naznatips said:
Onyxmeth said:
All games require you to study. You didn't pick up Smash Bros. either and just started rocking at it. While the moves may all be performed in the same manner of button presses, it still requires you to study the actual moves each player has and understand the strengths and weaknesses of them. Other games in your collection that I'm sure took a slight bit of study:
Ace Combat 6 Metal Gear Solid Portable Ops Valkyria Chronicles Kameo: Elements of Power Marvel vs. Capcom Soul Calibur I and II Both Advance Wars games in your collection Disgaea DS All your Tekken games Mortal Kombat I and II and many others...
Seriously man, you've got an awful lot of fighting games in your collection for someone so hellbent on not learning basic moves in a 17 year old fighting series. If you don't like Street Fighter, just say you don't like it, but the reasoning you gave just makes no sense since a good portion of your games require plenty of study and aren't simply pick up and play.
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All of the games you listed can be learned in minutes in their entirity of gameplay functions, with the exception of the MK games, which I'm not too fond of anyway, and Marvel vs. Capcom, which I learned because of how much I loved Marvel at the time. Strategy games require complex thinking, but a good one doesn't have complex rules, and certainly not an unnecessarily large amount of buttons like Street Fighter.
A good game for me uses simple rules in complex and creative ways. Street Fighter is the opposite of this mantra. It adds more buttons and more combos to create complexity, rather than using simple existing formulas.
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So then what about Tekken and Soul Calibur? To learn the predetermined button combinations for the countless moves in a single character's arsenal would take more studying than learning half the rosters' moves in Street Fighter II. Here's the move set of the two main characters:
Ryu from Street Fighter II
Throws
------
Seoi Nage f/b + MP/HP close f and b determine where
opponent is thrown
Tomoe Nage f/b + MK/HK close f and b determine where
opponent is thrown
Basic Moves
-----------
Air Uppercut ub/uf, MP this will cause 2 hits if
connected to an air
opponent; if you connect
this to an air opponent,
you can follow after them
with another Air Uppercut
to juggle them; you can
also try striking them
with a Shinkuu Hadou Ken
after a successful Air
Uppercut
Shin Kick LK close must be blocked low by
every character EXCEPT
Balrog
Axe Kick HK close 2 hits
Command Moves
-------------
Sakotsu Wari f + MP can hit twice with both hits
being overheads
Hatobi Kudaki f + HP
Special Moves
-------------
Hadou Ken qcf + P LP=slow, MP=medium, HP=fast;
will collide with other
projectiles as both will be
"destroyed" in the process
Fire Hadou Ken hcf + P LP=slow, MP=medium, HP=fast;
will collide with other
projectiles as both will be
"destroyed" in the process;
fireball stuns from far
away and knocks opponent
down when up close
Shouryuu Ken f, d, df + P LP=short, MP=medium, HP=far
Fake Hadou Ken qcf + LK
Tatsumaki Kyaku qcb + K LK=short, MK=medium, HK=long
Air Tatsumaki Kyaku qcb + K in air LK=1 spin, MK=few spins,
HK=many spins
Super
-----
Shinkuu Hadou Ken qcf, qcf + P will absorb other projectiles
Here's Jin from Tekken 5:
Jin Kazama
---Moves---
Left Right Combo = 1 2 (19)
Left Right Axe Kick = 1 2 3 (43)
Left Right to Spinning Hook Kick = 1 2 4 (41)
Kazama Style Combo = 1 3 2 1 4 (46)
Feint Kick Combo = 1 [3 3] df+3 (28)
Left Jab to Left Low Kick = 1 d+3 (14)
Double Thrust Roundhouse = 2 1 4 (37)
Double Thrust Low Trick Kick = 2 1 [4 4] (34)
Switch Blade = 2 4 (23)
Spinning Flare Kick = [4 3] (28)
Median Line Destruction = 1+2 (22)
Right Elbow = f+2 (12)
Left Roundhouse = f+3 (16)
Stinger = f[3 3] (22)
Heat Seeker = f[3 3] df+3 (22)
Front Thrust Kick = f+4 (21)
Double Chamber Punch = f+1+2 (31)
Thrust to Roundhouse = df+1 4 (30)
Thrust to Low Trick Kick = df+1 [4 4] (27)
Uppercut = df+2 (15)
Left Sidekick = df+3 (15)
Blade Kick = df+4 (33)
Corpse Thrust = d+1 (24)
Knee Popper to Sidekick = d+3 3 (17)
Right Sweep = d+4 (15)
Double Lift Kick = d+3+4 (20)
(knocks enemy into air)
Savage Sword = db+2 2 3 (48)
Right Low Roundhouse = db+4 (15)
Left Spinning Back Kick = db+3 (21)
Mental Alertness = b+1
Left Drill Punch = 1 (22)
(during Mental Alertness)
Suigetsu Strike = 2 (24)
(during Mental Alertness)
Spinning High Kick = 3 (30)
(during Mental Alertness)
Right Sweep = 4 (15)
(during Mental Alertness)
Right Backfist to Left Roundhosue = b+2 3 (33)
Left Crescent to Low Roundhouse = b+3 4 (30)
Spinning Sidekick = b+4 (18)
Power Stance = b+1+2
Avenger = ub+1+2 (b b to cancel) (100)
(charge up, unblockable)
Front Jump Kick = u+4 or uf+4 (15)
Evading Middle Strike = uf+2 (18)
Spinning High Kick = uf+3 (30)
Demon’s Paw = f [f]2 (24)
Right Axe Kick = f [f]4 (19)
Left Axe Kick = f [f]3 (25)
Kazama Style 6 Hit Combo = f [f]3 1 3 2 1 4 (34)
Evil Intent = b f+2 1 2 (52)
Thrusting Uppercut = f * d [df]1 (22)
(knocks enemy into air)
Right Roundhouse Punch = f * d [df]2 (25)
Lunging Low Roundhouse Kick = f * d [df]4 (18)
L.L.R.K. to Spinning Flare Kick = f * d [df]4 3+4 (32)
Crouching Uppercut = 2 (15)
(while rising, knocks enemy into air)
Left Spinning Back Kick = 3 (28)
(while rising)
Twin Lancer = 1 2 (26)
Mental Alertness (2) = 1+3+4
10 Hit Combo = f+2 3 3 3 2 1 2 3 4 2 (113)
Double Face Kick = approach 1+3 or f+1+3 (35)
(throw)
Over the Shoulder Reverse = approach 2+4 or f+2+4 (35)
(throw)
Shoulder Flip = from left 1+3 or 2+4 (43)
(throw)
Over the Limit = from right 1+3 or 2+4 (40)
(throw)
Pivoting Hip Throw = from behind 1+3 or 2+4 (50)
(throw)
Tidal Wave = approach uf+1+2 (40)
(throw)
Complicated Wire = approach d db
1+3 (35)
(throw)
Parry = b+1+3 or b+2+4
(time with enemy attack)
So how is it you can learn that laundry list in Tekken, which by the way does feature moves involving D-Pad manuevering, same as Street Fighter, but you can't learn six moves that involve a D-Pad motion in Street Fighter? As far as fighting games go, it has the easiest learning curve, and by far the least amount of studying involved(minus Smash Bros. and maybe some anime fighters). I mean it's more complicated learning the fighting system in Devil May Cry than Street Fighter.
Also Strategy games have immensely complex rules. You have to know which units succeed against which, you have to learn terrain differences and how that affects each unit, in the RPGs like Disgaea you also have to learn move sets and how that will affect different enemies. Sure you can retain nothing in your memory and play the games through the menus but eventually you'll begin to learn correct? The same thing goes for the six "hard to remember" moves in Street Fighter.