Author Topic: SegaBits Fight Club  (Read 92386 times)

Offline CosmicCastaway

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Re: SegaBits Fight Club
« Reply #150 on: June 16, 2010, 07:42:20 pm »
Quote from: "fluffymoochicken"
Quote from: "CosmicCastaway"
I just hope the inputs are easier to pull off them some Capcom fighters. I tried Street Fighter IV the other week and while I had fun, I had a really hard time pulling off moves on demand.
It's time for you to put down the controller, then, because SFIV has some of the most relaxed inputs for moves of all time. =P

I don't know. I had a really hard time doing Ultras and some special moves in Street Fighter IV. The "charge" moves in particular are hard for me.
But MK vs. DC uses inputs which are somewhat similar and I can do them flawlessly.
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Offline Sega Uranus

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Re: SegaBits Fight Club
« Reply #151 on: June 16, 2010, 07:44:51 pm »
Quote from: "fluffymoochicken"
Quote from: "Sega Uranus"
Not sure why Fluffy is complaining about the voice acting though, the series has never been known for good voice acting...
Maybe, but it wasn't known for gratingly godawful voice acting, either. These voices are 100% pure shit in vocal form. The actors should quit their jobs immediately.

[youtube:7g1je7ct]B1u443IdIMI[/youtube:7g1je7ct]

:/

Quote from: "CosmicCastaway"
I don't know. I had a really hard time doing Ultras and some special moves in Street Fighter IV.
But MK vs. DC uses inputs which are somewhat similar and I can do them flawlessly.

Well IMO unless you play with ZOMGREALGAMERS you should still have some good fun in Street Fighter IV, I think. Why not try out more characters like EHonda? He is not too hard to use.
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Offline fluffymoochicken

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Re: SegaBits Fight Club
« Reply #152 on: June 16, 2010, 07:45:50 pm »
Quote from: "CosmicCastaway"
I don't know. I had a really hard time doing Ultras and some special moves in Street Fighter IV. The "charge" moves in particular are hard for me.
But MK vs. DC uses inputs which are somewhat similar and I can do them flawlessly.
Apples and oranges. Why would you want to play MK vs. DC, anyway?

But seriously, the moves in SFIV aren't hard to pull off. In fact, they're really easy to mash out (which even terrible online players can do).

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[youtube:130whwyt]B1u443IdIMI[/youtube:130whwyt]
See what I mean? It's better than MvC3's voice acting.
« Last Edit: June 16, 2010, 07:50:29 pm by fluffymoochicken »

Offline CosmicCastaway

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Re: SegaBits Fight Club
« Reply #153 on: June 16, 2010, 07:49:02 pm »
Quote from: "Sega Uranus"

Quote from: "CosmicCastaway"
I don't know. I had a really hard time doing Ultras and some special moves in Street Fighter IV.
But MK vs. DC uses inputs which are somewhat similar and I can do them flawlessly.

Well IMO unless you play with ZOMGREALGAMERS you should still have some good fun in Street Fighter IV, I think. Why not try out more characters like EHonda? He is not too hard to use.

Yeah, I don't get into the competitive aspect of fighting games I just liking playing them to have fun.
I don't own Street Fighter IV, I just played it for a day or two at a relative's house. I'm sure I would get a little better over time, but overall I just found the controls to be more difficult from other fighting games I've played.

I did try out a good amount of the roster Sega Uranus and I would say I liked playing as Cammy the most.  =)
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Offline CosmicCastaway

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Re: SegaBits Fight Club
« Reply #154 on: June 16, 2010, 07:51:47 pm »
Quote from: "fluffymoochicken"
Apples and oranges. Why would you want to play MK vs. DC, anyway?

But seriously, the moves in SFIV aren't hard to pull off. In fact, they're really easy to mash out (which even terrible players can do).


I like MK vs DC. for the story mode, fun fighting system and the DC characters. It was actually the first Mortal Kombat game I've played since the emphasis on gore turned me off in previous entries. So yeah, I mostly play as the DC characters. I'm pretty good with Wonder Woman. =)
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Offline MadeManG74

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Re: SegaBits Fight Club
« Reply #155 on: June 16, 2010, 07:59:19 pm »
Quote from: "fluffymoochicken"
Oh god, the new fighting system is FUCKING TERRIBLE. The air combo button was unnecessary, we already knew that, but the "guessing system"? What the fuck, that's beyond stupid. It's like something Nintendo would make up for their "fair play" nonsense.

It seems as though they're designing these games with casual gamers and children in mind, when only core gamers are going to be wanting to play them in the long run. That's why they're still playing MvC2 ten years later.

I don't see how that is a big problem to be honest.
Yes it has 'guessing' to reverse, but teching a throw in Street Fighter requires a correct 'guess' to know if they will throw or attack.
Parrying in Street Fighter III requires a 'guess' of if/when/where they will attack.
Reversing a throw in Virtua Fighter requires a 'guess' to know which direction to press+Throw to reverse it.

Guessing is a big part of a lot of fighters, the challenge is working out your opponent's patterns and predicting when to use that reversal.

And lets not forget that MVC2 had some concessions for simplicity too, only 4 attack buttons instead of 6, E-Z mode supers etc.

Quote from: "CosmicCastaway"
Quote from: "Sega Uranus"

Quote from: "CosmicCastaway"
I don't know. I had a really hard time doing Ultras and some special moves in Street Fighter IV.
But MK vs. DC uses inputs which are somewhat similar and I can do them flawlessly.

Well IMO unless you play with ZOMGREALGAMERS you should still have some good fun in Street Fighter IV, I think. Why not try out more characters like EHonda? He is not too hard to use.

Yeah, I don't get into the competitive aspect of fighting games I just liking playing them to have fun.
I don't own Street Fighter IV, I just played it for a day or two at a relative's house. I'm sure I would get a little better over time, but overall I just found the controls to be more difficult from other fighting games I've played.

I did try out a good amount of the roster Sega Uranus and I would say I liked playing as Cammy the most.  =)

Getting used to stuff like that just takes time. SFIV is more lenient than most 2D fighters (try doing a Raging Storm pretzel motion in an old SNK game for example) but even so it takes some getting used to if you're not used to SF games.

Do you mostly play 3D fighters like VF, SC or DOA? I could understand teh confusion since those games play quite differently in terms of controls I find.
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Offline CosmicCastaway

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Re: SegaBits Fight Club
« Reply #156 on: June 16, 2010, 08:02:08 pm »
Quote from: "MadeManG74"

[

Getting used to stuff like that just takes time. SFIV is more lenient than most 2D fighters (try doing a Raging Storm pretzel motion in an old SNK game for example) but even so it takes some getting used to if you're not used to SF games.

Do you mostly play 3D fighters like VF, SC or DOA? I could understand teh confusion since those games play quite differently in terms of controls I find.

Yeah, I've had played a lot more 3D fighters than 2D. The Soul Calibur games in particular I play quite a bit.
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Offline Sega Uranus

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Re: SegaBits Fight Club
« Reply #157 on: June 16, 2010, 08:22:06 pm »
The Soul Calibur series I like a lot, but it is very easy to mash in, I can do almost everything in every release but could not name a single set of button combinations you have to do for a specific move, I kind of just know how a few of the characters work is all, you know? The biggest challenge in that is really doing the guard impact well. Can you even time those? I still have issues myself, but if you can you should not have much troubles learning how to play some other stuff like Street Fighter IV, just keep in mind a lot of the AI in that series is pretty frustrating and it is recommended you play with similarly skilled people.

Try out Virtua Fighter 5 in the future if you can. On the easiest difficulty the AI is pretty easy to understand, the button combinations are all very simple to manage, and the defending is some of the quickest you could understand in the genre. It sounds strange, but getting good in this series has made me a better fighter in ALL fighting games, not to mention the game is totally dirt cheap now.
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Offline CosmicCastaway

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Re: SegaBits Fight Club
« Reply #158 on: June 16, 2010, 08:39:17 pm »
Quote from: "Sega Uranus"
The Soul Calibur series I like a lot, but it is very easy to mash in, I can do almost everything in every release but could not name a single set of button combinations you have to do for a specific move, I kind of just know how a few of the characters work is all, you know? The biggest challenge in that is really doing the guard impact well. Can you even time those? I still have issues myself, but if you can you should not have much troubles learning how to play some other stuff like Street Fighter IV, just keep in mind a lot of the AI in that series is pretty frustrating and it is recommended you play with similarly skilled people.

Try out Virtua Fighter 5 in the future if you can. On the easiest difficulty the AI is pretty easy to understand, the button combinations are all very simple to manage, and the defending is some of the quickest you could understand in the genre. It sounds strange, but getting good in this series has made me a better fighter in ALL fighting games, not to mention the game is totally dirt cheap now.

Guard Impacts in Soul Calibur are quite tricky. I can only pull them off every once in a awhile.

I really should get Virtua Fighter 5. I've wanted to get it for a while but then I always decided on getting something else. I'll be sure to pick it up next time I see it.
Thank you for the advice Sega Uranus.  =)
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Offline fluffymoochicken

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Re: SegaBits Fight Club
« Reply #159 on: June 17, 2010, 01:30:23 am »
Quote from: "MadeManG74"
Yes it has 'guessing' to reverse, but teching a throw in Street Fighter requires a correct 'guess' to know if they will throw or attack.
No, people tech when they see themselves about to be thrown. It's an instinctive reaction, not a lucky guess.

I find it hilarious that you, the person who plays Street Fighter, wouldn't know that. :lol:

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Parrying in Street Fighter III requires a 'guess' of if/when/where they will attack.
No, again, people use parries on attacks they can actually see or anticipate coming.

They might get lucky parries every now and then, but it's not like this air combo guessing system where you have no idea what's going to happen so you just randomly throw out a direction and cross your fingers that the other player does it too. There are no visual cues you can use to anticipate it or anything. You have to be lucky.

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Reversing a throw in Virtua Fighter requires a 'guess' to know which direction to press+Throw to reverse it.
LOL VIRTUA FIGHTER

Okay, moving on...

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And lets not forget that MVC2 had some concessions for simplicity too, only 4 attack buttons instead of 6, E-Z mode supers etc.
Yeah, but those were actually good ideas for the hardware it was made for (Naomi/Dreamcast). You can't have an 8 button game when there aren't 8 buttons. The assist idea was excellent, as it allowed for the creation of strategies around whole teams rather than just individual characters. That actually DEEPENED the gameplay, instead of making it more simple.

I don't mind innovation, but these ideas are simply terrible. Capcom must think that core gamers are complete idiots who can't do a launcher without it being assigned to a separate button.
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Offline MadeManG74

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Re: SegaBits Fight Club
« Reply #160 on: June 17, 2010, 01:50:05 am »
Quote from: "fluffymoochicken"
Quote from: "MadeManG74"
Yes it has 'guessing' to reverse, but teching a throw in Street Fighter requires a correct 'guess' to know if they will throw or attack.
No, people tech when they see themselves about to be thrown. It's an instinctive reaction, not a lucky guess.

I find it hilarious that you, the person who plays Street Fighter, wouldn't know that. :lol:

You'll notice I said it becomes about anticipation and prediction in my post. Maybe you missed it, or ignored it so you could be a smat alec?

The fact is, they could throw you, or they might attack you. You won't really know until it happens so there is always a degree of guessing involved.

With the air-exchange, you can only do so many attacks in an air combo before you need to end it. When that time comes you'll know to go for a reversal.

Quote
Quote
Parrying in Street Fighter III requires a 'guess' of if/when/where they will attack.
No, again, people use parries on attacks they can actually see or anticipate coming.

They might get lucky parries every now and then, but it's not like this air combo guessing system where you have no idea what's going to happen so you just randomly throw out a direction and cross your fingers that the other player does it too. There are no visual cues you can use to anticipate it or anything. You have to be lucky.

Again, how do you know your opponent won't go for a command throw or even just take a break in his attack when you go for a parry? Against projectiles, sure you can see it coming, but when they are in your face, again they can mix up between an attack or a throw.

Quote
Quote
Reversing a throw in Virtua Fighter requires a 'guess' to know which direction to press+Throw to reverse it.
LOL VIRTUA FIGHTER

Okay, moving on...

If you're just going to be a troll, you'll get banned. You're on very thin ice as it is, I'm sure you know.



You'll know that there are only so many moves a character can do in an air combo before they need to finish it, which gives you that opportunity to break the combo when you see that they'll need to use the exchange button if they want to continue it. Based on their previous uses of the button you'll have a likely chance to predict and use the right reversal.

It's still got an element of chance thanks to the direction needing to match, but if all you had to do was hit the exchange button when they were about to finish their combo, nobody would get a succesful exchange.

Lets at least see how it works in practice first. I'm not saying it's going to be amazing, but I'm not about to write this off just yet either.

Marvel Vs Capcom 2 had almost every concession possible to be more 'casual', like the examples I said above. Yet you loved that game a great deal, who knows how this will work out.
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Offline fluffymoochicken

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Re: SegaBits Fight Club
« Reply #161 on: June 17, 2010, 02:41:42 am »
Quote from: "MadeManG74"
You'll notice I said it becomes about anticipation and prediction in my post. Maybe you missed it, or ignored it so you could be a smat alec?
Yeah, but I also said that there is no anticipating which direction the player is going press in an air combo, so it's not the same as being able to SEE when you're about to be thrown. Maybe you missed it, or ignored it so you could be proven wrong again?

Techs are reactions, not guesswork.

Quote
Again, how do you know your opponent won't go for a command throw or even just take a break in his attack when you go for a parry? Against projectiles, sure you can see it coming, but when they are in your face, again they can mix up between an attack or a throw.
Yes, but at least you can SEE and anticipate something like a jump-in. And it's not like simply pressing forward on an empty jump-in will leave a player WIDE OPEN, either.

You could have figured this out if you had bothered to read my last post, but oh well.

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If you're just going to be a troll, you'll get banned.
Laughing at fighting games is trolling, because...?

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Based on their previous uses of the button you'll have a likely chance to predict and use the right reversal.
Yes, because I'm sure every player will assign themselves one single use of the button and never change it up, ever. :roll:

Most people aren't going to let themselves be predictable, so it's going to be based on completely blind guesswork.

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Lets at least see how it works in practice first. I'm not saying it's going to be amazing, but I'm not about to write this off just yet either.
But you know what? Even if it wasn't about guesswork, I still hate the fact that you could possibly combo off of someone else's combo. That's.... and I use this term again.... a mind-bogglingly stupid design choice. I wonder if people would even want to use the attack if it's going to be so unsafe.
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Offline MadeManG74

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Re: SegaBits Fight Club
« Reply #162 on: June 17, 2010, 04:43:47 am »
It was trolling because I'm trying to be rational and polite, and you've decided to just say 'LOL VIRTUA FIGHTER'. It makes it clear you aren't interested in actually having a conversation, but just want to annoy me and others on this forum.

To explain what I was saying, lets say you're playing SF2T. You've been knocked down and Ryu walks up to you. What options do you have on wakeup, you can attack, defend or throw. How do you know which to do? If you go for a throw  and he goes for an attack you'll lose out. If you try to block and he throws, you lose out. If you go for an attack and he blocks, you lose out.

You need to make a guess. It's an educated guess based on what you know about the other player, but there is still an element of guessing.

I can understand this system in MVC3 isn't the exactly the same thing, but I'm just explaining why I'm trying to keep open minded about it until I get to play it.

You say that most people won't let themselves be predictable with the move, but after playing for a while you'll be able to see when and where the move might come into play and be ready to anticipate it. If it turns out it's too easy to reverse and nobody uses it, then it's just like MVC2 where the combo will end anyway.

In any event I don't really care all that much to argue the point any longer, I don't really play the Marvel Series seriously so this feature wouldn't make or break the game for me anyway.
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Offline fluffymoochicken

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Re: SegaBits Fight Club
« Reply #163 on: June 17, 2010, 04:57:46 am »
I was just laughing at Virtua Fighter. The only person who's annoyed in this thread is me, but it's not because of you. I just wish I knew what Capcom was thinking with these changes. It's given me a headache tonight just thinking about them.

You can keep an open mind if you want, but my purchase decision is up in the air for the time being. :P
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Offline CosmicCastaway

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Re: SegaBits Fight Club
« Reply #164 on: June 17, 2010, 08:20:01 am »
I'm sure Marvel vs. Capcom 3 will be very fun. I'm glad to hear it has a story mode too, I like when fighting games have a good story mode. =)
« Last Edit: December 31, 1969, 06:00:00 pm by Guest »
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