SC5 compared to previous versions

I was trying my hardest to be sorta nice, but fuck it.

I'm done, I tried to help, the problem is solely with you, 100% totally and until you get over that you'll never realize just how wrong you completely are.
 
I bet you play DOA where you counter out of hit stun anytime you want.
Even DOA doesn't allow you to hold out of hitstun. The only reason people think that is because of what Itagaki did to DOA 4 where almost every move put you in critical stun which you can hold out of.

Which reminds me.
When a person stops defending the game and starts blaming the player you know you have won the discussion... you have no answers to my problems stated that don't involved blaming me... I am not at fault, the game is. I understand how to play fighters, I even got over SSBB and accept it as a fighter now, although it is very different. However I wont ever like MVC its fake combos annoy me.

since you mention other fighters let me let me ask, have you actually played all the different versions of each?

Tekken 3 was good, all the new ones are bad imo, I dislike them.
DOA 3 was good, parry is the way forwards in the fighting game genre imo. New DOA's have kind of gone off topic..
King of fighters I have never liked, it can't hold a candle to Guiltygear or MeltyBlood and such.
Street Fighter A3 was the best SF, the new ones are bad imo. ( isn't it odd how they are all 3's....I even still believe SC3 was the best one they made so far too.)

Any game which takes the control out of the players hands completely is not a good game. Even when being hit you should be able to do something, exmaples include damage reduction (MB) , TECH air or ground, Breakout (Ougon Musou Kyoku) , Combo breakers.. I am sure there are more.

In SC5 when you get hit, may as well go make a cup of tea, you can do nothing. Its not a pro game, its a shallow diluted game of Rock, Scissors, Paper .. with soul moves being Super Paper. I really hope they patch it to fix something soon.
This almost sounds like the philosophy that led Itagaki to ruin DOA.

The meat and potatoes of any fighter is what happens before you land a combo. Spacing, footsies, etc. Combos are simply a way of rewarding good offense, with more offense. Combo breakerts, holds, bursts, etc. when not implemented properly actually serve to reward playing bad and getting hit. Why do you think that these options are limited whenever they appear in good games. Burst in BB, GG, etc. are limited in number. Mega Crash in TvC takes meter. etc. For the same reason, why do you think tournament DOA is dead (and don't even try to argue this, even the hardcore DOA players at FSD are asking for nerfs to counters/holds in DOA5 in the hope that it becomes treated as legit).

On the opposite end, look at games like Tekken 6, where bounds allowed you to extend your combos even more - that game was the #1 arcade game in Japan. Look at MvC2's dominance in the US scene. That game thrived precisely because it was a high stakes, touch of death game where one mistake could cost you your entire team. It was basically the fighting game equivalent of high-stakes all in hold 'em. Matches were tense because people knew that as soon as someone made a mistake, it was all over. Just watch how much hype there is from a high level match.
You can't get that kind of hype from these easy mode, low risk games you like.
 
you were "trying" to be nice? English is not your first language?
did you buy SCV on the PS3 without even knowing the difference in quality from the 360?

To be honest you sound like your in love with this game, completely unable to see any of its massive flaws even when pointed out and made obvious.
ty for kind of, sort of, trying to help in a round-a-bout fashion?

@d3v sorry but I wont have anything to do with Marvel vs capcom "faker combos" that game is a faker for people who like one button wonders and infinity combos lolololol. MVC is a broken game of unbalanced fighters like Magneto Strom and dr.doom being F****** so I laugh at any mention of it.

I didn't come here for an argument, I came here to discuss in which ways this game is better/worse then the previous ones.

I don't want to talk about King of ironic fist, Catkom presents catkom or other such games.
 
Street Fighter A3 was the best SF, the new ones are bad imo. ( isn't it odd how they are all 3's....I even still believe SC3 was the best one they made so far too.)

Any game which takes the control out of the players hands completely is not a good game. Even when being hit you should be able to do something, exmaples include damage reduction (MB) , TECH air or ground, Breakout (Ougon Musou Kyoku) , Combo breakers.. I am sure there are more.
Funny you mention Alpha 3.
 
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