Bleck
Smash Master
- Joined
- May 27, 2010
- Messages
- 3,133
rising thunder is doomed because of what I'm talking about, more or less - they simplified inputs (eg. no QCFs) but for some reason are incapable of understanding that frame-perfect timing stuff is the hardest thing for players to learn and deal withRising Thunder seems to have done well. At least that's what people tell me.
there's already stuff where players are saying "this one character's one move is kind of dumb since it's invincible" and the creators/high level players are like "it has one frame of vulnerability!" and the players are like "yeah I'm done playing this game this is stupid", which is totally understandable
like I've said a thousand times before in l-canceling arguments or whatever else, tech skill isn't what makes fighting games good, it's the mindgamesTraditional fighters have always had that huge barrier to entry, though, and it's pretty difficult to take away that barrier without significantly changing a lot of things that are very central to the game - like that tech skill.
to those who'd disagree I say; if you want to be good at pressing buttons at the right time, go play stepmania or something, stop tainting fighting games with your sperglord nonsense
I admittedly haven't slept for three days or so and if I'm being unclear I apologize I'm kind of definitely just throwing up words onto the screen hereYou're talking about the initial learning curve and intuition of actually grasping combos in regards to this. I don't particularly disagree with you on that either, I just don't think that point was made especially clear in your earlier posts. Your last sentence references what you said earlier but the full context makes complete sense. Admittedly, being a place where a lot of FG stuff is a given to me now makes it a lot easier to overlook all that so sometimes things need to be put into perspective.
You're not an unreasonable person. I think you struggle with making presumptions about perception that few others (especially in PMS where most of the members already understand intermediate to advanced FG knowledge) will share without it being stated otherwise.
yeah see that's great advice and it's also the first good advice I've seen on how to practice stuff like that after posting about this topic on like six different forums and browsing "beginner guides" on youtube and stuff for hours not only trying to glean some stuff for myself but just trying to evaluate people's ability to teach whateverWhat I always did for finding the timing of links such as ryu St.HK(stand hard kick) > St.LK(stand low kick) was to do St.HK then hold up after pressing the button. You will jump as soon as the HK is over. I do that a few times to get a rough idea of how long I need to wait before pressing the next button. I can usually get the timing down after about 5 mins. It's the best way I've figured out for getting timings down.
This is the exact same method I use to help people stop mashing buttons to get a link out and start timing then.
most of which just ended up being "I dunno just get good lol kek kappa!!!"
it's trueBleck does that a lot.
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