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Will SSF4 die after MVC3?

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Will SSF4 die after MVC3? Empty Will SSF4 die after MVC3?

Post by Thalès76 on Fri Jan 14, 2011 3:42 am

What's up, do you guys think SSF4 will die after MCV3 is released? Cuz that game looks wack and there are a lot less people playing SSF4 now I find, I wonder if it's going to be worse when MVC3 is out.



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Post by Nnamz on Sat Jan 15, 2011 1:40 am

Some people might move over for a while, however SSF4 will always have a solid community, especially since they are most likely going to time the Yun, Yang, Oni Akuma and Evil Ryu DLC right after MvC hits.........
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Post by devilmaggot666 on Sat Jan 15, 2011 11:55 pm

a new ssf4 is coming out called SSF4 Arcade so I don't think it will die out anytime soon. It has two or three new characters in it. https://www.youtube.com/watch?v=gjnDkM4WmIU
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Post by THTB on Tue Jan 18, 2011 4:25 pm

SSFIV isn't gonna die out. I'll actually be surprised if MvC3 becomes played more than SSFIV after its release. But I'm fairly sure those two games will be the big moneymakers.

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Post by DrunkenPilot72 on Wed Jan 19, 2011 11:29 pm

Since when has one successful fighting game shortened the life span of another successful fighting game? MvC2 and SFIII were played actively and competitively during the same time frame as are SSFIV and Blazblue. MvC3 isn't going to infringe on SSFIV:AE anymore than the new MK will (going off of the optimistic assumption that the new MK is actually playable and not complete crap).
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Post by Nnamz on Thu Jan 20, 2011 2:04 pm

DrunkenPilot72 wrote:(going off of the optimistic assumption that the new MK is actually playable and not complete crap).

That's a big reach lol!
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Post by THTB on Fri Jan 21, 2011 1:46 pm

Marvel and 3S started dying as soon as SFIV came to console.

Also, MK9 will be good. Or at least playable.

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Post by Thalès76 on Sat Jan 22, 2011 3:31 am

I'll be playing MK9 though I haven't played any MK games in 10 years and don't even remember how the game is played. It looks pretty good, I hope it's not like SSF4 where you can just sit your ass in the corner all day, hope it's more offensive.
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Post by Nnamz on Sat Jan 22, 2011 3:05 pm

Thalès76 wrote:I'll be playing MK9 though I haven't played any MK games in 10 years and don't even remember how the game is played. It looks pretty good, I hope it's not like SSF4 where you can just sit your ass in the corner all day, hope it's more offensive.

Sitting in the corner in SSF4 is a good way to get yourself killed. Not being able to back up leaves you open for ambiguous crossups, walk in grabs, various pressure tactics, and combos characters wouldn't normally be able to do unless you're in the corner.
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Post by Thalès76 on Sun Jan 23, 2011 12:26 am

Lol Obviously you've never played a good Guile, what I meant is trutling in general and it's a legit strategy in SSF4 you can't do that shit in any Budokai games that's what I mean by a more offensive game.
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Post by Nnamz on Sun Jan 23, 2011 3:32 am

Thalès76 wrote:Lol Obviously you've never played a good Guile, what I meant is trutling in general and it's a legit strategy in SSF4 you can't do that shit in any Budokai games that's what I mean by a more offensive game.

I play great Guiles all the time. 2 people on my list are 4000PP guile mains. Standing in a corner as guile is death, he can't fight crossups, and without room to move back his sonic boom is risky.

I repeat, sitting in a corner as ANY character is death in SSF4. Any decent player knows to get out of there ASAP.

Also, pussy keepaway tactics in the Budokai games have existed since Budokai 3 with Piccolo and Dabura's zoning.....
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Post by Brohan on Sun Jan 23, 2011 11:27 am

I was just about to say, you can turtle all day in SBAR with ki caneled ki blasts and a good baseline. Then theres Piccolo and trunks' lolzoning
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Post by THTB on Tue Jan 25, 2011 12:53 pm

Yeah, SSFIV going into the corner is generally a horrible idea unless you're Ryu/Akuma/Ken with meter. Also, that game is defensive at levels where people don't even use shit like frame traps and option selects. Trust me...that game becomes offensive when you can't crouch tech or do a reversal that won't get stuffed.

Sitting in the corner in any MK game is probably worse. You eat chip damage on EVERYTHING. In UMK3, blocked uppercuts are 5% in chip damage. So, yeah.

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Post by Thalès76 on Sat Jan 29, 2011 3:07 am

https://www.youtube.com/watch?v=aWzz3iBzirE

Wow what a great offensive game Daigo can't even walk forward without eating a Blanka ball.

Edit : Anyway you see what I mean, it's not the most offensive fighter around, compared to others it's a turtle fest. If they decided to remove charge characters it would make this game interesting.
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Post by THTB on Sat Jan 29, 2011 12:08 pm

That particular matchup is defensive. Blanka is hard for shotos in general...they can't punish balls with anything until they get meter (except for Ken, who can't at all). But it's no cakewalk for Blanka, either. He has to play this way or he gets wrecked.

Charge characters aren't why the game is defensive...hell, SSFIV isn't even predominantly defensive in the first place anyway. At least not at top level play. At that point, option selects, frame traps, unblockable crossup setups, etc are used to maximum effort, and only 1 character in the top 10 of quite a few tier lists is truly a defensive character (Guile).

Saying this game is a turtlefest shows you really don't keep up with the game at all.

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Post by Brohan on Sat Jan 29, 2011 3:17 pm

Seth is actually stronger when played defensively, it's just his mixup game is more fun, and he's joint 10th
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Post by THTB on Sun Jan 30, 2011 2:51 am

There's a huge reason why the top Seths use him offensively. It's because he's actually worse when played defensively. j.HP has pretty bad hitboxes in reality and not enough active frames anymore, sonic boom's recovery sucks, s.HP is much easier to hit with focus than Sim's, and he takes hits like a total bitch. He can't afford to turtle because his moves don't function defensively as you'd expect them to.

When you look at the moves for an offensive purpose, then you get the picture. j.HP/s.HP = fireball punishing when you don't have/want to use Ultra. Sonic boom is more of a general tool for chip and whatnot. Divekick that is a huge asset offensively for many setups and whatnot. Lightning legs have crazy good stun and lead to scary mixups in the corner. SPD boosts his mixup potential even further. Tandem Engine also gets through fireballs and is good for general mixups. See what I mean? Even with that, his health makes everything he does a matter of life and death. He's far from 10th best...his shortcomings cause for too many bad matchups. He's mid at best.

I don't think Fei/Cammy/Abel would be so high if SSFIV was defensive. None of the characters operates well defensively.

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Post by Brohan on Sun Jan 30, 2011 9:32 am

I know Cool just playn devil's advocate, I was speakin mostly about vanilla seth.

But yeah thales, SSF4 isn't an inherantly defensive game, it just rewards defensive play. But seeing a good Bison, Akuma or Ken play, all they do is rush you down, and 2 of them are even top tier.
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Post by Thalès76 on Mon Jan 31, 2011 12:12 am

I don't know I rarely play any Akuma players and the ones I play all they do is spam fireballs.
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Post by THTB on Mon Jan 31, 2011 12:22 am

Those definitely aren't good Akumas then. Good Akumas abuse his ridiculous oki game by any means possible...for instance, Tokido.

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Post by Thalès76 on Mon Jan 31, 2011 4:41 am

I know but I haven't ran into an Akuma who plays like that online. And I think i've played only one or two good Ken in my whole online experience. Though i've played a bunch of good Fei, but Fei isn't strictly rushdown he has good normals and he can zone.
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Post by THTB on Tue Feb 01, 2011 5:30 pm

I just ran into one today, actually. Akuma has a fuckton of oki options...it's hard to know when to do anything because Akuma can attack your wakeup from whatever angle he wants to. It's ridiculous and oftentimes even if you have a DP, the only thing you can do is just block. It doesn't make it any better that he can set this up with all of his other tools.

Most Kens online are ass lol. But he's scary when used right.

Fei isn't really rushdown. He's more of a footsies-based punisher character, and is damn good at doing this.

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Post by Thalès76 on Thu Feb 03, 2011 3:37 am

Well I don't think Akuma can jump straight forward at Ken on wake up, his MP shoryuken has a lot of priority, even if Akuma does time his jump in worst thing that can happen for Ken is his shoryuken will trade and he can follow up with air EX tatsumaki. But you can always safe jump and block, or try a cross up and lots of other things.

But i've had an Akuma who tried to jump at me on wake up with his demon kick or something like that and it didn't work, Tokido did it on Daigo and his MP shoryuken trade.
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Post by THTB on Sat Feb 05, 2011 2:34 am

Akuma can time his divekick and air tatsu on wakeup so that any wakeup DP will whiff.

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Post by Brohan on Sat Feb 05, 2011 8:53 am

It's called the heart stopper technique. After a throw you do 2 dashes and then a demonflip divekick, it'll stuff all DPs on wakeup.
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