Learn Footsies to Make Your Ground Game Not Suck

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  • MajMaj CvS2 Combo Collector Joined: Posts: 2,073
    The last chapter covers the x-factor which makes everything run smoothly: Randomness.

    Street Fighter Footsies Handbook, Chapter 10

    You need randomness to throw your opponents off track so they can't tell what you're trying to bait. Without it, your whole gameplan becomes dry and your intentions become predictable.
  • gigabytegigabyte Joined: Posts: 631
    great articles!! gotta read up
  • Saikyo JoeSaikyo Joe that awkward moment Joined: Posts: 2,458
    Good stuff Maj I've been reading these when I get the time, some of it doesn't make sense at first but the more I read and play the more I start to get it.

    Also, don't mean to bother you, but for quick reference you probably should put all the links on the front page :sweat:
    Saikyo Joe does whatever the hell Saikyo Joe wants to do - Luc

    The answer to your question is no.
  • MajMaj CvS2 Combo Collector Joined: Posts: 2,073
    I'll try to add a page containing links to all the articles soon, but until then you can just click on the Strategy category.
  • MajMaj CvS2 Combo Collector Joined: Posts: 2,073
    Shoto Whiff s.LK Secrets Revealed!

    Ever wonder why Ryu, Ken, and Akuma players throw out light kicks[/url] during tense matches? I've seen this question come up on several forums and thought i'd try my hand at explaining it. In fact, the underlying concept of misdirection is actually what [url=http://sonichurricane.com/?p=1334 was about.

    Whiffing s.LK is a fake, but it's not meant to bait jumps. Nobody's going to jump at you because you're whiffing s.LK; that would be ridiculous. What causes opponents to jump are the fireball patterns you set to manipulate them. They jump because they think a fireball is coming.

    Now here's the key. They're only going to jump if they feel pressured on the ground. You'll never make this happen by standing around. You have to throw those fireballs - enough of them to get in their head. It's risky but you won't get anywhere without following through on your gameplan.

    But even on your best day, you're going to guess wrong sometimes. You're going to stop throwing fireballs expecting them to jump, and they won't jump, and you'll end up standing around looking indecisive. That lets them off the hook mentally. It gives them a chance to take a breath and regain composure. Obviously you don't want that.

    That's where whiffing s.LK comes in. It makes you look like you're doing something even when you're doing nothing. It doesn't maintain real momentum the way throwing a fireball would, but it does sustain psychological momentum in those spots where you think throwing a fireball might get you killed.

    Make sense?
  • Dr. HDr. H Joined: Posts: 274
    Maybe it's not just about psychological pressure, there you are waiting to punish a fireball, then you hear your opponent tapping a button and Ryu doing some other thing that's not standing, your untrained senses may just force you to jump. 90% of shotos players don't simply press lk, they do Qcf+LK so it has the chance to trick your peripheral vision.

    Good articles, congrats.
  • MajMaj CvS2 Combo Collector Joined: Posts: 2,073
    That is psychological though. Not like that s.LK represents any real threat to you whatsoever. I mean, even Daigo likes to whiff s.LK in that situation. Japanese arcades have linked cabinets so they don't even see each other's hands or hear the buttons. Though you're probably right, i bet those tactics are more effective when you're playing right next to someone.
  • error1error1 Joined: Posts: 421
    so why is it LK? wouldn't a Lp be safer? Larger range of motion? anyway seems worth a nomination
  • MajMaj CvS2 Combo Collector Joined: Posts: 2,073
    Yeah, s.LK looks like you're doing more which makes it look more threatening. This is a relatively minor thing in the grand scheme. You don't have to do it. I mean, it never makes a huge difference. Sometimes it makes no difference at all. But a lot of players do it anyway - partly because they buy into "every little bit counts" and partly because they're mimicking players they learned from.

    Anyway i wrote another article in the footsies series, this time as a tactical overview on projectiles.

    Street Fighter Footsies Handbook, Supplement A

    It's more abstract than previous installments, but it was too big of a concept to leave out and too big of a concept to cover in one article. In the future i'll try to come back to fireball footsies with a different approach.
  • SystemSystem Joined: Posts: 508,676 admin
    Nice article!
  • SasakiSasaki *~ Stardust Drop ~* Joined: Posts: 1,343
    Whiffing s.LK is a fake, but it's not meant to bait jumps. Nobody's going to jump at you because you're whiffing s.LK; that would be ridiculous. What causes opponents to jump are the fireball patterns you set to manipulate them. They jump because they think a fireball is coming.

    But when playing a character like Vega, people always try to jump over your pokes, knowing that, even if you recover in time, your only option is to block, which is bad for Vega. So why not whiff a cr.lp, which on startup looks exactly the same as cr.mp, to bait a jump, then air to air the opponent?
    "You should be able to win a match without using a single special or super move. No normals, no game, know normals, know game, I tell you!" - Jerry "normal" Bell
  • IggyWhiteIggyWhite The man with the plan. Joined: Posts: 214
    ^^

    The point of Maj writing these great articles in the first place is to look at very specific situations. While in the context of the Shoto fireball game, this article can be applied to any character as long as the context is understood.

    To put it simply, understand the idea behind the article and apply it in a way that works for you.

    Maj, never stop with these please.
  • deadfrogdeadfrog Joined: Joined: Posts: 6,787
    the underlying concept of misdirection
    In reference to such simple practices of distraction (and not grander plans of deceit and/or disguise of true intent), I really liked a description I read in a thread last year of "[throwing] out a ton of 'useless' moves during footsies" as "simply [jacking] up the signal to noise ratio."
  • MajMaj CvS2 Combo Collector Joined: Posts: 2,073
    Nice quote, but it's kinda backwards isn't it? Random moves would be noise in that metaphor. I like the idea though.

    Since i wrote so many articles about footsies, i thought i should write one about avoiding them entirely.

    Street Fighter Footsies Handbook, Supplement B

    This one's basically about blocking, because sometimes it's the best thing to do. There's also some stuff about crazy rushdown, which is always fun to do and watch, but you're gonna get your heart broken sometimes.
  • MajMaj CvS2 Combo Collector Joined: Posts: 2,073
    Finally got around to putting together a Footsies Handbook index. Still working on the last article.
  • MajMaj CvS2 Combo Collector Joined: Posts: 2,073
  • dogfacedogface Peke Suto Joined: Posts: 1,241
    Maj,

    When are you getting your PhD in this stuff? I want to come to your graduation and take pics with your parents.

    -Vic
  • El ToroEl Toro Patience Joined: Posts: 472
    My zoning game is weak so this really helped out, thanks :tup:
    Viva!
  • ShadowKnight28ShadowKnight28 KKZ Up In Ya Grill Joined: Posts: 109
    You Sir, are a God amongst men. Thank you for imparting your knowledge on us mere mortals to make us less scrubby.
  • MajMaj CvS2 Combo Collector Joined: Posts: 2,073
    With the Footsies Handbook completed, i finally have the opportunity to explore various topics which i feel are important to becoming a solid all-around Street Fighter player. Right at the top of that list is the ability to land difficult throws in clutch situations.

    I think the best way to teach yourself that particular skillset is by forcing yourself to pick up a dedicated grappler character. You'd be amazed how much you can learn from using Zangief for two weeks. These are things that come up all the time with basically every character, but not consistently enough to force you to learn them.

    However, if you make Zangief or Abel your main character for just two weeks, you'll pick up all of that stuff along with a whole new way of looking at fighting games. So read through this article, give Gief/Abel/T.Hawk/Hugo/Raiden a try, and let me know what you think: Grappler Training
  • Tao JonesTao Jones Industrial Average Joined: Posts: 189
    The easiest person to play footsies against is that intermediate player who hasnt quite given up on footsies, but doesnt play footsies to win. He doesnt move around much, he doesnt keep track of long-term patterns, and he plays almost exclusively on a reactionary level. Hes not trying to get you to do anything specific; hes simply reacting to where youre standing. He doesnt think his footsies are good enough to help him win whole matches. Hes being lazy.

    Playing footsies with that casual mindset is the mental equivalent of being backed into a permanent corner. If youre hesitant and uncertain, then your wins will come from luck and your losses will be inexorably fitting.


    This describes me to an absolute "T"

    I just don't really know how to move beyond this level. I feel like I never use footsies, don't have any kind of gameplan or way to 'outsmart' the other guy because I don't even keep track of my own 'long term patterns'. Thanks for the footsies handbook. I have a lot of work to do on this. My wins for the most part come from luck...getting wins that come from strategy and gameplan is the pandora's box that I'm looking for to get out me out of the intermediate category.
  • LethalmindLethalmind Joined: Posts: 35
    Threads like these are the reason that I'm steadily falling in love with the SRK community. The dedication here is overwhelming. I've been casually playing fighting games for years now, and it's honestly mindblowing to see just how deep the thought process for things that are almost instinctive really is. I've never taken into account how big concepts like these are even though I play SFIV almost everyday. Thanks for the articles Maj. I haven't gone through them all yet, but I'm already becoming a better player for taking the time to read through.
    My Youtube Channel: http://www.youtube.com/EvLive
  • MajMaj CvS2 Combo Collector Joined: Posts: 2,073
    At a certain point, i think everyone starts getting a little self-conscious about how their matches "look" and whether they convey a level of expertise. Though nowadays with match videos everywhere, a lot of people actually begin by mimicking certain players right off the bat.

    Anyway, Mariodood brought up an interesting question about what you should when you attempt to bait an uppercut and your opponent doesn't go for it. Obviously that stutter step is going to interrupt the flow of the match and probably kill whatever momentum you might've built up to that point.

    So i wrote an article about that subject because i think it's important to keep your mind on the big picture, even if that means sacrificing momentum or sometimes ending up with "ugly" matches: Sustaining and Surrendering Momentum

    Now that i think about it, it's funny how often you hear professional basketball players talking about grinding out "ugly wins." That concept totally applies to Street Fighter as well, and it's just as important to find ways to win those games too.
  • DestinDestin Ziggy Stardust Joined: Posts: 1,181
    Hmm, one addition I might have added to the rushdown guide balance between difficulty getting in versus willingness to give up momentum. If your character has alot of trouble getting in but can really take the match with one chance, it is more advantageous to bait dp's/reversals less frequently. Likewise, if your character has little trouble getting in and starting a rushdown, there should be more willingness to play defensive and bait out supers ect.

    In your example with the neutral jump, if I was playing thawk in ST and that situation arose, I would likely neutral jump and go for the win, getting in again would be difficult to impossible. If I was playing chun li, I would play more conservative and block, pressuring with my gameplan would be very feasible to reestablish later in the game.

    Perhaps that was out of the scope of the article, or it was painfully obvoius to any veteran player, even subconscious at this point, but I do feel alot of newer players might apply the advice too broadly.
    I am the hero.
    HERO KENZAN!
  • walnut shrimpwalnut shrimp Joined: Posts: 375
    anyone have notable matchups with ugly, awkward moments? chun vs blanka can get brutally indecisive when i play lol

    blanka doesn't want to do anything frame disadvantaged and i don't want to walk into a blanka ball or river run. i dont want to throw fireball so he can ex ball through it. i want to bait a jump but he doesn't do anything and i got nothin cuz he's still on downback. i block a blanka ball but fail a frame perfect punish etc etc
  • superlollosuperlollo S Tier Joined: Posts: 2,967
    anyone have notable matchups with ugly, awkward moments? chun vs blanka can get brutally indecisive when i play lol

    blanka doesn't want to do anything frame disadvantaged and i don't want to walk into a blanka ball or river run. i dont want to throw fireball so he can ex ball through it. i want to bait a jump but he doesn't do anything and i got nothin cuz he's still on downback. i block a blanka ball but fail a frame perfect punish etc etc


    blocking river runs and balls is actually A LOT easier offline and chun's fb recovers pretty fast, blanka shouldn't be able to hit you much with ex ball unless you get predictable. He has to anticipate it to punish, just vary your patterns.
    Things that should be patched:
    - People that constantly complain that there should be a patch.

    by. J.Scogz
  • Shin KazuyaShin Kazuya Fist of a God! Joined: Posts: 140
    Hey guys!

    I don't know where to ask this to get a answer, so I'll ask here...
    Where can I find a plinking thread??
    Thanks in advanced!
    Oh! Sorry, this isn't Tekken... LOL
  • TwistTwist RadarTrap Joined: Posts: 698
    Where can I find a plinking thread??

    Right here.
  • SasakiSasaki *~ Stardust Drop ~* Joined: Posts: 1,343
    Maj? You okay with me translating the article into german?
    "You should be able to win a match without using a single special or super move. No normals, no game, know normals, know game, I tell you!" - Jerry "normal" Bell
  • Shin KazuyaShin Kazuya Fist of a God! Joined: Posts: 140
    Oh! Sorry, this isn't Tekken... LOL
  • MajMaj CvS2 Combo Collector Joined: Posts: 2,073
    Maj? You okay with me translating the article into german?
    The momentum one? Sure, i guess.

    Send me a link when you're done, yeah? And if you don't mind, email me the final draft too please.
  • SasakiSasaki *~ Stardust Drop ~* Joined: Posts: 1,343
    No, I meant the Footsie handbook.

    EDIT: Just did a sample of chapter 1. If there's anything wrong with it, let me know and I'll change it right away. Translation is currently stalled, in case you don't want that series to be translated.

    http://forum.hardedge.org/fighting-games/general-fighting-game-discussion/p197823-bersetzung-des-footsiehandbooks-von-maj-ja-oder-nein/#post197823
    "You should be able to win a match without using a single special or super move. No normals, no game, know normals, know game, I tell you!" - Jerry "normal" Bell
  • MajMaj CvS2 Combo Collector Joined: Posts: 2,073
    Oh okay, yeah sure go ahead. Thanks for clearing it with me first.

    I can't really double-check your work because SF slang is murder on online translators but i trust you.
  • SasakiSasaki *~ Stardust Drop ~* Joined: Posts: 1,343
    Great, thanks! I'll give you the credit you deserve. I hope more and more people around the world get to read your works. The only reason I'm doing this anyway is because your stuff inspires me a lot.
    I'll be sure to send you an email once its done.
    "You should be able to win a match without using a single special or super move. No normals, no game, know normals, know game, I tell you!" - Jerry "normal" Bell
  • MajMaj CvS2 Combo Collector Joined: Posts: 2,073
    Thought i'd take a shot at writing an article about performing in the clutch, but it's more of a mentality thing than anything else. Obviously every character has a different objective they're trying to achieve on the path to victory, so it's difficult to talk about this in practical terms. Nevertheless, i think every player learns to be clutch the same way - by testing their boundaries in those kinds of situations.

    Can You Play Without Taking Damage?

    It's also tricky because i think everyone knows what they're supposed to do and how they're supposed to approach the situation, but turning applying those principles is the tricky part. I really think "tricky" is the right word because playing in the clutch isn't "difficult" once you know how it feels. Some people truly enjoy living in those moments and it's not that hard to stay focused if you're not dreading it or trying to escape the pressure.

    Anyway, i'll try to write about something more concrete next Saturday.
  • arstalarstal Joined: Posts: 2,968
    One factor I don't think you covered. An earlier post mentioned expected value (not by you) vs variance.

    I'm going to mention what I call "Effective value"

    A blocked fireball- when at full health, the value of that blocked fireball isn't necessarily very high (talking about the damage here, not any positional play)

    When the opponent has two pixels of life, that blocked fireball is effectively a half damage move. You can adjust your play if the opponent is low on life, a blocked fireball can be as effective, and hella less risky, then a combo.

    A second point- team games. In KOF98, my strategy would change heavily based on the round and situation.

    Rules: You gain life back after every life, that life is based on the timer. If I was behind, my goal was to win the round without taking damage, and if I would, to win it is quick as possible. I know if I finished it quick, I'd get about 20% life back, so I'd take a few risks at the start of the round, if the opponent didn't have meter. At the ends of rounds, I'd play it real safe, as I'm not going to get much life back, and a win by time out and a win by life was the same- so taking away the opponent's lifebar was not a priority, avoiding getting hit was.

    Conversely, if I was ahead, my goal was to avoid lifebar loss, and extend the round. If I won, I was up 2 characters to 0, and round 3 my goal would be to take life off again. If I lose, I take life off, and I can make the guy come to me round 3, and I knew my rushdown sucked compared to my turtling, so I wanted to turtle. KOF98 in that regard was really turtle friendly, though it was easy to bust mediocre turtles.

    Last characters, the goal was to take out their character. I would also burn meter freely to take out a character easily at anytime, because ultimately, a character's damage potential is infinite, until they are dead. Your goal is to reduce that probability to 0. Meter is great for comeback, in KOF- meter (in the form of CD counters) is great for stopping comebacks as well.

    That's an example of how effective value of damage can change during a match- it's an extreme case, and doesn't really apply to Street Fighter- but it would apply to team games such as CvS2- to a much lesser degree.

    One problem was this was such a boring way of playing, that the local community gave up on the game quickly.
    --- The folks who oppose progress in fighters are the Tea Partiers of the FGC.
  • MajMaj CvS2 Combo Collector Joined: Posts: 2,073
    Well, specifics change based on how the game handles super meter and round format vs team format, but the point of the article remains the same. Either way you can get something done by staying alive and the ability to be productive in that situation goes back to mental clarity.

    In CvS2, even if you have no life whatsoever, you can still build meter and run down the clock as much as possible to reduce the amount of vitality they regain in the next round. Plus you can always force them to use meter to kill you.

    Or you can throw caution to the wind and try to make a comeback. Obviously that's not the safest gameplan but anything's better than getting scared and throwing away the round.
  • Canti.Canti. Joined: Posts: 50
    Great articles. Just wanna suggest you edit the OP with all the links, it'd be helpful.

  • MajMaj CvS2 Combo Collector Joined: Posts: 2,073
    Another Saturday, another strategy article on Sonic Hurricane. This time i wanted to tackle certain players over-reliance on frame data.

    Avoiding the Frame Data Trap

    I really think a lot of people give frame data too much clout over their gameplay decisions when we all know how misleading it can be. There are countless examples of frame data essentially lying about which move is best poke, or the best punisher, or the safest panic button. There are simply too many hitbox-related properties not covered by frame data.

    Anyway, check out the article and let me know what you think.

    Great articles. Just wanna suggest you edit the OP with all the links, it'd be helpful.
    Hm, i don't know if this thread gets enough posts to make that worthwhile. Plus you can just go on Sonic Hurricane and click the Strategy category link on the right to see all the strategy articles in reverse chronological order.

    I don't know, i added a link to the Footsies Handbook index because that's what most people seem to like the most, but other than that i think the first post would end up getting too bloated too. But if a couple more people ask for me to update the front page, i'll think about it.
  • NDRWPNDYNDRWPNDY ALLCAPS Joined: Posts: 707
    An irrelevent footsies question:

    Initially I brushed off Chapter 8 (on hopkicks) because I thought to myself, "I'm not Vega or Guile, so why should I give a fuck?" But then I started conceptualizing Bison's short scissors as a hopkick. I suppose SK's differ from the typical hopkick, mostly based on the fact that scissors aren't a normal. But, like hopkicks, scissors are also temporarily airborne attacks that go over low pokes -- for the knockdown, no less! I've recently had quite a bit of footsies success through baiting low attacks and punishing with scissors, which (as far as I understand) mirrors the way in which hopkicks are put to use.

    Do you guys think that SK can properly be considered a hopkick? Or is there something that differentiates scissors from 'true' hopkicks?
  • MajMaj CvS2 Combo Collector Joined: Posts: 2,073
    Nah that's definitely legit. That's part of what made him so good in Champion Edition. Imagine being able to start a blockstun lockdown off one of those. When Bison's Scissor Kick is good, it's very difficult to play footsies against him at midrange.

    The only thing you have to be careful of is making sure you don't charge too much. Bison is an offensive character with good walk speed and great pokes, so it's kind counterproductive to fall into Guile's "always be charging" mentality.
  • MajMaj CvS2 Combo Collector Joined: Posts: 2,073
    A few people have been asking me to write an article about rushdown, so here it is:

    Effective Rushdown Methodology

    Most of it's common sense, but what can you say about rushdown that isn't? A lot of it comes down to pure execution and doing your homework. Much of the concrete fundamentals of offense go back to mastering footsies, which i've already discussed at length so there wasn't much else to talk about. Anyhow, check it out and let me know what you think.
  • MajMaj CvS2 Combo Collector Joined: Posts: 2,073
    Sorry that i keep writing about rushdown but i can't help my SoCal roots! A couple of people have asked me to write an article from the opposite perspective, so i decided to give it a shot. This is basically my take on the general approach that turtle and runaway players should adopt, at least in the beginning:

    Proper Turtling Philosophy

    I know there's less written about defensive play than offensive play, so hopefully this article will be useful to players with defensive inclinations. There's nothing wrong with either play style, so i think it's just a matter of figuring out which one best suits your individual abilities.
  • MajMaj CvS2 Combo Collector Joined: Posts: 2,073
    In CvS2, a lot of Guile players would throw a slow Sonic Boom and follow it up with B+HK stepkick. If the opponent blocked or got hit, the s.HK would connect too. If the opponent rolled through, the B+HK would become a throw instead. I used to call that "autofootsies." It certainly works as a bootleg option select, but it's so robotic that it usually leads to bad habits. So i wrote an article about that.

    Autofootsies

    I think a lot of players are guilty of this and it ends up getting in everyone's way.
  • Mufasa95Mufasa95 Go skate. Joined: Posts: 108
    Gonna be reading these for a while. thank you so much for defining what has been a very confusing concept for me. At first i seriously thought the terms footsies and pokes could be used interchangeably... : (

    Thanks for the auto level up (thanks for the rare candy?)
    Step 1: Headbutt
    Step 2: Ultra
    Step 3: ???
    Step 4: MAH FIGHT MONEY!
  • windbreakawindbreaka Neo Geo For Life! Joined: Posts: 74
    Thank you very much, Maj.

    Words are simply not enough to properly show my gratitude for your articles.

    I've been playing 2D fighting games for a while now (MvC2, CvS1+2, SF3s, SF4), and I'm shocked by how foreign and new these concepts are. Most surprising thing is, I've heard numerous times about "footsies," "pokes," "mindgames," and such for a long time. Hell, I frequently use the terms when talking to friends.

    This is a big eye opener for me. I've always thought that getting better at SF was so much monotonous labor, involving hours and hours spent slaving away in the training mode to land that BnB combo in your sleep.

    Not that diligently practicing in the training mode isn't a big part of being a better SF player. I just thought that, that was ALL there was to getting better: landing combos.

    I understood that this wasn't so, when I read your "What Are Footsies?" article. I'm that player you describe, who read plethora of information from fighting game forums, yet ultimately understand very little. The knowledge in "the basic components of intermediate play" is aplenty, but I didn't realize I grossly lacked fundamentals this much. Until today.

    The game seems different now. I used to get so frustrated at losing, and not knowing why I lost. Thinking that I needed a game plan, but when I get to playing, my mind is blank. Now I can kind of see the game that happens away from the screen, and it's exciting.

    I don't think this change in perspective (and breaking the denial that I knew all the basics) could've happened without your wonderful, comprehensive articles. I just read to 3rd article in the series of SF Foostie Handbook, and I just had to give my sincerest gratitude.


    P.S.
    As you've noted, these basic concepts are difficult to digest, and even more difficult in trying to translate the knowledge into personal application. With the release of SSF4, I'm picking up Juri. Much of the elements explained in the handbook apply well, and I'm following your training menu of (1) not jumping (2) not dashing (3) limiting 1 psychic ex pinwheel per match.

    However, when I try to think about these elements as they apply to my SF4 main, El Fuerte, it becomes very difficult. Perhaps I'm not approaching him correctly, since he has very few notable normals (and doesn't fare well in close range normal combat). He's special moves are grappler-like, yet has low HP unlike most grapplers in SSF4 cast. He also has a wildcard of RSF.

    Which fundamentals will allow me to gain more insight on my favorite luchadore?

    EDIT: I've received answers from Maj through sonichurricane.com. Thank you, Maj!
    Super Street Fighter 4: El Fuerte (Trying out Juri)
    BlazBlue: Hakumen & Arakune
  • CunningPlannersCunningPlanners Download ma album! Joined: Posts: 257
    I made this account just to say that these were pretty much the best articles I've ever read on the subject of Street Fighter, and I'm a complete theory whore.

    I'm not sure if I was more amazed you were able to explain everything so well, or that you were able to watch all those high level videos and know exactly what was going on.

    Either way, awesome job, thanks.
  • MajMaj CvS2 Combo Collector Joined: Posts: 2,073
    I don't know when this trend started, but i've been noticing a lot of people throwing around words like "broken" and "OP" lately. Usually they're describing things that we would've considered moderately strong a few years ago. There also seem to be a lot of weird expectations when it comes to character balance. Of course the ideal result is to have almost every character be tournament-viable, but that's so far from realistic that it's simply not a good criteria for evaluating games. So i decided to write down my thoughts on the subject here:

    What Does Unbalanced Mean?

    Of course, most of the article is about what "unbalanced" doesn't mean, but i do get around to listing a few concrete examples at the end. I don't necessarily think that we need to have a universally accepted concensus on this topic, but i do think it's important to keep everyone's expectations reasonable - so that people don't start dropping games simply because less than half the cast is tournament-viable. I just don't think you can expect that from a fighting game, nor do i think anyone really wants to learn 30 different matchups inside-out. Does anyone really want to care what Fei Long vs T.Hawk looks like in ST?
  • RibxusRibxus Psycho Power Joined: Posts: 151
    I don't know when this trend started, but i've been noticing a lot of people throwing around words like "broken" and "OP" lately. Usually they're describing things that we would've considered moderately strong a few years ago. There also seem to be a lot of weird expectations when it comes to character balance. Of course the ideal result is to have almost every character be tournament-viable, but that's so far from realistic that it's simply not a good criteria for evaluating games. So i decided to write down my thoughts on the subject here:

    What Does Unbalanced Mean?

    Of course, most of the article is about what "unbalanced" doesn't mean, but i do get around to listing a few concrete examples at the end. I don't necessarily think that we need to have a universally accepted concensus on this topic, but i do think it's important to keep everyone's expectations reasonable - so that people don't start dropping games simply because less than half the cast is tournament-viable. I just don't think you can expect that from a fighting game, nor do i think anyone really wants to learn 30 different matchups inside-out. Does anyone really want to care what Fei Long vs T.Hawk looks like in ST?

    I still believe "broken" is just as loose as the word "fuck". There's no specific way to apply it to a context.

    Simply put, something is broken if it's not working as common sense dictates it should. And common sense dictates balance.
    Something as simple as Adon's dive kicks having armor break (recent example) is broken, in my opinion. It's brutally fast, increadibly safe, and it can't be focused. It's not something horrible that can't be dealt with. It's just something silly. I consider silly things like that "broken".

    Like Sagat's damage output in vanilla. Broken.

    ST Akuma isn't broken. It's working as intended. He's a secret boss character.

    CvS Nakoruru is broken though. So is O.Sagat in ST.
  • MajMaj CvS2 Combo Collector Joined: Posts: 2,073
    Um, yeah, i disagree with pretty much all of that. Random people insist on rewriting our established vocabulary for no good reason. If you want to use a word differently than it's been used for years, make up a new word.
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