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do you prefer the strictness of early fighting games or do you think the leniency introduced by the likes of sf3 was a good change? I.E. more generous input buffering, input shortcuts, the 270 input, etc. basically being able to a dp every time without worrying about it failing outside of combos and short reactions.
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There aren't enough casuals here to argue for leniency nor enough core players to argue against it. Consider me shocked.
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I know SF2 is too strict for me at least. Shit doesn't come out half the time.
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People who prefer the strictness should be forced to play SF1
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>>12400776
Or just old SNK fighters, where your reward for strictness was fun shit in fun games.
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>>12400783
This, pulling off special moves in Fatal Fury was very rewarding and distinct from SF inputs.
That said, I always rage when I want to do a half circle and end up inputting only a quarter.
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>>12398638
Special Moves were never the problem
The problem has always been combo autism
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>>12402174
b-but muh evo moments
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>>12400750
I favor some leniency, mostly timing. the traditional dp input isn't actually that hard, the thing that fucks people up is the extremely tight input buffer in those early games not it ending on a downforward diagonal. if you play with an input reader forward down downforward will come out fine.
270 input sure, the penalty of jumping being maintained is enough.
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>>12398638
I don't think low level directional precision in the context of a dpad is a very enjoyable concept, even when you git gud the medium, thumb rolling over a pad, is always going to be working against you. that isn't to say they should get rid of unique inputs and have everything be a false positive mess, just taking the edge off a bit, allowing for double inputs and stuff like that.
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>SF3 invented input buffering
I mean, I understand that arcade players will dismiss console games or anything that isn't “good.” But SF3 invented input buffering? You're kidding me.
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>>12398638
Execution should be high but I shouldn't be suffering for doing a DP input. Like I want characters that feel original. Like top tiers in mvc2 are hard to control but feel really unique and satisfying to pay. Like doing reflies on sentinel feels cool. SF2 is just annoying execution like charge inputs taking to long or boxers TAP or having 1 framer reversals. That stuff adds nothing to the game and doesn't feel satisfying to do. It's just obnoxious and feels bad when you don't get it, never feels good when you do.
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>>12403316
>I want the game to forgive all of my inputs so I can do all the advanced shit without having to learn or practice fundamentals
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>>12403324
Doing a 1 frame reversal on wake up is not fundamentals. Like, functionally, canceling sentinels lasers into flight to toss them out rapidly and zone is the same as throwing a fireball as Sagat, but it's cooler and unique. It feels like I am actually controlling an actual death robot. I want fighting games where it feels like I'm controlling a really cool character.
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>>12403328
>Doing a 1 frame reversal on wake up is not fundamentals
The input for the reversal is you fucking moron, if you can't get the timing down then just fucking block, which is also a fundamental.
> Like, functionally, canceling sentinels lasers into flight to toss them out rapidly and zone is the same as throwing a fireball as Sagat, but it's cooler and unique.
This is why I said what I said. Fundamentals isn't about the inputs, its about knowing what to do and when. You don't focus on "the cool shit," you focus on everything that leads up to them. Getting better at fighting games isn't about making combo videos, its about creating openings that LEAD to the cool shit and being rewarded with it, not "oh boy I hope the other player allows me to get this hour long combo I saw in a Persona video!"
>I want fighting games where it feels like I'm controlling a really cool character.
Then play SNK games, which also have tight inputs, but have great character designs with distinct playstyles instead of bitching about characters like guile having long charge inputs.
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>>12403335
>The input for the reversal is you fucking moron, if you can't get the timing down then just fucking block
No, you need to consistently hit 1 frame reversals to properly play sf2. Okizeme is insane in that game. The game isn't improved by having extremely tight reversal timing. Leniency just let's you make a game that is exponentially more complex. SF2 is honestly a retard game and it has to be.
>Then play SNK games
I have 700 hours in SNK games on fightcade and none of them have higher execution than mvc2.
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>>12403337
>No, you need to consistently hit 1 frame reversals to properly play sf2. Okizeme is insane in that game.
Then you aren't at that level. Boo fucking hoo. Get better, accept your plateau, or play something else. SF2 isn't the only fighting game that would be on this board.
>I have 700 hours in SNK games on fightcade and none of them have higher execution than mvc2.
I never said they did? You keep going back and forth between two fucking games, and you're obviously using the most technical aspects of MVC2 as your argument when 90% of the game isn't that and you fucking know it.
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>>12403339
You seem really asshurt, I don't think you play any fighting games
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>>12403340
And I'm sure you're merely pretending, because clearly a pro like yourself with 700+ hours of unspecified games from a company that almost always have tight input leniency is bitching about not being able to do a DP motion consistently within a tight timing window being the one thing preventing him from playing street fighter 2.
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>>12403343
Thought experiment: Super Turbo now has a 7f reversal window on wake up. What changes about the game other than more people playing it?
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>>12403346
It doesn't change the fact you're more retarded than 09ers who learned how to do 1f links in a non-retro game in the series, and still manage to pull them off through garbage netcode.
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>>12403348
Look bud, I know you don't play because SNK games have extremely lenient inputs. In fact, snk is the reason inputs are so lenient today and a lot of modern inputs are modeled after old snk games. Now stop larping and answer the question.
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>>12403350
Not playing your game if you're not willing to learn to play the games you're posturing about. Keep the scrub mentality and projections, either you're full of shit or you'll never improve, either way your bitching won't amount to shit.
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>>12403351
lmao get exposed shitter
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>>12403358
Quoted the wrong post friend, think you meant that for >>12403316
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>>12403350
>>12403351
you two should just throw down in a fighting game
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FIGHT ME ON FIGHTCADE RIGHT NOW SCRRRRRUBBS MONEY MATCH 500 RUPEES
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>>12403307
OP never said that anywhere. You're an idiot who can't read.
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>>12398638
People brag about inputs, but have you heard of travel time? There is less travel time if the inputs are accessible at our fingertips. Pad and keyboard players have an advantage over stick players, who are only good for 720º inputs, and even then there is travel time involved, because after dealing with awkward angular input, pads and keyboards are faster. If anything, it is preferable for inputs to be more lenient so that all input methods are equal.
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>>12398638
strictness is good because it means the game has a higher skill ceiling. in modern fighting games even the most casual players can do most optimal bnb combos within weeks. the most optimal stuff used to be so difficult that only a handful of people were capable of doing it. that made it interesting for long term players. games like 3rd strike killed it since it introduced shortcuts and EXTREME input leniency to attract casuals.



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