- Joined
- Sep 3, 2013
- Messages
- 1,250
- Reaction score
- 810
- Points
- 113
- Age
- 41
All this focus on new experimental SG builds has really put a negative edge (heh) on this forum lately, so I thought I'd make a list of some of the things that I think SG got right.
1. Low Execution Requirements - Wide cancel windows and generous input buffers mean that you can spend less time grinding combos in the Training Room and more time playing the game, which is what we all want to do. Even though the more optimized combos are sometimes a little difficult or inconsistent, the flexibility of the combo system means you can always find something that does 'good enough' damage without driving yourself crazy in training mode.
2. No Overpowered Comeback Mechanics - I really hope things like X-Factor don't become a trend in fighting games. Thanks to Mike for not implementing garbage like that just to create artificial 'hype' moments during matches.
3. GGPO Netcode - The only reason I'm actually able to enjoy this game, or any fighting game for that matter, because my local scene is dead.
4. Characters with fluid movement - Good movement is key to keeping fighting games fun.
5. Custom assist choices - Every fighting game that has assists should include this. I have no idea why it wasn't done before.
6. PC Port - The reason I'm able to play this game at all. PC gets neglected by FG developers constantly and its good to have at least one quality developer who puts in the effort to make a PC port
7. Balanced Roster - This game is incredibly well balanced compared to most of the other modern FGs being played right now. Even though there's always room for improvement I can pick any character in the game that I like without feeling handicapped and that is a huge boon for me.
8. Every Move is Useful - With only a couple of exceptions, everything that is in SG is in the game for a reason and every move feels useful. I can't express just how frustrating it is to pick up a character in SF4 and play around with all of their tools only to find that over half of them are worthless crap that you never use.
9. Special and Super Moves that are more then just Combo Tools - Kind of redundant with #8 but this deserves special mention.
10. Universal Defensive Options - So that even a character without a DP or a strong reversal like Squigly or Valentine has options when they're under pressure.
11. Diverse Playstyles - Every character moves differently, attacks differently, combos differently. Every character is a unique experience.
12. And most importantly, a Developer who puts up with our crap and listens to our concerns - It would be a lot easier for Mike to sequester himself in his ivory tower and do whatever he wanted with the game but he doesn't
Compared to the few minor problems that I do have with SG, the good points are overwhelming.
1. Low Execution Requirements - Wide cancel windows and generous input buffers mean that you can spend less time grinding combos in the Training Room and more time playing the game, which is what we all want to do. Even though the more optimized combos are sometimes a little difficult or inconsistent, the flexibility of the combo system means you can always find something that does 'good enough' damage without driving yourself crazy in training mode.
2. No Overpowered Comeback Mechanics - I really hope things like X-Factor don't become a trend in fighting games. Thanks to Mike for not implementing garbage like that just to create artificial 'hype' moments during matches.
3. GGPO Netcode - The only reason I'm actually able to enjoy this game, or any fighting game for that matter, because my local scene is dead.
4. Characters with fluid movement - Good movement is key to keeping fighting games fun.
5. Custom assist choices - Every fighting game that has assists should include this. I have no idea why it wasn't done before.
6. PC Port - The reason I'm able to play this game at all. PC gets neglected by FG developers constantly and its good to have at least one quality developer who puts in the effort to make a PC port
7. Balanced Roster - This game is incredibly well balanced compared to most of the other modern FGs being played right now. Even though there's always room for improvement I can pick any character in the game that I like without feeling handicapped and that is a huge boon for me.
8. Every Move is Useful - With only a couple of exceptions, everything that is in SG is in the game for a reason and every move feels useful. I can't express just how frustrating it is to pick up a character in SF4 and play around with all of their tools only to find that over half of them are worthless crap that you never use.
9. Special and Super Moves that are more then just Combo Tools - Kind of redundant with #8 but this deserves special mention.
10. Universal Defensive Options - So that even a character without a DP or a strong reversal like Squigly or Valentine has options when they're under pressure.
11. Diverse Playstyles - Every character moves differently, attacks differently, combos differently. Every character is a unique experience.
12. And most importantly, a Developer who puts up with our crap and listens to our concerns - It would be a lot easier for Mike to sequester himself in his ivory tower and do whatever he wanted with the game but he doesn't
Compared to the few minor problems that I do have with SG, the good points are overwhelming.