so many (mainly frametrap/throw and high/low) mixups in that time. There were a few opportunities to escape, but Akiha kept her pressure so varied and unpredictable that White Len was too scared to seize those opportunities. Again, blocking only buys you time; blocking by itself is usually not enough to escape pressure.
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In a 3D fighter, blocking a move/string is usually enough to get you back into the neutral game. Actually, defense in 3D fighters in general is quite strong. And because 3D defense is strong, momentum is stopped more easily, resulting in more "turn" exchanges between you and your opponent. Sorry for using a Tekken example; I'm much more familiar with Tekken than I am with SoulCalibur, but Look at the first match and you'll see what I mean. Offense comes in spurts. When an attack is defended, the attacker's momentum is often dispelled. And because of that, you can't go for mix-up after mix-up after mix-up after a blocked attack like you can in 2D fighters. The attacker loses his turn, and the defender gets some breathing room to make his play.
This almost "turn-based" play is definitely not a bad thing, though. In fact, this almost "turn-based" nature makes 3D fighters really interesting. A well known US Virtua Fighter player, LA Akira, once described VF as something of a turn-based game where you try to steal turns, through options like blocking, side-stepping, ducking and more, from your opponent. As someone who's played plenty of Tekken, and a little bit of SoulCalibur I feel that description fits those two games quite well, and I'm sure DoA is the same way. The 3D experience really is very different from 2D.
That's just not true at all. If you understand what is going on there is activity constantly in the game shown here.The fact that you even refer to an attack as an "over head" shows how disconnected you are from Tekken. I'd agree though, if you don't understand spacing in Tekken it's just gonna look like they are twitching around when they are doing back dash cancels and wave dashes, and the attempts at finding gaps in the other players defense might look like it's all pokes, but there is so much more going on in that game that you just aren't seeing. Just look at the pressure from Hei and his electrics during the entire game.garjian said:You can find specific examples of offence like this in both I'm sure, and Tekken... I mentioned I hate Tekken, and that video shows many reasons why.
I hate the little twitchy movements, there's barely any ability to step an attack. Attacks give you nothing even on hit, unless they allow for juggles afterward... King, early in that match, landed a pretty slow overhead kick and got punched for attempting to move afterwards... It's ridiculous.
I recall watching finals for Tekken 6, can't remember which tournament. Not only was Bob dominating everything, it was just little jabs... just jabs... for the whole match!
I hate Tekken.
Really? Never ever had any input problems with either SCIV or V. Most likely a problem on your end, not the gameItchi_da_killa said:I'm on the fence with this one. I love the old Guilty Gear games and the Soul Calibur games. However, I think the commands you enter in 3D fighting games mess up more than in 2D. Something isn't getting processed right sometimes. Soul Calibur IV and V have the worse problems with it from my experience.
You could be right, I have thought of that before.Rutabaga_swe said:Really? Never ever had any input problems with either SCIV or V. Most likely a problem on your end, not the gameItchi_da_killa said:I'm on the fence with this one. I love the old Guilty Gear games and the Soul Calibur games. However, I think the commands you enter in 3D fighting games mess up more than in 2D. Something isn't getting processed right sometimes. Soul Calibur IV and V have the worse problems with it from my experience.![]()
I didn't say it was an overhead, I described it as such so you knew which attack I was talking about. I'm on the side of 3D fighters here, and I struggle to call Tekken one.Rutabaga_swe said:That's just not true at all. If you understand what is going on there is activity constantly in the game shown here.The fact that you even refer to an attack as an "over head" shows how disconnected you are from Tekken. I'd agree though, if you don't understand spacing in Tekken it's just gonna look like they are twitching around when they are doing back dash cancels and wave dashes, and the attempts at finding gaps in the other players defense might look like it's all pokes, but there is so much more going on in that game that you just aren't seeing. Just look at the pressure from Hei and his electrics during the entire game.garjian said:You can find specific examples of offence like this in both I'm sure, and Tekken... I mentioned I hate Tekken, and that video shows many reasons why.
I hate the little twitchy movements, there's barely any ability to step an attack. Attacks give you nothing even on hit, unless they allow for juggles afterward... King, early in that match, landed a pretty slow overhead kick and got punched for attempting to move afterwards... It's ridiculous.
I recall watching finals for Tekken 6, can't remember which tournament. Not only was Bob dominating everything, it was just little jabs... just jabs... for the whole match!
I hate Tekken.
But in a sense i can agree, especially in TTT2 where you have to play extremely safe, because if you gamble and fail you'll go in the air and eat a huge juggle (the combo damage in TTT2 is just ridiculous imo). There is plenty of spacing going on, spacing and stepping attacks is a huge part of the strategy for any player. And you say king gets punished after landing a mid? I didn't see it but obviously you have to consider every move, if you try to move or attack when you clearly don't have enough of a frame advantage to do it you will get punished, and that's a good thing.
to be fair though, tekken as a game is really overdue for a design overhaul. They have SOOO many counter intuitive design traits that really needs to be updated. i.e. back dash canceling, side step cancels, crouch canceling, etc. all of these are subsystems that just creates another input barrier for players and do NOTHING to make the game less dexterity intensive. And then you have things like Kazuya's mist step, which serves no purpose what so ever since everyone has side steps now. Really, a lot of Tekken characters can probably lose 70% of their moves, and the player base would probably not notice it.Rutabaga_swe said:Yeah and you are just making my point; if you think that Tekken is barely 3D it's because you don't understand the game. Side stepping/walking is a HUGE part of the game. It's not the games fault if you can't dash cancel properly, spacing and stepping is a perfectly fine option if you can double tap back, and then press down/up to cancel and then repeat with enough speed. It's not that hard.
Tekken is a huge and complex game, and it takes a lot of investment to play it at even a decent level (not saying i'm particularly good at it). The learning curve is ridiculous and i can honestly say that before i actually learned how to play the game, via a friend, i also thought that Tekken sucked. Once i started understanding how a move is set up and thus being able to judge what moves are good/bad and how the general mechanics worked, it switched over from being a string-heavy mash fest with slow movement to one of the most intense fighters ever.
As for the mid kick thing, if you do something you don't have enough frames to do you will get punished that's just how it works. Again i can't really find the moment you are talking about but i don't think there is a single move in the game that isn't safe on hit. If you land something and then get hit it's because you tried to push your advantage and got punished for it.
But hey, to each their own i suppose. If you don't like it that's fine, i just don't think your reasons are really true. Obviously the game has a ton of flaws. TTT2 basically turned me off from tekken in a major way with it's retarded combo length/damage and way too big roster. The balancing is iffy, as with all fighters, and there is clear tiering among the characters. Revolution just fixes a lot of the gripes i have with Tekken at the moment. I just hope they try to reinvent the series a bit for 7.
well, 70% is just a figure I pulled out of my rear. But I think you get the sentiment.Rutabaga_swe said:Sure, Kaz doesn't use his mist step. Lee does though. A lot.
Me being a nitpicking douche aside, i kinda agree and disagree with pretty much all of the stuff you are saying. First off, if you removed the cancels and dash cancels, what would you replace them with? How would you have the same amount of flexibility without having, for example, the back dash cancels? If you just have longer, faster back dashes that'd take away some of the flexibility that the really fast back dash canceling brings. It's just because it's so "twitchy" and fast that it allows you to step out of range, then quickly back in for a punish. At the same time i do agree that the less a player has to fight with the controls, rather than the other player, the better. But it's a balance. The advanced techniques offer a lot of depth, and i don't know how to solve it in a simpler way.
As for the moves list...well, yeah. All of the characters have like 20 or so bread and butter moves, that are just super effective but it really is nice to be able to bust out something unexpected at times as well. Played right, even some of those less useful moves can be handy. But hey, i certainly agree that most characters could have their move lists pruned significantly. No question about that. Don't know about your 70% figure though, i think that'd wreck a lot of the characters.
As for switching the game up, i certainly agree. The systems have been virtually unchanged since Tekken 5 now, with the addition of rage and bound in T6, so i agree that it'd be refreshing to see them go in and toss things around.
I think that what Tekken really needs is a serious tutorial. The Bamco people need to hire the Level Up Your Game guys to make an official in-game tutorial that covers everything from the basic controls and frame data to electrics and wave dashing. Maybe even small guides to each character. I know it's pretty much impossible but it would really help players understand the game. Then again, as i write this i kinda realize that most players who are serious enough to learn that kind of stuff most likely already has. The audience for a tutorial like that would probably be rather small.
Yeah but that's kinda the thing, how do you give a single input the properties of two inputs? The thing with the dash cancel is that you choose when to cancel it. Do you suggest you just have tiny fast back dashes or what? Then you'd have to tap teh backdashes like crazy instead, which at least for me, i think would be even harder. It's easy to say, but how do you mean they should actually implement it?gamer_parent said:well, 70% is just a figure I pulled out of my rear. But I think you get the sentiment.
In terms of the BDC stuff, let's put it this way, the BDC is ALWAYS superior to a normal backdash. The same thing with sidestepping. There is really no reason to use the normal backdash except that it's easier to do, and that alone is really not a compelling argument. That's not depth.
How would you fix it is actually quite simple, give normal backdash BDC properties and remove BDC altogether. You can do that with a lot of the designs to streamline the game.
Also, Lee's mist step is actually useful.
It all depends really. I don't mind arcade style fighters but its hard for me to get into them. Tekken, street fighter, and soul calibur I just have a tough time with. The controls and special moves just come off as hard to link up for me. Now people will accuse me of being unskilled or some such nonsense but I think I'm just not made for the control type if that makes sense. Now Blazblue and Marvel vs. Capcom 3 I can get behind and I'm actually quite good at them. Unless I go to any form of competition in which case I always get shattered in. Those 2 games took the arcade fighter and revamped the controls to be simpler and more approachable. Still plenty of depth to be had but you don't have to be a master to learn a few basic but pretty decent damaging combos. Also the sense of scale and speed attracted me to those. You can jump incredibly high I don't feel like I'm in a little box or that 6 ft high is as high as anyone can go. It just feels grander, more fast paced, and more exciting and open then traditional arcade fighters.tonyh900 said:2d being like street fighter, blazblue, mortal kombat's 1-3 and 2011, and persona 4 arena. 3d being tekken, virtua fighter, dead or alive, and the mortal kombat's from 4 to armageddon. I personally prefer 2d fighting games.