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Post by zzz on Oct 24, 2006 5:14:39 GMT -5
I really like fighting games, especialy SNK games. I even like generaly disliked fighting games like Weaponlord or several SFC fighting games. Capcom games have never really been my thing. They seem too difficult to play well and too reliant on playing exceptionaly well to enjoy. I am mentioning this because I would like to try to get into Capcom's fighting games. Which should I start with? Which are most beginner friendly? Which are easiest to do combos in? How are their VS games?
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Post by steven on Oct 24, 2006 6:33:39 GMT -5
me, I would start with their original epic Street Fighter II and work my way up. Once you start with say, Night Warriors, it's hard to regress backward. Start at the bottom and work your way up. Besides, SF II is basic and classic as 2D fighters get.
BTW, you didn't play their fighters in the early-mid 90s did you? Just curious because I find people who don't like them usually weren't playing the games in their time.
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Post by megamoronx on Oct 24, 2006 7:50:02 GMT -5
Start with Super Turbo(It's on Capcom Classics Collection 2, which comes out on a month and I hear it has tutorial videos). It has the basics that every Capcom fighter has.
If you can find it, the Street Fighter: Anniversary Edition guide would way to learn the game.
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Post by Neo Rasa on Oct 24, 2006 10:07:51 GMT -5
Speaking in very general terms, the Capcom 2D fighters tend to lack the arsenal of movement and dodging options SNK has always loved to put into their games. The strategy in the Capcom games comes not just knowing, but having an absolute knowledge of the range and priorty of all of your characters normal moves. The positioning of your character is much more important in the Capcom games since you won't have ten different ways of evading or countering a move.
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Post by shido on Oct 24, 2006 10:44:16 GMT -5
Speaking in very general terms, the Capcom 2D fighters tend to lack the arsenal of movement and dodging options SNK has always loved to put into their games. The strategy in the Capcom games comes not just knowing, but having an absolute knowledge of the range and priorty of all of your characters normal moves. The positioning of your character is much more important in the Capcom games since you won't have ten different ways of evading or countering a move. You have a slightly mistake, Capcom does have the arsenal of movement and dodging options of SNK fighters but they are more risky. Let's take the roll of KOF games for example, almost all the characters in SSF2T has an invincibility move that can do the same thing (like dragon punch), but if you used them wrong you gonna be punished much harder than wrong rolls in KOF.
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Post by Discoalucard on Oct 24, 2006 11:23:33 GMT -5
But dodge moves are much more direct in SNK games, and therefore more widely useful.
Marvel vs Capcom got me back into 2D fighters after many years. It's fast, easy to play, and has a bunch of cool characters. I would also recommend Street Fighter Alpha 3, because it FEELS really nice, although I generally dislike the character roster.
I never really liked Darkstalkers for some reason. I can't put my finger on it but it feels too...twitchy? I know that's not the right word, but something about them never felt right.
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Post by Neo Rasa on Oct 24, 2006 11:27:48 GMT -5
Speaking in very general terms, the Capcom 2D fighters tend to lack the arsenal of movement and dodging options SNK has always loved to put into their games. The strategy in the Capcom games comes not just knowing, but having an absolute knowledge of the range and priorty of all of your characters normal moves. The positioning of your character is much more important in the Capcom games since you won't have ten different ways of evading or countering a move. You have a slightly mistake, Capcom does have the arsenal of movement and dodging options of SNK fighters They really don't, at all. EVERY 2D fighting game has at least a move or two for characters that are used for avoiding projectiles or going through attacks. Compare that to something like Fatal Fury 3 where all of that applies PLUS you can move and fight from different planes, feint cancel at least one special move for each character, feint in general, change which way you're facing in mid-air, have four different heights/lengths of jumping, and other bits that are universal across all characters.
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Post by shido on Oct 24, 2006 12:31:52 GMT -5
But if you can avoid everything with those invincibility moves in SF, whats the different? The difference is, like I said, that it's harder and more risky
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Post by Neo Rasa on Oct 24, 2006 12:33:35 GMT -5
You definitely can't avoid everything with those moves though.
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Post by shido on Oct 24, 2006 12:34:22 GMT -5
You definitely can't avoid everything with those moves though. What you can't avoid?
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Post by Neo Rasa on Oct 24, 2006 12:52:59 GMT -5
Well as an example, Balrog's turn around punch and final upper moves are often used to go through a long attack or a projectile, but it won't make it through any slow projectile. With the dragon punch, you wouldn't be able to counter any standing or crouching light attack on reaction with it. You'd have to be set up the situation so that you're actually hitting the person with it already or at least force them to block it. Either way it's not the type of movement or avoidance I'm talking about, making your positioning more important to successfully do the move than it would need to be in an SNK game where the autoguard on such moves tends to be exaggerated.
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Post by michiyoyoshiku on Oct 24, 2006 12:55:22 GMT -5
If you like Guilty Gear try Darkstalkers
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Post by Shinigami on Oct 24, 2006 12:59:54 GMT -5
I always felt that Capcom's fighting games lacked a beginner's guide. The console version of the games have a "training" mode, but that doesn't really help. You might feel like you can't get into them because they have 6 buttons. It might seem intimidating, but it's pretty easy to get used to it. The weak and stong buttons work the same way they do in SNK games, the mid buttons usually have range of a strong hit without the power and they wont leave you as vulnerable. Most characters also use the mid buttons for command moves ( --> + hit ).
As evasion and counters goes, it varies from character to character ( and most of these will not work in games before Super Street Fighter II Turbo)
Akuma, Evil Ryu, Dhalsim, and Bison can all teleport. Zangief's Double Lariat can dodge fireballs and low attacks. Vega has a backflip move which allows him not to get hurt. Ken has a forward roll move that is not completely invulnerable (you can get kicked out of it). Dan has a roll taunt which works like Ken's except he can also roll backwards, but leaves you wide open afterward. Karin has counters that work just like Rock Howard's. Chun Li has a wall jump. Blanka has a sliding move that can go under projectiles.
There are also moves which give you invinsibility for a short period of time. Charlie's Flash Kick (Sommersault) can go through fireballs if timed correctly. The problem is, if you don't have someone to teach you the timing, you'll probably never be able to learn it.
Darkstalkers is a completely different beast. The reason why it feels twitchy is because it's sped up (compared to Alpha 3 or Marvel Vs Capcom 2). Look at how fast the characters get up after getting knocked down. Unlike Street Fighter, you don't have time to position yourself for the next attack. And if you can do chain combos in any of the VS games, that's not going to help you here, you have to press the buttons faster or it won't work. When I first played it I thought the controls and animation felt really stiff. It's possible that Darkstalkers has less frames of animation than Street Fighter. That might account for why it feels so fast. On the other hand, when I first played KOF I thought the animation was stiff, but it didn't feel twitchy. And then there's Garou which has the smoothest animation ever, and it feels smooth too.
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Post by shido on Oct 24, 2006 13:26:00 GMT -5
Well as an example, Balrog's turn around punch and final upper moves are often used to go through a long attack or a projectile, but it won't make it through any slow projectile. With the dragon punch, you wouldn't be able to counter any standing or crouching light attack on reaction with it. You'd have to be set up the situation so that you're actually hitting the person with it already or at least force them to block it. Either way it's not the type of movement or avoidance I'm talking about, making your positioning more important to successfully do the move than it would need to be in an SNK game where the autoguard on such moves tends to be exaggerated. I agree on what you say that in SF positioning is more important. But in theory you can avoid everything in SF with full body invincibility moves because you can't be hit/throw then. Yes it's very hard to avoid some quick crouch kick with dragon punch, but it is possible with the right spacing and with reading your opponent 's mind.
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Post by Neo Rasa on Oct 24, 2006 17:22:19 GMT -5
Do you not see the difference between reading someone's mind/pattern and seeing someone take an action, then avoiding it?
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