I actually don't think that was Extra Creditz. As far as I can remember, the only Fighting game episodes they've done are the FOO Strategy one and the one already posted in this thread. I think you're thinking of this one.
You need to play more fighting games. (An opinion that is reinforced with every post you make. Do that before you start thinking about making one.)
You need to play more fighting games. (An opinion that is reinforced with every post you make. Do that before you start thinking about making one.)
In ST everyone has the same health and defense. KOF does it, I think even in KOF13 everyone has the same health (and the same juggle hitboxes). I think MK and Injustice also do? Smash does, but not sure that counts...
Ha-ha no.
I'd not count it either, but defense in smash has a far greater influence on matchups than varying health totals. It's not just weight and falling speed, it's also recovery strength and stage picks. The options you have available (or that are desirable) change drastically depending on stock count, both your and your opponent's percent and stage. The difference between lowest and highest weight or falling speed, etc. also is massive compared to most other games.
I use d-pad and most of my gaming crew are controller users and never complain about half circle + direction inputs, even when they are picking up the game fresh. (Again, coming from a background in Guilty Gear). I can't say that half circles are any more daunting than 360 motions and since there is less possibility of people accidentally jumping (Without using the 360 motion shortcut which may as well be a half circle) while executing a half-back I only have your word that those motions really present a needless execution barrier.
And I respect you're design philosophy for this game. I don't have much of any experience with in Capcom fighters so I can't say what did or didn't work for those. Like I said, I recognize that you have a preference, I just choose to not make it the end-all-be-all of the validity of another motion.If we have a character with more than...let's see...20 individual special moves with 3 strengths each (QCT/DP/QCB/RDP/BF/DU/360 + P/K, charge P/2P/3P/K/2K/3K), then we'd be at the point where I'd consider a half-circle. LONG before that we would've reached the point where I'd cut special moves or have outright quit. :^)
For comparison, MvC3 Dante has 24 special moves with 1 strength each, which is only 4 separate motions required when filling up all six buttons. He wouldn't need anything beyond a DP or QC. [edit, I can't count]
You also have logic? A half-circle requires two extra directions over a quarter-circle. Unnecessary directions, if there is not a already a quarter-circle on that button.
By that logic Persona 4 Arena is a paragon of good fighting game design by phasing out DPs, 360/720/1080s, charge moves, and any other notation that isn't a quarter circle + button, or direction + button.
Because Capcom's button configs theoretically should be quicker than tap to select. It was probably a matter of them not realizing how people will use it. If you have a stick for the proper system (not dual mods), they have a layout for all of the sticks that are available for that system. To set my buttons, I just have to go to Arcade Stick C in button configuration. That's quicker than tap to select. But if you're using a different stick or your stick is modded, then it takes longer. Tap to select isn't always good. Setting buttons on AE or KOF13 for PC isn't intuitive at all. Unbinding the macros are a terrible process.I'm actually kind of confused on one point about the button configs - why would it have been a good idea from Capcom's point of view to switch from Tap to Select in the SNES games to Scroll Through a List in SF4?
Is it not pretty easy to set up a system for button bindings that is based off just tapping the buttons? I know that's how I set up all my button configs in college.
I don't think it's laziness. The manual explains focus attacks and even FADCs btw. SF has always had a ton of casual appeal because you didn't need to know much to have a good time playing it. At the most basic level, it's a game about getting the other guy's health down to zero and that's why many people enjoy it. The game instantly becomes a lot more complicated once you start talking about things like punishing, reversals, frames, mixups. I've been playing fighting games for over 20 years and I had no concept of these things until '10. If the games themselves presented their complexity, I don't think I would have enjoyed them as much. I was in it for the simple joy of beating up family and friends. When you add a tutorial that goes into the game even a little, then it changes how the player views the game. If a game presents itself as difficult and complex, it will undoubtedly turn some people away because you're telling them that there's a commitment involved. If you're interested in the complexity, there are plenty of resources available but I think they should be kept outside of the game.
please do not remind me of my needed FSE for juri or my U2 becoming fireball EX
I know you're being sarcastic, but for the most part I'm actually in agreement with that. (It has plenty of design problems as a game, but if we're only talking about motions, sure.)
Persona does have charge moves though. Mitsuru.
Like having a move list in game? :p
I know you're being sarcastic, but for the most part I'm actually in agreement with that. (It has plenty of design problems as a game, but if we're only talking about motions, sure.)
My two motion-related problems are:
- They removed motions ENTIRELY from a move that should HAVE one, your invincible reversal All Out Attack. The point of a move having a motion at all is so that you cannot be, say, continuously attempting to crouchblock or run forward as well as DPing, or mashing the valid DP input every frame, and that you can't do the motion for something else and then decide in one frame you want to DP.
- They have double QC's when it could just as easily have been QC+2 buttons.
And I guess it bothers me a little that sweep is two buttons, but that's minor.
Plus you can do a halfcircle for any quarter circle you like and the move will come out, so you can totally have 'em in SG! <3
Bah sorry, my P4A terminology is awful because I didn't touch the game beyond enough time with Kanji to figure out what I didn't like about it.Not that I disagree with these points, but a couple of corrections. All Out Attacks aren't invincible, they're basically armored dusts. Furious Actions are the invincible moves. And they already used up QC+2 buttons because they have EX attacks in the game. Not sure how they could've been able to implement both without using double quarter circles, but I would not mind hearing a solution. No sarcasm on that last statement.
There was a move list in the game... it was in Tutorial :3
I am something-percent-sure that the game actually didn't drop with that and it was added in SDE.