nacho wrote...
Funny that you pick 3rd strike as an example, because that game actually has shortcuts on super motions, haha. But that's not so important. 3rd strike is still decent. Kof13 has shortcuts on a lot of things, but I think those shortcuts are fine because the games still have enough other things that don't make them a complete disaster. The only game where shortcuts start becoming an issue is SF4, because that's some real stick shaking game design right there.
Wait super-shortcuts really? Unless you mean you can do a Hadoken, and using that first QCF motion from the hado into 1 more to cancel a super, than yeah, that counts as a shortcut I suppose. I was thinking more along the lines of utility and mechanical wise, for instance, if you dash and hold forward than input d, df+P, to get a DP it won't come out, you actually have to input a third forward motion after the dash animation.
But yeah you're right, KoF has alot of short-cuts,(Kyo for example) Dp+P, Qcb~Hcf+P can be input the same way as Hcb~f+P, Qcf+P.
SF4 has some really stupid and obscene shortcuts. No disagreement there. I've seen some really annoying ways people buffer some anti-airs because of it.
nacho wrote...
GG does not have any shortcuts at all. And also don't get me wrong, the difficulty or value of a game is not exclusively related to the execution, especially not that of combos. But GG does have a lot of retarded stuff like that, for example have you ever heard about Johnny enkasu loops? Just the fact that a game has this on top of everything else is a beautiful thing.
I actually do remember this tech, using the first hit of his Enkasu to cause something similar to a 'hard-knockdown' to provide a mist-cancel set-up/mix-up sort of thing. Looping it, I've never seen.
nacho wrote...
It shows that there has to be a certain level of dedication to the game and its characters instead of picking the game up and working out a killing combo in 5 minutes like the average player does in MvC3. That is kind of the fighting game genre's thing, the entire deal about the relationship between the player and the character they're playing, and a lot of modern games are so homogenized that this value gets completely lost.
Even so, creativity and dedication goes a long way. MarlinPie is probably a good example of that. By far, one of the only and best C.Viper players in UMvC3, and easily one of the most creative combo makers with Doom TACs. But I still agree with you, fighting games are slowly becoming generic. What do fighting games have? P1 and P2, stamina, "motion" skills, and probably the most eye-catching and attractive, super-moves etc, etc. Soul Calibur 5 followed suit this time around and it became very popular as a result.
Most of the modern generation fighting game players are either 09ers that joined the SFIV fanclub, or found out about EVO from some Subreddit forum. So I doubt this'll be the last we see of them.