Official Street Fighter Thread

These companies dont make fighting games for you. They make them for people who play online.

I disagree completely. Many fighting games lack online capabilities. VF5 for PS3? Absolutely no online play. SFIV? No lobbies. Most MK games? No lobbies. DOA4 was an acception. Actually, it seems to me they cater more to people who play OFFline than on, especially considering the less-than-stellar online stability in most, if not all of them.

Believe it or not, but these games are geared more for the competitive people, not people like you ...

Sort of. Most fighting games are accessible to new players, it's just up to the player how deep they're going to go into the fighting system, at which point they can become complicated.

There are a lot of people that do what Sek is talking about ( have a few friends over and mash buttons or throw out basic moves for some quick entertainment). Think of how many SF or MK fans there are that don't play competitively.
 
there is no real need for you to dislike some fighting games.

I'm not sure I get what you mean by this... For instance, I love fighters, but dislike Tekken because it relies so heavily on juggles and wall-punishing. That doesn't mean I think it's a bad game or has a flawed fighting system. It's just not my kind of fighter. Shouldn't this just be a simple matter of opinion?
 
I disagree completely. Many fighting games lack online capabilities. VF5 for PS3? Absolutely no online play. SFIV? No lobbies. Most MK games? No lobbies. DOA4 was an acception. Actually, it seems to me they cater more to people who play OFFline than on, especially considering the less-than-stellar online stability in most, if not all of them.

But what was a selling point of VF5 on the 360? netplay. Lobbies or not, SFIV was pushed for online play. Were you not reading any info about that game before release? Sure it wasnt the best online system, but they pushed it. Its 2010, they push for online play because they want to make money, regardless of how bad netplay really is. They wont take the risk your actually gonna play it at your friends house, they will gamble on your sitting at home on your ass, playing your friends.

Sort of. Most fighting games are accessible to new players, it's just up to the player how deep they're going to go into the fighting system, at which point they can become complicated.

Yes they do that to sell copies, but its talent that makes some players better.
 
Believe me, my butt is not hurt in the least. I just think that sometimes gamers (and the companies who make games) forget that not everyone has the goal of being a world champion tournament player. I don't discount the skill of those people at all, but it's like someone who shoots hoops at the Y playing a game of one on one against someone in the NBA. You're going to get schooled most of the time and there won't be much you can do about it.

I enjoy fighting games, and will continue to do so until such day that I no longer have the ability to clutch a controller. I just hope that everything doesn't get cast aside in the rush to cater to every whim of the online gamer.

Also I feel like today I have earned my stripes as a TRMK poster since I've earned the wrath of Tim Static. Aren't you the guy who hates everything post-UMK3?

Sorry, you have "I got my ass handed to me everytime i play online and i cant take it anymore" written all over you. Yes, i play the games i play at a high, competitve level, because i dont like to lose. Thats just how i am.

And no, i dont hate everything post UMK3. There has been alot of great games since then. Just hardly any called Mortal Kombat.
 
"But what was a selling point of VF5 on the 360? netplay."
And why was that? Because that fans were furious it didn't have it on PS3. The online system was a fan service and they realized VF could generate more sales because of it.

"Lobbies or not, SFIV was pushed for online play... Were you not reading any info about that game before release?"
Of course it was. It was an added feature. You don't sell a car with a leather interior without mentioning that it has it. But you're telling me these games were created FOR online play, yet the time spent on creating an online environment was too minimal for this to be the case, especially when people were begging for SFIV lobbies from the beginning. And why does SSFIV now have lobbies? The same reason VF had online play for 360. The fans. If these games were made for online play, the developers sure had a funny way of showing its priority.

"...but its time, effort, and acquired skill that make some players better."
I think this is closer to the truth. You weren't born juggling opponents effortlessly with Reptile's dashing elbow.
 
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MVC2 is currently 50% on PSN. I'd say it's worth $7.49.

In regards to online, it was most certainly a fan service feature that turned into a necessity this generation to garner mass market appeal on the market. Ask any high level players and they'll tell you it's only good for practice to an extent since the game isn't 100% similar online due to lag issues on varying levels. It's a substitute for the social element that arcades provided; close but not the same.

Lag especially hurts Tekken since it's a very frame sensitive game and suffers the most online. It's decent if both players have good connections (post patch.. upon release, it was absolute crap) but some things don't quite work (example, Kaz's b+1, 2 is not safe offline but it works just fine online if blocked). The Tekken team was late in the party but caved due to requests and thus we had T5 DR Online, and then T6. Good thing they listened to the complaints about the home versions. The package was really lacking compared to the last outing on packaged media with T5 on PS2. Hell even compared to T3 and TTT.

SFIV worked well online though.. very well in fact. With the death of arcades in NA, it's a given really. They're still alive in Japan for the most part and in some parts of PAL regions... but not the biggest market. Online doesn't replace the arcade feel for a lot of reasons but it's something.
 
SFIV worked well online though.. very well in fact. With the death of arcades in NA, it's a given really. They're still alive in Japan for the most part and in some parts of PAL regions... but not the biggest market. Online doesn't replace the arcade feel for a lot of reasons but it's something.

SFIV really seemed to have issues online though. I remember nights where I would only connect to 1 out of each 10-15 people I tried to play, even with my hard-wired, broadband connection. It seems better in SSFIV, but still isn't anywhere near perfect. The lobby system is great though for getting a few friends together for matches and I;ve only been disconnected once or twice ever from a lobby match.
 
This is Semi-Confirmation:

SSF4 Arcade Edition will have the following secret characters:

Shin Gouki
Shin Gouken
Shin Vega
Shin Ryu
 
I'm not keen on "powered up" versions of existing characters either, especially when there are plenty of characters from Alpha and SF3 that Capcom could have used instead. On the bright side: According to one of the comments, Oni Akuma is virtually a new character, and lacks moves associated with his normal counterpart...so the character slot isn't completely wasted.
 
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Saw all the vids last night, By time they release the AE patch for consoles MvC3 and MK are going to be out so I cant help but feel they kinda dropped the ball with the timing of the balance portion (which we should have had ages ago) and the so far 4 new characters.
 
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