Umon Daisuke
New member
Just because the moves list is longer doesn't mean it's more complicated.
That's not what I was referring to with complexity. Things like sabaki's, reversals, chickens, and so forth. Every single move has different properties that you need to know to play the games well, otherwise, any intermediate to high level player can eat you up. 2D fighter systems have been inherently simpler, and as I said, that doesn't affect depth.
Take SFIV's engine for example, despite the forgiving button inputs, the core engine is flexible and there are enough properties with every single move that you need to familiarize yourself with to be good at it. That's depth right there, and it's true of any fighter. The skills or learning curves aren't interchangeable if you're going from a complex to a simpler system. The dynamics are very different.
3D fighters, despite a longer moves list, don't require as much effort to learn.
You're basically doing exactly what 3D fighter fans are doing; dismissing something because you haven't learned the systems well. Because of the system complexity and sheer number of moves to learn, 3D fighters like Tekken and VF require far more effort to get a grasp on. Have a look at these tutorials for T6:
http://iamtekken.com/2010/03/16/level-up-your-game-lars-alexanderson-episode-3/
. I only have to see a combo a couple times in a 3D fighter to see it coming, because it usually starts out slower and the 3D model goes through the whole realistic motions of combat. I've learned to read how people move through actually living and that means I've gotten practice at reading moves for a 3D fighter already
Those are high frame moves, hence slow, and no one uses in competition. If you're playing scrubs who spam moves over and over, then I can see where you're coming from. Joke stuff like 10 strings or any launcher that you can see a mile away, or throw chains and so forth. If you're able to read all moves in any game in the same manner you're proclaiming, then it's an extremely broken game that no one would put on the market. Even the 3D MK's aren't THAT bad.
Every competitive fighter, be it 2D or 3D requires you to anticipate or read moves. It's a universal trait that's been around for years. That's where you need to take the time to study the frame data for the games you're playing to know when and how to use them in addition to being able to read them.
Speed has nothing to do with a game's viability as a fighter, otherwise MK4 would be the best thing to happen to 3D fighters. You just need to adapt to a game's pace, that's all. MVC2 isn't even a good example because despite the longevity it has had, the game is notoriously unbalanced so yeah, it's possible to lose in that game very easily. Likewise with games like MKII; a Reptile VS Melina match with good players won't last long, and a 3D example of recent times.... Zafina VS Steve in T6.
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