Street Fighter IV Discussion Pt. 2
Street Fighter IV Discussion Part 2

This is part 2 of our Street Fighter IV discussion. You can find part 1 here.
Chris:
I felt that Sirlin's points were a little sour grapes from him not being included in the design maybe, BUT they were all legit. Pressing 3 buttons at once is pretty annoying (I don't even like pressing 2 for X moves, but I'm using d-pad) and double quarter circles or back forth, back forth ultras are WAY hard I think.
I do think you need the 6 button set up, as it is Street Fighter. Marvel vs. Capcom 2 had too much "auto" combo because of the 4 button fighting. It was hit the same button twice, and you automatically get 2 different hits. The mediums add a new set of moves, pokes, fireball speeds, etc. It really helps and adds to the variety of moves. Tekken's 4 button set up corresponded to limbs, and Soul Calibur corresponded to direction. Street Fighter is strength. (though now that we've gone to 3D I HATE it that if you jump over your opponent you don't see the backside of your character, and he starts punching with your other hand. If it's using 3D they should turn the models around.)
I've been talking with my roommate about this though, and he's a Street Fighter noob. The only fighting game he plays is Smash Bros. and he won the company tournament the other day. His big complaint is doing the special moves; he can't do double quarter circles, or any of those where you charge down then up and back and forth (like Guile's Ultra Flash Kick, I can't get that sometimes too). It made me think of the special moves set up. I think that charging for moves should be removed. It really hampers a character. Imagine how much better Guile would be if Sonic Booms and Flash Kicks were just Dragon Punches and fireball motions? How much suckier Ryu would be if he had to charge back and forth to throw a fireball. The charging ultras are much more difficult to combo into and do in general. If you whiff the execution you usually eat it, as opposed to say Ryu's where you would just throw a fireball. I know good players are constantly charging a Sonic Boom/Flash Kick (I play like that too) but that's something you have to constantly do on the controller, and when you get crossed up you lose your charge. Also you can't get into fireball matches with Ryu because of the speed. Possibly "charging" should be changed to something like back, back, forward + punch...and definitely get rid of the charge specials.
Binkley:
I feel this game gets at least -1.0-->-2.0 based on graphics alone.
Man hands on Chun-Li are actually the least of your worries when you
have C.Viper's faux muffin top and terrible faces.
Why can't we go to a 4 button game for SF? I don't like the "well the
game has always had 6 buttons" because that's a bad argument. Street
Fighter 1 had an arcade setup where there's only 2 big pads and you
had to mash them with various pressure to change the attacks so the 6
button setup isn't even that historic.
If you want, you can even make it so certain combination of 2 buttons
still produce mid attacks. I believe this is how MvC2 works and while
you are introducing 2 button combination it seems to work fine in that
game. However, just because it's 4 buttons and a Capcom game doesn't
mean it has to play like MvC2>. DOA and VF both use 3 buttons and play
very differently.
I actually like the fact that you still "cross-up" people in this
game...it feels really 2D and "legit". Though you are right that in a
3D game this makes no sense...but this game is really not 3D despite
the graphics.
Charging characters/commands are iconic though...isn't this what makes
this Street Fighter? (Even more so than 6 buttons?) I'm fine with there
being charge/other types of characters; it's variety. Let's be
honest in any given fighting game there will be tiers and most likely
charge characters aren't at the top. Though Boxer is top tier in ST right?
Online play really is a mess, but I am hoping that this free (last I
checked) "tournament DLC" can/will fix things. Who knows though.
I'm caring less about the 3x P/K thing because the TE stick has 8
buttons on it...guess what I've mapped the last two buttons on each
row to? Yeah.
Sirlin is totally right on the mapping buttons being retarded.
I've run enough tourneys to realize the HDRemix system needs to be
implemented in every fighting game from now until the end of time. So
much wasted setup time!
Paladinz:
Yeah, I don't buy the argument that 6 buttons is necessary just because it's Street Fighter. I do understand that they realistically couldn't put out a SF game with 4 buttons because of the fanboy outrage on teh internets, but then THAT should be the argument for 6 buttons, not that it carries with it some intrinsic benefit to the game. Anyway, my comment about that (and Binkley's too, I think) was that such a system just feels antiquated in the wake of modern fighters and controllers.
But SFIV is all about tapping into the nostalgia people have for SFII so they wouldn't have changed it even if they could, I'm guessing.
Chris:
For Medium attacks, I just feel if you had to hit 2 buttons to do the medium attack, why not just have the medium attack button and simplify to 1 push. Pressure sensitive attacks are even more difficult I feel, and also relies a lot on controllers working right.
There will always be tiers, but balance wise, the gap would be smaller if the controls were similar. Hadoken as a move is better than sonic boom. +1 Hadoken. Hadoken is easier to bust out and link together with other moves, regardless of which side you are facing. +2 Hadoken!
Binkley:
We'll have to agree to disagree because I think the variety in
movelists is important...otherwise everyone just starts feeling like a
clone character (like MvC2 with its 50+ characters...how many of those
are more or less clones?). Who knows, maybe there are some people
can't do an SRK (maybe that's why there are multiple simplified
commands now) but charging is easy for them?
Masa:
I thought the super system in SF Alpha 3 made the most sense. You would push LP for a level 1 super, MP for a level 2, and HP for level 3. It would have been nice to see a similar system implemented for SFIV, as far as the ultra combos went.
I'm not a SF player so I'm not privy to comment on the game system. I will say that as a console version of an arcade fighter goes, the port is more than what most people could ask for. I think we can all agree that console SFIV has much more to offer than a simple port of the coin-op version.
On the minus side, it's difficult to gauge how bad your lag will be when you play online matches. I've had 3 bar matches play with no lag, and apparently 0 bar matches can be lag-free too.
Chris:
See, I think anyone can comment on any game system. That's the point of making a game casual friendly. Do I have to play 100 hours to get the game, or can I just pick up and have fun. So feel free to comment away on the system.
Wes:
Charge moves are actually a game balance consideration, not a variety for the sake of variety consideration. Guile still has charge moves because if he didn't he'd be broken. Being able to Flash Kick whenever you wanted would be ridiculous. Being able to constantly spam slow Sonic Booms would be ridiculous. Taking advantage of when a character is charging a certain move, and when he isn't, is a huge part of the strategy of playing against them. Allowing Blanka/Honda/Dictator to throw their moves whenever they wanted would completely break them.
Minus 1.0 - 2.0 is a little harsh, especially since it's not the graphics that are bad, but the art style, which is subjective. While the man hands and the huge thighs are unattractive, they're certainly more realistic.
Regarding 6 button systems, the OG SFI cabinet actually came in two setups: one was with the big buttons, and one came in the standard 6 button arrangement we see now. Even though the big button one changed strength based on how hard you hit it, in actuality there were only 3 different strengths per button, so really it was just a janky gimmick.
Even if that were not true, iconic things in a series have become iconic after the original iteration. For example, Fire Emblem has a rock paper scissors game mechanic that was actually not present in the original game, but has become such a huge part of the series that the DS remake of the original has included it. Perhaps even more on point is SFI lacked the combo system of canceling moves into each other, but SFII had it, and it's now an iconic part of the game to the point that if you removed it would no longer be Street Fighter. Also, there were no different characters in the first game, while there are in every iteration after. The button system is no different in this regard.
Finally, game mechanics and balance...the 6 button system is actually a huge deal. Let's say they moved to a system where there were only one punch and one kick. How would you be able to vary the length and speed of your moves? This is a huge part of Street Fighter strategy. If they moved to a four button setup, you wouldn't be able to do medium strength moves, which is actually a huge deal for a lot of characters; Cammy's medium spinning backfist is the best one, but sometimes you need the long one and the short one, too.
There is a huge difference between having a fast weak kick, a medium medium kick, and a slow powerful kick vs having only a fast weak kick and a slow powerful kick. Every different attack actually serves a different purpose in Street Fighter. Generally, short is the speed poke when you just need to spam something, medium is the legit poke/combo starter, and roundhouse is strength/knockdown. In a 2D fighting game, you need all three, and you also need different normal attacks in different situations.
Anyway, as I said in my earlier email, I think the system is both iconic and necessary. It's hugely important from both a flavor standpoint and a mechanics standpoint.
Paladinz:
Okay, first of all I don't think we were suggesting we move down to 1 kick and 1 punch. That would be a little ridiculous. I think your argument is that historically three levels of moves leads to the moveset and strategy that Street Fighter has now. I agree with you there. If SF moved to 4 buttons, it would be a different game - I acknowledge that. I'm just saying that game could be better. I totally get that people may not think it is SF anymore because certain moves would go away or change. Capcom WOULD have to redesign the movesets - obviously I'm not saying you keep the current light and heavy attacks and get rid of all mediums across the board.
I'm only talking from the perspective of "if I was to make a 2D fighter, how many buttons would I use?". If Capcom had the motivation and the courage to do it, I think 4 buttons would be a better fit.
As far as needing all three versions of an attack in a 2D fighter, I think we only have to look at Guilty Gear to know that it's not true... you need to design your game around the number of buttons you choose. Capcom certainly can do this - they just won't, for a variety of reasons.
Wes:
Guilty Gear was built from the ground up to have 4 buttons, and I actually think there is less depth in the variety of attacks in that game. Taking away options from characters is actually one reason the game is so ridiculously unbalanced, imo.
Also, Binkley was using 3 button schemes to make a point; I should be allowed to, too ;)
At the end of the day, 4 button 2D fighters and 6 button 2D have advantages and disadvantages. I don't think one is strictly better than the other, which seems to be the argument here. 6 button 2d fighters offer more depth and strategy options, imo, while 4 button fighters offer simplicity and everything that comes with that (accessibility, not screwing up inputs, etc). They're different design philosophies that I think look towards different goals. The 4 button setup in Guilty Gear is successful in part because of the ridiculous speed that game moves at; newer players don't have time to react AND figure out which of 6 buttons to press. Street Fighter has always been more deliberately paced (in other words, slower), so people have more time to figure out which button they want to use. This extra time is gauged in milliseconds, but in the realm of human reaction speed, that's more than enough.
Fast is not necessarily better than slow, and different inputs and button options have evolved to reflect that.
Binkley:
But you could CHANGE the properties of the moves to make them balanced
right? Like if jack Flash Kick's properties to be more like an SRK
then give it an SRK command....
I don't think -1.0 to 2.0 is harsh, when you consider that a lot of
game review systems do some sort of % system and graphics always make
up at least 1/3 of that scale. It's probably generous.
I'm not saying we go 1 button for kick/punch. I'm just saying there
are ways to map 6 buttons to 4 buttons and Capcom knows how to do this
(MvC2 and some others). Or maybe we just get rid of light p/k (mainly
used for linking any ways) and have poke+strong. I dunno, it just seems
somewhat weird when every other FG has gone to 4 or less buttons. This
isn't changing though and I think we'll have to accept this. I suppose
it's deliberate differentiation. In your GG example, the game did go
from 4 buttons --> 5 buttons so changing buttons during a game series
isn't inconceivable. Though Blaz Blue (same team) has 4 buttons....
We're agreed that game lacks polish...so shouldn't that make it 7-8/10
max? The fact that I can't actually view ANY moves/combos from a
character without executing them myself makes no sense what so ever.
This is a feature that been in games FOREVER (SCII, DOA2/3, and
others). I guess Capcom wanted to fill the disc with animated cut
scenes and promo videos instead. :*( The positive spin is that I do
feel like I'm in a time warp when I go to YT and search for character
videos just to see basic/advanced combos and moves.
Wes:
Changing Guile's special moves properties completely destroys him as a discrete, unique character. His Sonic Boom traps are his main strategy, and they're predicated on him only being able to throw one Sonic Boom at a time. If he could get two out (given how slow they move, he completely could if he didn't have to charge), it would be ridiculous. If you made it so his moves were SRK/Hadoken, he would just be a shoto without a hurricane kick, which is stupid because he wouldn't need to exist. As is, his gameplay and strategy is completely different (we'll ignore for now that he's crappy in SFIV for a lot of reasons). Also, charging his moves allows the designers to give his moves different recovery time properties: in exchange for having to charge your projectile, you get to have less recover time than Hadokens and do shenanigans afterwards.
Regarding - 1.0-2.0, I'm just going to say art is subjective, graphics are not. The GRAPHICS in this game are good, but the art is questionable. I think it's hard to drop the entire game 1.0-2.0 points on a ten point scale; that's like docking the game a fifth of its score simply because you disagree with the art direction.
I think the gameplay in some unpolished games is so good the game should be scored higher than it's aggregate numbers. Saying any given game is an 7.0 is misleading when its gameplay is very good. I think that's the case here.
Yes, clearly Capcom knows how to make a 4 button fighter. The question is if it SHOULD. CvS2 is an extremely different game than Street Fighter 4. Street Fighter 4 would play very differently if it was built using 4 buttons. It would be a different game. This is clearly not the game Capcom wanted to make, for whatever reason. Whether that would make it a better or worse game is subjective, and somewhat impossible to figure out.
Finally, I never said Binkley was advocating going to a two button system, just that he was using two button systems as an example, and so was I.