Windstar
[12] Conqueror
I'm pretty much playing a punish game, or a passive aggressive approach to combat.
And the game does teach the fundamentals in the story mode. The first thing you learn is how to block. I do agree that the game needs to have its move list give a few more details than it currently provides, and in general fighting games do need to provide a better visual approach to when one is on disadvantage. But things like spacing, mix-ups and more feel more like an area where self-discovery and simply playing the game are more of an experience to learning the game than simply through tutorials. Still I do agree that a lot more information needs to be provided and taught to players than what current tutorials in fighting games provide.
And while games like Blazblue and some others do provide some good tutorials, I think what they provide isn't enough. Blazblue gives a good deal of information in its tutorial system, but lacks on the character specific stuff and a tutorial with very specific information, nuances for each character. Instead, the game only provides an overview and a challenge mode for each character and I don't think that's enough.
DOA5 is the same way, yet I feel that I'm not doing anything remotely impressive or terribly difficult for lesser skilled players to learn with. Basic things like, actually blocking, should be something they should be doing after they get hit. Instead, its this Street Fighter 4 mentality of mashing out escapes or moves immediately upon being hit and its just a terrible thing to do.
I don't play ranked, myself. I don't feel like I'm good enough to play ranked yet.
I have 278 titles collected now... I wonder what would be the fastest way to pick up the remaining titles and unlock Alpha? I guess CB > PBs and Cliffhangers... maybe I'll cheat that by doing a two-player run.
And the game does teach the fundamentals in the story mode. The first thing you learn is how to block. I do agree that the game needs to have its move list give a few more details than it currently provides, and in general fighting games do need to provide a better visual approach to when one is on disadvantage. But things like spacing, mix-ups and more feel more like an area where self-discovery and simply playing the game are more of an experience to learning the game than simply through tutorials. Still I do agree that a lot more information needs to be provided and taught to players than what current tutorials in fighting games provide.
And while games like Blazblue and some others do provide some good tutorials, I think what they provide isn't enough. Blazblue gives a good deal of information in its tutorial system, but lacks on the character specific stuff and a tutorial with very specific information, nuances for each character. Instead, the game only provides an overview and a challenge mode for each character and I don't think that's enough.
DOA5 is the same way, yet I feel that I'm not doing anything remotely impressive or terribly difficult for lesser skilled players to learn with. Basic things like, actually blocking, should be something they should be doing after they get hit. Instead, its this Street Fighter 4 mentality of mashing out escapes or moves immediately upon being hit and its just a terrible thing to do.
I don't play ranked, myself. I don't feel like I'm good enough to play ranked yet.
I have 278 titles collected now... I wonder what would be the fastest way to pick up the remaining titles and unlock Alpha? I guess CB > PBs and Cliffhangers... maybe I'll cheat that by doing a two-player run.