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Russian-chiropractic19
Russian-chiropractic19
623p isnt convoluted its just a pain the ass.
Russian-chiropractic19
Russian-chiropractic19
in this game only for some fucking reason
Lulu
Lulu
Its funny that they released that character along side Honoka. Who is not as difficult.

Its almost as if they were running a social experiment.
Hazard
Hazard
While I don't play SF competitively, I really do love to play 3rd Strike casually. I've studied SF4 for a bit competitively, but could never get into it. I just believe SF is a really solid fighting game series, where most fundamentals are based from.

But come on....3rd Strike is beast.
Force_of_Nature
Force_of_Nature
I don't mind playing SF4 casually, and do enjoy watching genuine high level play of it, but don't like it competitively. I just find it really boring compared to 3D fighters.
M
miyodarius
Yea I agree, on a 2D playing Field and can get very boring when players focus so much on spacing and zoning. But I play the game competitively, and also one a few local tournaments. I really like SF for its colorful characters, flashy combos, & simple gameplay.
Lulu
Lulu
All Right... now we're getting Somewhere.
Gurimmjaw
Gurimmjaw
The characters in SF are fun to play as and lots are interesting. A lot of people I think just prefer things where they are simple rather than where they are really complex. One of the reasons 2D fighters are more popular.
Force_of_Nature
Force_of_Nature
Visually SF4 & SF5 look good. The complexity of 3D fighters is a big reason why I find 2D players struggle with them. They're more accustomed to the simpler more straightforward metagame.
Goarmagon
Goarmagon
A good Street fighter game(keyword a GOOD one) is all about strategy fundamentals and good match knowledge. Go and play super turbo and you will understand.
Lulu
Lulu
@Gurimmjaw
Well I always knew they were complex..... just not the good kind of complex...... its the "What do I need six buttons and 5 macros for ?" Kind of complex. Its just so unnecessary..... in my oppinion.
Russian-chiropractic19
Russian-chiropractic19
it actually makes more sense than Tekken's limb system in my opinion. i mean you're stilling using strings now you just have 20 more than necessary and nobody uses half of that it seems.
Russian-chiropractic19
Russian-chiropractic19
as well as the 10 throws, that just get broken 90% of the time which as a grappler is just painful to watch. street fighter's buttons have light,medium, and heavy punches and kicks and they ALL are used. just not for every character. some characters have better buttons than others but the overall system works
Lulu
Lulu
Its still complicated though.
M
miyodarius
"Complex"? With fighting games like Blazblue, Killed instinct, & Tekken 100+ moves, SF is simple. What exactly makes it so complex for you?
Lulu
Lulu
The Controls.

Its important to note DoA is pretty much the only Fighting Game I've played.

I mean like really played.
Force_of_Nature
Force_of_Nature
SF's only real criticism with the controls is that it's a pain in the ass to play on pad, but on a fightstick it's about as rudimentary as a fighting game can get.
M
miyodarius
Lol funny the pad is the only way I can play it. But if you gave SF 2 weeks you would find how easy it can get
Force_of_Nature
Force_of_Nature
Pad works fine if you have them 6-face button pads, but a standard 4-face button controller becomes a headache for a game that essentially requires 8 buttons on pad. On a stick the layout is much more agreeable with 3 P's on top and 3 K's on the bottom, especially without the need for the triple P or K macro. SF's gameplay is generally good for practicing footsies and rudimentary 2D fundamentals.
Russian-chiropractic19
Russian-chiropractic19
all my heavys are set to triggers and bumpers. which would work just fine if the dam V-trigger was able to be macrod. there is the tiniest bit of delay between the trigger and bumper and it drives me nuts
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
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