I think that the shortcut is a bit too strong in SFIV to be so mashable, where meterless invincible reversals are a thing. In some situations you have to alter your inputs to be less accurate intentionally to avoid getting the wrong move. But most players play the story mode anyway because they want to experience the story, so I think that's a good opportunity to actually make the battles meaningful and make it so players learn more about how the game's mechanics.Ĭlick to shrink.I don't have a problem with the df,df shortcut in a vacuum, but the input leniency interpreter in SFIV and SFV that allows it to exist creates more problems than it solves.
DBFZ SIMPLE MODE MOVELISTS HOW TO
The difficulty is so low for most fights that you can win by doing virtually anything, and then you get to the final boss and you suddenly need to know how to actually play the game. Story modes in fighting games have always been pretty bad from a gameplay standpoint. And since the opponent is literally just spamming one or two moves, it wouldn't be a particularly hard fight once you figure out any hard counter. They could have one battle against an opponent who does nothing but spam projectiles, so the player is forced to experiment with solutions against that. For instance, maybe a developer can make a fighting game with a story mode which intelligently mixes in battles which forces you to understand how mechanics work in order to proceed. I probably shouldn't have mentioned the execution thing as I think the obtuseness and lack of good ways of learning are much bigger obstacles than execution for new players. I'm not asking for all execution to be reduced to single button presses, but make it so all common moves are easy to learn for a new player and for the type of controller not to play such a big role.
![dbfz simple mode movelists dbfz simple mode movelists](https://cdn.dashfight.com/76078de6c31ab19a63547c6115daf4bad222c0c6.png)
and serve both markets at the same time.Īre people against df,df being an alternative way of doing DPs in SF? I tried that input earlier today in SF and I find it a much easier way of doing DP moves. It would be nice if there was similar things with FG.įor example, how would y'all feel if there was Street Fighter 6 with simpler controls and other experimental stuff like the team mechanics Ono was exploring, and Street Fighter Alpha 6 with a more traditional gameplay experience (or change the names if y'all prefer the mainline games to be the traditional one)? They could reuse the character models, stages, etc. For example, there's Forza Motorsport if you want more of a sim-y racing gaming, and Forza Horizon if you want more of an arcade-y racing game. There are various other genres out there with spin-offs that give people different experiences under the same IP. The FGC always says that simplifying the game won't bring new people, that what makes people interested in FG is other stuff, like characters and aesthetics, but then on the same breath go tell the people that complain about inputs to go play games that has neither of those things.Īnd the thing is, it doesn't need to be THE Street Fighter that we want to change, it's A Street Fighter.
![dbfz simple mode movelists dbfz simple mode movelists](https://assets.pikiran-rakyat.com/crop/0x184:1064x968/x/photo/2021/09/20/3062626271.jpg)
Those other games don't have Street Fighter characters, or don't look as good as Arc System Work games, etc.