Alstein
[05] Battler
About what Alastor said and generally about "difficult moves" (eg: JFs based on speed or on timing or even other complicated moves like SS/CS) I can see a point here.
However, there are so many different cases of various JFs in SCIV that it gets somehow confusing on how they should treat them in SCV.
On the one hand simplifying JFs would make them easier to use for everyone. However noone can deny that "mastering" some very hard moves gives a completely different taste of satisfaction and visual pleasure for both the player and anyone that watches it.
For example (since it was mentioned), what do you think would happen IF Ivy's command throws got a more simplified input?
Easier to come out of course...
However, it wouldn't surprise me If they nerfed the damage and/or range of these throws since they would be more spammable (aka easier input). Is that a good thing? I think that these command throws should remain as they are. Or just make a JF version much MUCH stronger but very hard to do. But then we return to the start of the problem, because people will always want to "master" the hardest move whichever one it is.
Another example would be Setsuka (that I consider to be probably the hardest character to master in SCIV). She is very strong even without some of her JFs, however, If someone is able to perform her JFs whenever needed, in a very succefull rate, she becomes a monster. And to me, that makes a huge difference between various players.
Of course some of you have a point also. Because there is always a turn-off factor whenever a player feels that cannot get the most out of his character.
And then in SCIV, there are also some "unecessary/weird" cases of JFs that I don't even know why they made it like that...
Some of them being:
- Yun's 8KK:K (or something like that). More damage and taunting...
However, I must say once again that JF difficulty is a bit complicated matter. And there are many different opinions on what should be easier/harder/riskier/rewarding/not rewarding/etc by many different players.
Sorry to quote en entire long post, but lots of relevant points.
a) On SS/CS for Ivy. What I would do.
Half-Circle command. I would borrow from VF5 and give a benefit for "fastest input" like what Wolf had for his Giant Swing. With the fastest input, the nerfs to the move would be removed.
Yunsung- JF's 8KKK. Adding "coolness" to a move, and some damage, is a good use of JF in my eyes. It's something casuals can aim for, without adding a vast amount of difficulty to the character
To me at least, good JF design is something that a skilled player will work in if they pick a character, but only after they get the basics- and should only become necessary at high-end tourney level. It needs to be something a scrub can get lucky on once in a blue moon also, so they know it's there, and think "oh , that's neat, how do I get this more often?" This is the way I feel about execution in general- I despise games where I feel like I can only play one character because the execution is so damn hard initially, and I'd have to put in 10-20 hours before I can play the game. Why should I do that when I can play something else?
The one thing you'd definitely see if you simplified Ivy's command grabs, is a lot more Ivy's at launch, a few of which would seriously master the character over time, and we'd benefit by seeing a wider variety of characters when we play. This is why I think eased movelist execution is awesome- it really does bring the variety, which makes playing more fun. You make a character hard to play, you won't see that character much.
As for Rock/Mina- I can see why OOF thinks they can win. 90% of the tournaments he enters, he's the best person there by enough that he COULD win with any character. When a low tier char wins a tourney, usually it's means one of two things
a) The player would have won no matter what
b) The game is pretty well-balanced, see VF5 with Chibita winning SBO with Lion.