![]() It wants to assemble many of the concepts we love in classic fighters while still being more than the sum of its parts. Yatagarasu walks a difficult line with finesse. Jyuzumaru somewhat resembles Fei Long through his rekkas, but again this similarity didn't stop me from calling clone on him. Chadha possesses many elements of Zangief and Hugo, yet I was surprised to find him uniquely exciting. ![]() They're certainly all fresh takes on the concepts we know. Most-but not all-of these characters will seem somewhat familiar in a way that doesn't feel boring or repetitive. I present to you Yatagarasu Attack on Cataclysm. I even bought a Vampire Savior machine because at the time the idea of Capcom ever creating a remixed version of the game seemed impossible.īut what if a game did come along and create the definition of a classic fighter? Better yet, what if it went to the buffet of the greatest fighting games in history and picked out the most loved mechanics and character designs in order to piece together a game that would even rival the ones in our memories? I don't mean to be too hard on those nostalgia-chasing traditionalists for wanting this-after all, there are plenty of days where I miss the gorgeous pixel art of fighters from the 1990s. "If only someone would make a game that played like the classics," they say. ![]() I also feel this can also prove really helpful in KI as well, which has a more traditional footsie game to SF4 in my opinion.'09er! This insult meant to humiliate someone for joining the FGC almost six years ago continues to appear with all the charm of such classics as "n00b!" and "newbie." These internet warriors continue to lament X-Factor, Ultra attacks, and input shortcuts. I plan on getting USF4, so just wanted to post this just in case anyone was interested. Overall, it's a really interesting concept and there's more to it than just pokes, walking back and forth, and throwing out moves. Once you see it more in action, it starts to make a lot of sense, and it's easier to adjust to your opponents tactics. Finding the right balance, especially in competitive play, takes a lot of skill and concentration. You can stuff dash in's with quick moves, but this can lead to a free jump in or whiff punish (it's a cycle etc.). If you look to much for the jump in, you opponent can dash in or walk in to close. This however can leave you open to jump in attacks, etc. For example, Jupiter and Rico Suave throw out a lot of preemptive d1's to punish dash in attempts. Still, some of the concepts in the vid can be applied to injustice. In injustice, the walk speed and moves stay active for longer, making whiff punishing difficult at times, although still very much possible. I also feel this can also prove really helpful in KI as well, which has a more traditional footsie game to SF4 in my Sajam and Joker8417 hit the nail on the head. For example, in tekken JDCR, (korean player) is given so much respect at times in the neutral game he can practically wave dash in his opponents face a good 5 times, knowing they won't do anything or are too afraid to press a button (disrespecting someone's space). Still, these concepts vary from game to game. You really have to go into practice mode and see what is whiff punishable on reaction, or what can beat out preemptively, and the range you need to be at to whiff punish or beat out the move. Then of course you have interractables as well. Other characters are very limited on what they can and can't whiff punish. Mind you that there are character's in injustice that don't have to play much a neutral game if any, depending if they have meter or not. ![]() If you look to much for the jump in, your opponent can dash in or walk in to close. Click to Sajam and Joker8417 hit the nail on the head.
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