mkl
[00] Signia's Cheerleader
LOVE:
Characters are created with very distinct strengths and weaknesses that you don't really see in 3D fighters. They are also usually all given things to "break the rules" of the engine because of this. It all adds up to a very rewarding system in good 2D fighters.
Spacing is far more reliable and rewarding in 2D fighters.
Never having to worry about axis issues.
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HATE:
Oki is often very strange and vastly different from 2D fighter to 2D fighter. Some pretty much offer you nothing for a knockdown, even discouraging you from hounding them on the ground with an invincible DP. Others make oki a bit too strong. When it is done right, it is fine though.
I've never been a fan of how delicate throwing is in 2D games. Reach is garbage even for grapplers with grab range in almost all games. Balance is key in this decision and I understand it.
Modern 2D fighters are far too option select/comeback mechanic/combo oriented. Supers and meter can be done right and it has been done right several times. No reason to fuck with that delicate balance even further by adding more shit to let scrubs feel good. That is the point of their addition though.
GGPO is not remotely close to as good as it gets in netcode. Even the PC client is pretty shitty in reality, but it is nice for convenience sake.
Characters are created with very distinct strengths and weaknesses that you don't really see in 3D fighters. They are also usually all given things to "break the rules" of the engine because of this. It all adds up to a very rewarding system in good 2D fighters.
Spacing is far more reliable and rewarding in 2D fighters.
Never having to worry about axis issues.
--
HATE:
Oki is often very strange and vastly different from 2D fighter to 2D fighter. Some pretty much offer you nothing for a knockdown, even discouraging you from hounding them on the ground with an invincible DP. Others make oki a bit too strong. When it is done right, it is fine though.
I've never been a fan of how delicate throwing is in 2D games. Reach is garbage even for grapplers with grab range in almost all games. Balance is key in this decision and I understand it.
Modern 2D fighters are far too option select/comeback mechanic/combo oriented. Supers and meter can be done right and it has been done right several times. No reason to fuck with that delicate balance even further by adding more shit to let scrubs feel good. That is the point of their addition though.
Going to repeat that GGPO is the ONLY way to make a fighter with online play. It is cheap to liscence and hands down the best fighting game netcode out there. We are all consistently baffled that Capcom won't use it in there AAA fighters, instead opting for some awful in-house netcode that lets us down time and time again..
GGPO is not remotely close to as good as it gets in netcode. Even the PC client is pretty shitty in reality, but it is nice for convenience sake.