The online is a vanish/perception-fest where no one can ever finish a combo and 90% of matches will end up in time-outs, encouraging picking 5 lower DP characters and playing hyper defensively until you win by having more characters and more health than the opponent. The AI battles can all be easily beaten by spamming ki charge > sparking > teleport behind them > press unblockable ultimate button > charge to sparking again while they're knocked back > repeat. This beats any AI. Meanwhile, if you even try to fight them on melee they will input-read and counter you to death so it's pointless to not do ultimate spam. It's too easy to get into sparking and the AI will not punish you (but will heavily punish you for actually trying to fight them head on). Am I crazy? Have people just not got to the point they are seeing this stuff yet? I can't find the depth at all.
DLC characters being broken in fighting games is such a constant thing that I have to assume malice at that point. Make a DLC character so good that it's mandatory and people will have no choice but to buy the character. Easy money.
Always wanted to get into this game, so much so i spent hours practicing against a bot, unfortunately the Australian playerbase is dead and only the seasoned sweats remain, so tbere is zero motivation to even touch online
@@tyrant_uk Tenkaichi had exactly as much depth and mechanics as Sparking Zero 🙄 I do not count the number of videos I have seen about people talking about some Sparking Zero fetatures like they were new when they werw absolutely not Sparking Zero brings VERY few new mechanics
appreciate the objective look. like you i wasnt too hype about it when it was announced either, but watching the pre release game play from you and some others ive definitely been convinced, not to mention all the extras we get like voice overs lore and modes. cant hate something like this when youre a dragon ball fan
I have been overwhelmed in a positive way about how deep it ended up being, counter, z counter, perception, super counter, the different vanishes, the different way to combo rush attacks its been an amazing rido so far. Im 10 hours and just finished the main story from Goku and have yet to see most of the what ifs there and the story from like the 7 other characters, it has depth and a ton of content.
They can easily detect cheats by examining the inputs. If there is any data showing frame consistency in reacting to moves (e.g. always DI, perfect parry, jump within a frame window) and it's always perfect input (single button presses), combined with low practice time and high rank time, 99.99% cheating. It's really not that difficult because Capcom records all the fights and input info. They just need to run an analysis tool and they can catch them easily. They also have pro's input data to measure human reaction time as a baseline.
Game is trash. They took GT from PS1 and turned it into street fighter. Adult Gohan has 4 moves with no aerial special. Every other character has 10 movethand all can be done in the air. Ultra instinct is pure trash being a character that can do a standing combo bringing you to the ground out of the air. Glitches for paid for characters serving a pay to win atmosphere
My take: fighting games now can be easy to get into but hard to go pro in however there are some characters who just DENY skill gap between players as of how dumb their design is. I got some examples but I believe it's already obvious.
I've just started playing fighting games (specifically GGST) because of my brother and i would've quit if not for him. I had a hand injury when i was a child and it doesn't bother me in my day to day life, but the rapid, precise execution required for fighting games really puts a strain on me. Its disheartening failing an input for the 50th time in a match due to my poor execution. I'm honestly really excited for 2xko's directional input supers.
multiple ways to avoid an actual fighting game, all this new bullshit they've added to fighting games, drive gauge is stupid as hell, modern controls, ez everything....brain dead. Execution has been made easy for babies who don't belong anywhere near a fighting game. Skill issue is thinking any of this new gimmick crap is good. Long for the days of street fighter 2, series went backwards.
Modern controls allowed me to see the matrix. I've played SF since alpha 3 and it took this to get me hooked. i've been able to carry out my game plan and actually play the game in a whole new way. Right now hovering 1450-1500 mr and starting my journey back into classic, it's only now that ive felt im starting to need more options and to tell you the truth i know the ceiling for M is still much higher if I played better. I play Cammy and I'm starting to want to have that L kick and low M punch. Fun either way classic or modern we are all street fighters. I'd like to see the west embrace it more like japan and the east has, people coping on the control scheme when in reality yes it is a SKILL ISSUE.
With all due respect to Marvel fans, as a non Tag-assist FGC member DBFZ was the exception as whenever I watch a MvC match in the past, not really engrossed with the high octane gameplay, It really ruins my engagement to see Cyclops do an air combo as such is something I would never envision such a chartacter to do. I always keep thinking all these air combos, beams and chasedowns are something I would expect from DBZ That is why when a Tag vs DBZ game did come out in DBFZ, even if I don't play the game, I have fun watching it as the action onscreen is something I can see the characters of DBZ being capable of doing.
I think sf4 was the perfect middle ground. Special moves were easier. But there were still things like 1 frame links that people could grind out and improve at.
I’d say the prevalence of powerful auto combos in certain fighting games, and the Modern style buttons in modern fighting games promotes the thought of ‘Fighting Games Easy’. But even with those new features it still takes skill and talent to do good in the scene. A Rando that just picked up SF6 a week ago isn’t going to isn’t going to win any majors until he puts in the work. But the fact that anyone can pick up and get accustomed to newer fighting games just makes it easier for locals and majors to grow even more which is a good thing, even if older players view it as a negative.
Fighting games are for sure easier now, but execution is just one piece of fighting games. The hard part is everything else, defense, character knowledge, neutral, mixups, mental stack etc. I don’t know if you played the 2xko beta, but that game has no motion inputs and is by no means easy.
Casual players are what keeps the FGC alive...without these players buying the games FGC would be dead....look what happened to third strike with the parry system and execution/commands were difficult for the casual player.....it killed the fighting game genre tbh till we got SF4
Depends on which characters you use, there are easy characters sure but high execution high reward characters like Magneto, Zero, Viper etc are definitely not pick up and play lol
I really don't get the s2 hate half the stuff people hated are still here (gt died for base goku to do lvl 3 oki). And then people ALSO forget that the main reason s2 patch slowed down was bc top players were on twitter complaining about patch frequency. That being said, it doesnt bother me if ppl say the newest patch is the best with it being 2 touch city lmao. Setplay into death IS this meta lmao
@@tyrant_uk there's quite a few characters that can get high enough on the dhc to give him meaningful oki. SD right after to 4 way mix. Solo, it's pretty nonexistent unless you want to spark. Edit: while I have no problem with ppl enjoying what they do it just seems weird to me how overall it's seen as an improvement to what was a 'bland game when a lot of the changes are just giving people sd cancels from beams and stuff. Improvements have been made, alternate assists one of the best changes. But I think a lot of the s2 hate is pretty reductionist.