tell why virtua fighter is the greatest

Discussion in 'General' started by IamthePope, Aug 26, 2004.

  1. Vith_Dos

    Vith_Dos Well-Known Member

    whats with all the mortal combat hating. MK 2 (and MK in general) was a great game because it attracted a lot of players and pushed Fighting games into a different direction that SF wasnt going toward. People who usually wouldn't have beeen interested in fighting games loved mortal kombat. I enjoyed mortal kombat for the same reason I enjoy GG XX. At the time it was wierd , original and had all the concepts of SF with much more of a fun factor.

    As for MK being a game requiring no talent, lets see some of you guys put up a fight against somone who is really good at the game without actually practicing. Stop the hating on MK.
     
  2. Painty_J

    Painty_J Well-Known Member

    [ QUOTE ]
    IamthePope said:

    People seem to have completely diregarded the topic of this thread.

    [/ QUOTE ]

    Well, considering this topic is pretty dumb and usually turns into a flamefest as most of VFDC slams the shit out of whoever doesn't agree that VF is the greatest...yeah. I think a few of us are actually trying to derail it into a more useful thread before it becomes an all-out flamewar.

    If we're talking about using SPoD and shrm, why not throw Yoho in there as another move that has very little application in a technical game, but can be hella effective if you wait and time it right, and go for the risk? Seems to me that it's higher-reward than shrm anyways.

    SPoD has great demoralizing effects, I think. When I get hit with it, I get a bit distracted for a second, not too many other moves really 'catch' my attention like that. Getting nailed with a full SPoD or DLC is like getting nailed with a reversal, IMHO. You think 'WTF' for at least a second when it happens /versus/images/graemlins/smile.gif

    SPoD also leaves your opponent standing and staggered, if I remember correctly. If they don't struggle out of it, it can leave them open for another few hits.
     
  3. vanity

    vanity Well-Known Member

    yoho is really good for ARE, but in general has just so much more damage potential than spod.

    shoulder ram is godly for [3][P]+[K], mixup with throw.

    and wtf do you mean getting hit by DLC is demoralizing. The only time it is guaranteed is in an air combo, and it doesn't exactly have the highest damage output.
     
  4. Siyko

    Siyko Well-Known Member

    Spod is akira's only half circular move that cannot be dodged to his back, which is much of its value.

    Spod does not leave the opponent staggered, but it does give face down fall, which is good pressure game.
     
  5. Painty_J

    Painty_J Well-Known Member

    Hrmm...I think I've got a throw in mind then...Bah, alot of Akira's stuff is confusing /versus/images/graemlins/smile.gif

    Just something I've noted, a good reverse-nitaku move for Vanessa is [1][K]+[G]...Guaranteed float if it hits, and since you're likely using RN to try and beat a throw, this will work nicely. Follow up with [6][P],[K],[K] in DS or [4][6][P][P][P][K] in OS
     
  6. IamthePope

    IamthePope Well-Known Member

    this section is the home of stupid topics.
     
  7. vanity

    vanity Well-Known Member

    i thought the best followup for [1][K]+[G] was:

    [6][P]+[K][2][K][P][K]
     
  8. IamthePope

    IamthePope Well-Known Member

    [ QUOTE ]
    Vith_Dos said:

    whats with all the mortal combat hating. MK 2 (and MK in general) was a great game because it attracted a lot of players and pushed Fighting games into a different direction that SF wasnt going toward.

    [/ QUOTE ]

    I liked MK too, but it's success wasnn't good for the fighting game industry. After MK came out we got a whole slew of knock-off 2D fighters. Developers figured they could create a roster of crazy characters, give them projectile attacks, add some blood and they'd have a hit game. It wasn't until Virtua Fighter and later Tekken in the U.S. that we got games that were less about fancy projectiles and more about combos, parries, throws and all that stuff we have now in modern fighting games.
     
  9. Painty_J

    Painty_J Well-Known Member

    The greatest contribution MK made to fighting games in general is the inclusion of that Guard button. It really sucked in the original MK games, but the concept of a button to guard instead of just automatically blocking or pressing away was completely new. It's just unfortunate that Guarding was pretty dumb in the first MK, since the button was located in the center of the control, on the select button, which was dangerously close to the start (pause) button /versus/images/graemlins/smile.gif

    It's just my opinion, but when you have a guard button, the games tend to focus less on crazy combos and offensive beatdowns and more on an action/reaction game. In early 3d fighters I can remember, you weren't able to guard at all until the hit animation had stopped playing entirely. Something which I thought sucked immensely.
     
  10. Siyko

    Siyko Well-Known Member

    One thing that's always annoyed me about a lot of 2d games is the fact that guard is away instead of a button. If a character does a combo on you, once you recover you have to fight ridiculous mindgames if they followup with a jump in. They might come in overhead-low, or low, or overhead-overhead-low, or do a crossover with any of these options. Or throw. If they guess right, they get a combo, if they guess wrong, they are at an advantage. Whoop-de-poo.

    /rant
     
  11. StoneColdSerb

    StoneColdSerb Well-Known Member

    Realizing that such discussions ultimately never work out as people's perceptions and opinions are too diverse, I'd just like to point out that at the time of it' s release Soul Calibur (both arcade and Console) there was nothing to rival it's greatness.

    The 3D movement was perfect and I don't think my 1st and 2nd year in Uni would have been the same without the rivalry between my buddy's Hwang and my Mitsurugi.

    The graphics were simply stunning and the controls with the DC arcade stick worked perfectly (and still do, thanks to the quality that is the DC arcade stick in all its glory).

    Do I think SC is the best beat 'em up of all time, no, that honour IMHO goes to Hyper Fighting, but at the time of release SC was God's gift to the fighting game community.

    Hell, I think I'll start up the DC right now...
     
  12. IamthePope

    IamthePope Well-Known Member

    I didn't realize that mortal kombat was the 1st 2D fighter with a guard button. now that you say it, it makes since that MK made it easier to block/react to your opponents attacks.

    I know MK trilogy had throws and Street Fighter had them. Throws add a whole new demension to fighters since their un-blockable and can be done after your opponents combos. Does anyone know when throws were first put into a fighter?

    Soul Calibur was a revolutionary fighter. First really great weapon based game. And from the creators of Tekken no less. Nothing else like it before or since has been made.
     
  13. StoneColdSerb

    StoneColdSerb Well-Known Member

    Not wanting to nitpick, but Sould Blade and Samurai Shodown 2, were outstanding weapons based fighters long before SC.

    As mentioned in my previous post, IMHO SC stood out because of the 3D movement, the glory of the DC arcade stick and the overall polish.
     
  14. Vith_Dos

    Vith_Dos Well-Known Member

    [ QUOTE ]
    IamthePope said:

    I liked MK too, but it's success wasnn't good for the fighting game industry. After MK came out we got a whole slew of knock-off 2D fighters. Developers figured they could create a roster of crazy characters, give them projectile attacks, add some blood and they'd have a hit game.

    [/ QUOTE ]

    How was this bad for the fighting game industry? Because it gave developers hope that they could come out with a new inventive game and possibly succede in breaking the strangle hold that SF had over the genre at the time. If it wasnt for MK we wouldnt have had awesome games like Killer Instinct and Bloody Roar.

    As for the slew of bad fighting games. One incarnation and they were gone. None of them prospered, as is the way with games in the nintendo era.
     
  15. Jide

    Jide Joe Musashi Silver Supporter

    PSN:
    Blatant
    That depends if you want to call games like Killer Instinct and Bloody Roar awesome ;p
    Personally i don't /versus/images/graemlins/blush.gif
     
  16. vanity

    vanity Well-Known Member

    [ QUOTE ]
    Jide said:

    That depends if you want to call games like Killer Instinct and Bloody Roar awesome ;p
    Personally i don't /versus/images/graemlins/blush.gif

    [/ QUOTE ] Agreed!
     
  17. Vith_Dos

    Vith_Dos Well-Known Member

    Well thats your opinion,. I'll take either of those games over 90% of the fighting games of their time.
     
  18. Siyko

    Siyko Well-Known Member

    I'm surprised nobody has mentioned Bushido Blade.

    <<mentions it>>
     
  19. Painty_J

    Painty_J Well-Known Member

    Bushido Blade has a special place in our hearts...It was a damn hard game, and yet so unbelievably awesome. If I had to put it up against Soul Calibur, it'd be a close draw.

    It had fatalities that actually made sense, unlike the MK ones where you're rippin people's skulls out of their anuses.
     
  20. agios_katastrof

    agios_katastrof Well-Known Member

    block button

    For the many that grew up on SF, it's actually more instinctive to block with the joystick than with a button. I think the block button actually drove off a lot of prospective players. Conversely, I think Tekken's success, is in part due to the SF style block. But I generally agree, technically, a guard button makes more sense, esp in a 3D fighter.

    But you lose some elements with a block button, too. E.g., you don't have characters like Guile, with tight defense and offensive frames. The closest thing we have in VF is Vanessa's DS g,d|u+p. And you lose an aspect of tiering moves by having them charged vs, without having to charge them (e.g., again using Guile as an example, one of his traditional weaknesses has been keeping charge, while moving fwd, being crossed up, etc, whereas the shotos can fb at will). etc. etc. etc. So yeah, block button is cool, but the stick block has its merits.
     

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