Lagole Gon
Arcane
So, why aren't you playing Waku Waku 7 yet?
But 3D fighters also use juggling combos, even more so than 2D ones, where a lot of combos rely on links or special/super cancels and might not even launch opponent. Spacing and whiff punishing is very important in 2D, so is movement. "Combo inputs" complexity vary greatly from game to game, so that's a weird point (also "analog stick"? who would play a fighting game using that? d-pad or stick, or hitbox is where it's at). Wall (corner) is also vital in 2D fighters.I don't like juggling
But 3D fighters also use juggling combos, even more so than 2D ones
Spacing and whiff punishing is very important in 2D, so is movement.
also "analog stick"? who would play a fighting game using that? d-pad or stick, or hitbox is where it's at
Wall (corner) is also vital in 2D fighters.
What i meant was 3D fighters only have juggle combos for the most part, while 2D ones have more variety with links, special, super and other forms of cancels, ground based and air combos - and juggles as well (to clarify "juggle" is a combo where your character is on the ground and the opponent is being kept in the air with the attacks). Some 2D games have characters with their own specific mechanics that make their combos and overall gameplay unique even compared to other charas in the same game -- a good example would be Testament from Guilty Gear XX series with his stumps and nets, or Zappa/Eddie with their summons.but it's observably false that they have more than 2D ones
In a game like Street Fighter footsies (that is spacing and whiff punishing your opponent's moves) is one of the most important things. Misjudging your position or going for a risky move can cost you a chunk of life and leave you at a disadvantage (waking up with the opponent on top), potentially leading to a round loss.their role in 3D figthing games is much more important/focused on
Tekken has the bounciest combos of any fighter I'm pretty sure. (except HnK obv )but it's observably false that they have more than 2D ones
What i meant was 3D fighters only have juggle combos for the most part
In a game like Street Fighter footsies (that is spacing and whiff punishing your opponent's moves) is one of the most important things.
What mixups and pokes have to do with combos? Most Tekken combos are juggles, launch and keep hitting.Tekken is the 3D figther were juggles are more common and easy to pull off - mostly because ever since Tekken 6 there has been a slight shift from pokes and mix-ups to launchers. And even despite this neutrals are more abundant and relied upon than launchers.
he's the only damn character in the game than can juggle you out of 80-90% of your HP!!!
Air game is also movement duhtheir lack of air game
What mixups and pokes have to do with combos? Most Tekken combos are juggles, launch and keep hitting.Tekken is the 3D figther were juggles are more common and easy to pull off - mostly because ever since Tekken 6 there has been a slight shift from pokes and mix-ups to launchers. And even despite this neutrals are more abundant and relied upon than launchers.
he's the only damn character in the game than can juggle you out of 80-90% of your HP!!!
Air game is also movement duhtheir lack of air game
DJOGamer PT maybe i misunderstood you, and you were not talking about types of combos available in different fighters, but rather their frequency and importance in overall match flow.
I would just pick Ryu or Ken, back-up and spam shourikens to zone them out and when they got close I would simply do an anti-air an that's it.
Ehm, most 2D games only have a handful of special and normal moves, and a super or two. An attack that has no use is a rarity. I can't really claim to be expert in 2D fightings, mostly i followed SF since 3S, Guilty Gear since XX Reload and passing knowledge of some other series, and in those a "redundant" attack is an exception to a rule. Can you provide some examples? To me Tekken has more redundant moves, like 10-hit strings that are punishable even on hit IIRC.But even then I eventually got bored of it when realised that with most characters you only need to know a handful of moves because the rest was kinda redundant.
Sure, some characters with fireballs use them for zoning, but unless the opponent is bad, just straight up fireball spam leads to swift loss, plus most games these days provide you with ample opportunity to punish a mistimed or misplaced projectile attack via jumps, attack that avoid projectiles via their movement trajectory or being invulnerable to projectiles, attacks that absorb fireballs, etc.So from then on I mostly picked Ryu or Ken and would just back-up, spam hadoukens to zone them out and when they got close performed a simple anti-air like shoryuken and that was it.
I really don't think you can use Akuma and Geese in T7 as argument towards 2D mechanics or games. They are this way not because of being "2D characters",
but he glosses over the fact that movement is as important in 2D
To me Tekken has more redundant moves, like 10-hit strings that are punishable even on hit IIRC
Again, Akuma in SF5/4 does not have that kind of damage. Your clips with Akuma combos show him not only use FADC cancels, but also bounds (none of them in SF), wall combo (same) and he ends with Raging Demon, wich can't be used like that in SF. So no, it's not "how you play him in his respective game".They play pretty much like you play them in their respective games
I was talking about ground movement as well. A lot of neutral game in newer SFs resolves around walking to be in the sweet spot, where you can poke or provoke whiffs and punish them, jumping is risky in games with no air block (SF 4 and 5). Same is true for SamSho and other more classic titles.ground movement
Honest question, when I dabled in 3D fighters the advice I ran across the most was "learn the buttons you will actually be using, ignore the washlist". This indeed helped a lot and I have never felt this way in 2D fighters so what gave you that impression I'm curious?But even then I eventually got bored of it when realised that with most characters you only need to know a handful of moves because the rest was kinda redundant.
So no, it's not "how you play him in his respective game"
I was talking about ground movement as well.
Honest question, when I dabled in 3D fighters the advice I ran across the most was "learn the buttons you will actually be using, ignore the washlist". This indeed helped a lot and I have never felt this way in 2D fighters so what gave you that impression I'm curious?But even then I eventually got bored of it when realised that with most characters you only need to know a handful of moves because the rest was kinda redundant.
that's exactly how arcade sf2 ryu played, fireball spam and shoryuken when close enough. i loved when i got him last because it was the easiest. you vertical jumped the fireballs, every time taking a little step forward, when you were in range instead of a vertical jump you did a flying kick.So from then on I mostly picked Ryu or Ken and would just back-up, spam hadoukens to zone them out and when they got close performed a simple anti-air like shoryuken and that was it.