Ice Cream Jonsey wrote:Worm wrote:A.) What the fuck do you know about fighting games?
More than you.
This is what I like to call "bald-faced lie #1." Fascinating. We're not three words into your post and you've already managed to completely destroy your position. It's really funny, you know, how you talk about how you know more than anyone and then manage to completely make an ass out of yourself in the next, oh, entire rest of the post. See, normally, I would have just pointed out the 69105 flagrant errors in your understanding of fighting games, done it nicely, and been on my way, shaking my head in a sad, slightly despairing manner at how foolish you are. But now you're trying to brag about your complete lack of anything even approaching "knowledge" on the subject, so now you're just going to have to get plastered. Are we ready? Okay, here we go!
Ice Cream Jonsey wrote:Worm wrote:I couldn't tell if you thought that Street Fighter 3 followed Street Fighter 2 in the series, or if it was that you were displeased with the whole Alpha series.
Haha, "displeased." Yeah, I was really broken up over it. Why did they make 25 games in-between Street Fighter 2 and 3? Because they wanted more quarters but knew that there were no more worthwhile advancements to be made.
Street Fighter II came out in around 1993, and the sixty thousand SF2 updates got released over the course of about 2 years. Of course, they used this to add in new characters, add new moves to the existing characters' arcenals, make it so that the game didn't look like it could be run on an Attarie2600 and in general make it not suck so completely, but you must have been too busy staring at the box and thinking, in that small, slug-like brain of yours, "Street... fighter... II? Wait... it said Street Fighter II on that other box... ARRGGHITSUXUXUXUXUXSUUXSUIJSROFLMAOD))D111!" to notice that the game was, omfgwtflol, actually getting better. Hey, it's not like it's any less lame than SNK releasing a bad King of Fighters game every year for over a decade.
Ice Cream Jonsey wrote:Then released something shitty without sprites and everyone right in their heads said, "Yup, it sucks."
By "everyone right in their heads," I'm just going to assume you meant "you," here. You know what your sad problem is? Your sad problem is is that you're getting the Street Fighter alpha series confused with the Street Fighter II "series". Because, right, anything that uses anime in it sucks automatically. So no Guilty Gear for you! If you're going to just stand there and scream that Alpha II and III were bad games I'm afraid you just won't ever be able to understand how these things work.
IceCreamJonsey wrote:Worm wrote:LIST OF IMPROVEMENTS IN FIGHTING GAMES
Super Moves, Combos
This was also in MK2.
Here, ladies and gentlemen, is where we come to what I like to call "blatant lie #2." Actually, since we're talking about two different things, I'll call them "blatant lies #2 and 3." And since we are, indeed, talking about two separate things here, I will deal with them separately.
Super moves have never been in a Mortal Kombat game. Ever. "Finishing moves" do not count, because they are not the same thing. Finishing moves are moves you can only execute after you've won, and are therefore useless in a gameplay situation. Super moves are moves that you can only perform a certain amount of times based on how much is in your super bar, which fills based on how badly you're pummeling your opponent or, in the case of Samurai Showdown, how badly you yourself are getting pummeled. These moves tend to do a lot of damage and can quickly turn the tide of a match, and are thus an invaluable tool in any player's arsenal. Mortal Kombat has never had super moves, ever. The only thing you could even come close to referring to as a "super move" is that retarded "power-up" special that some of the characters had in Deadly Alliance, and all that does is give your current moves more damage for a very short time, oh and you can use it any time you want, so that also makes it unlike a super move... oh, and I could never actually get it to work, so it also doesnt' count because I say it doesn't. So there. Bitch.
Combos were also not introduced in MK2. Rather, they were introduced in MK3, along with the terrible idea of a "run button." While I'm thiking of it--they also have similar thigns in Street Fighter, after Mortal Kombat, only it's called a dash. So rather than running halfway across the arena in two seconds, you just hop forward a few steps by tapping forward a couple times. This also introduced the absolutely *revolutionary* concept of, ohhhh man, are oyu ready for this one? Moving backwards quickly! I can't believe anyone could have ever thought of that brilliant concept! Running forwards *and* backwards! Amazing!
These MOrtal Kombat III combos aren't exactly regular combos though, because MK just has to be so incredibly different (by which I mean worse) from everyone else. These are what we in the fighting game "biz" refer to as "dial-a-button" combos." Walk up to the opponent and memorize a string of ten button-presses 9or just 1 if you're playing Trilogy, AKA the haulmark of awful fighting gaming), and he will use a bunch of weird tripped-out moves that you can't actually get to any other way! In, say, Street Fighter, you just chaine the *regular* attacks together, and you could also use your special moves in combos. This is because the Street Fighter designers are not lazy, and actually made everyones' regular punches and kicks not complete carbon copies of everyone else's.
Ice Cream Jonsey wrote:Worm wrote:Just Frame attacks(special attacks where button presses need to be executed at a certain frame of animation in the attack)
Hahha, someone managed to make special moves even MORE annoying. Come on, Worm! At least admit this is stupid.
You really don't know what you're talking about, do you? This is what is commonly known as "parrying" in Street Fighter III, or "Just Defense" in the Samurai Showdown games. To defend against an attack you press forward (or back for JDing) the second before the attack hits and you will take no damage and be able to counter-attack. If you think that's stupid, be my guest to not use it. Oh, and then get completely dominated by everyone else who is not stupid and does use it.
Oh yes, and then there's move canceling, which is what I think you were talking about earlier with this being stupid, where you can cancel one move into another. MY simple response to this is "Yes, but you loved it in Mortal Kombat, didn't you? Didn't you, you festering pusstule?" Oh, but Mortal Kombat didn't have super moves, so no super canceling for you, either.
Ice Cream Jonsey wrote:Strafing: dodge. Like block. No.
Once again, your utter lack of anything even approaching an understanding of how fighting game mechanics work shines through like a pulsating, sentient migraine behind these nonfunctioning eyes of mine. Blocking allows you to, well, block an attack. Dodging allows you to um... dodge it. Do you not understand the difference between blocking an attack and dodging it? Obviously not, which explains why you never managed to fight back in high school. "Bahaha! Your puny switchblade cannot harm me, pathetic strangely-dressed motorcycle-riding person! I'll just block it with my wrist! It's exactly the same as dodging AAUUGH!"
#1: when you block something, you take negligible damage. When you dodge it, you take no damage. If you can't figure out how taking no damage is different from taking some damage, you'll just have to hand this BBS over to me, since you have no understanding of the simple concepts like not standing around like a jackass and getting hit by a chunk of falling masonry when your house finally gets tired of your stinking, pathetic existence and falls on you in an attempt to end both its suffering and your life.
#2: blocking an attack leaves you in "block stun," where you're recovering from the shock of getting hit by whatever it was that hit you. Dodging does not leave you in the block stun of the attack that you missed entirely, but in fact allows you, in most cases, to get closer to your opponent, who is still stuck recovering from the attack that he just sent at you and is then vulnerable to getting the shit kicked out of him. I'm sure you can figure this concept out, if given enough time, all you need to do is go back to the happy memories when you swung your plastic sword at someone in the middle of your D&D LARPing, and what happened after you overbalanced your enormous ass after he dodged it and were stuck teatering on one foot, unable to stop him from running in and punching you five times in your (large) stomach because you were too busy making sure that you didn't fall on someone and cause an earthquake.
Ice Cream Jonsey wrote:Tag systems: this was in Wrestlemania like 15 years ago. No.
Are we talking about Wrestlemania, you incontinant shitbag? No, we are not. We are talking about fighting games. Fighting games and wrestling games are completely--COMPLETELY!--different things. Jesus Christ, what's next? Are you going to complain that the concept of using a fireball is unoriginal because you could shoot a particularly annoying Barron of Fuck with a rocket launcher before Mortal Kombat?
Besides, the Wrestlemania tag system is so completely different from the tag system in Marvel VS. Capcom II that even if they weren't two completely different genres (which they are) they might as well be anyway. I could explain to
you how they are so different, but I fear you would get lost with complex terms such as "counter" or "delayed hyper combo."
Ice Cream Jonsey wrote:3D? Pointless.
Play Virtua Fighter 4 EVO and say that again, slappy.
Oh, by the way, I'll also bring up something Worm forgot about: tech hits. This allows you to reverse throws. While I'm on the subject, Street Fighter, King of Fighters, Samurai Showdown, Guilty Gear, Tekken, Virtua Fighter, and basically every fighting game on the planet that has a throw has managed to fix the throws so they're not completely retarded like Mortal Kombat. Mortal Kombat has not done this, because it's Mortal Kombat. Also, there is the matter of the block button. Mortal Kombat is the only game in the history of fighting games to actually assign a button to "block." Okay, except Soul Calibur. BTW, they (and by "they," here, I of course mean "every fighting game in the universe that's not Mortal Kombat") also manufactured this incredible concept, it's called "low-blocking," that way you can block against MK's completely retarded and unfare foot-sweep-of-omg-d00m! So, now there are no unblockables, except for throws, which can be tech-hit out of. I'm sure you're going to start complaining any day now about how this totally ruins the game because it takes more effort than mashing back+LK, but that's just something you're going to have to deal with: actually working for your wins. Oh the humanity!
Ice Cream Jonsey wrote:So, combos and nudity.
But you said that combos were already in MK2. (The fact that this was completely, utterly, and entirely inaccurate is, for the moment, tabled.) Are you now saying that your previous position was wrong? That would be a rare unselfish act for you. But no, you're just so completely scatterbrained--like a small, and very cute, little girl--that you meant to say "counters" and instead wrote "combos." How incredibly embarrassing for you.
Ice Cream Jonsey wrote:Face it man, it's not just dead it's buried.
Which explains why companies are still making them, of course, and why the most widely-played tournament game is not your precious Mortal Kombat II but is in fact from a game that came out 6 years later. Face it, man. You're completely out of your element here. Oh, and speaking of buried games, when's the last time anyone's made something on the Vectrex?