JWeinCom said:
arcane_chaos said:
JWeinCom said:
That's because I don't really think PAS does that much to separate itself. They add another attack button (which seems to take place of the Smash attacks in Smash), changed the way you built specials, and made it so that only final smashes (Dunno what they're called in this game) can KO you. Other than that, I don't see that much of a difference.
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but that can make the game unique; what's MK most known for? it's grusome fatalities, what's SF know for? it super over the top super/ultra combos(don't get me wrong...the fandom of the characters plays a huge part in their history) if you take that away what would you have?
why discredit what can make the game stand out, besides like I said before, Sony/Superbot confirmed that their will be more than just the SSB like mode(I remember hearing there was some sort of capture the flag mode...rumor)
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First off, I wouldn't say SF is known for over the top Super combos. Ultra Combos aren't really THAT big of a deal in Street Fighter. They're a valuable tool in SFIV, but they're not the focus of the game, like they are in Marvel. Super moves in particular are almost a non factor in SFIV because EX attacks are generally more valuable.
Back on topic. I'm not really trying to discredit that difference. It is indeed a major difference that will change how people play, particularly at higher levels (if PSA really generates a competitive community).
I feel like we're going in circles a little bit, but fatalities are just one of many elements that differentiates MK from SF. If you took fatalities out of the equation, you'd still have very different games. Some of those relate to the audiovisual package, and some of those revolve around the physics, mechnics, and controls.
In contrast, if gave PAS percentages and ring outs, you'd have a game that looks, plays, and feels, nearly identically.
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