CaptainHook
[10] Knight
This idea has been floating around in my head for longer than I can remember, probably as far back as my first fighting game: SF2.
My first question is this: Why are there useless moves?
Is it an unintended consequence/design flaw?
Or is it made that way on purpose as part of the normal learning curve?
Do they purposefully make certain moves effective against noobs but terrible against veterans?
Is the game better/deeper because of the existence of trash moves? Or does it suffer because of it?
Would it be better to reduce the move sets even further in SC6 to eliminate waste, or would it be better to buff the bad moves so that they DO serve a niche purpose?
The reason I'm asking these questions is because pretty much every fighter eventually boils down to a fraction of the move list at the high levels. Personally I wish it wasn't like that but that is just my opinion.
Every time I learn a new character, it always goes the same way. First I learn all the moves to memory, then I look up combo's on youtube and practice them until they are muscle memory, then I look up frame data and try to memorize as much as possible in terms of best punisher and playing safe, and then I eventually go through a move reduction because certain ones just don't seem that great.
I am mostly interested in the opinions of pro players and possibly even FG designers themselves, though I will listen to anyone who makes good points.
My first question is this: Why are there useless moves?
Is it an unintended consequence/design flaw?
Or is it made that way on purpose as part of the normal learning curve?
Do they purposefully make certain moves effective against noobs but terrible against veterans?
Is the game better/deeper because of the existence of trash moves? Or does it suffer because of it?
Would it be better to reduce the move sets even further in SC6 to eliminate waste, or would it be better to buff the bad moves so that they DO serve a niche purpose?
The reason I'm asking these questions is because pretty much every fighter eventually boils down to a fraction of the move list at the high levels. Personally I wish it wasn't like that but that is just my opinion.
Every time I learn a new character, it always goes the same way. First I learn all the moves to memory, then I look up combo's on youtube and practice them until they are muscle memory, then I look up frame data and try to memorize as much as possible in terms of best punisher and playing safe, and then I eventually go through a move reduction because certain ones just don't seem that great.
I am mostly interested in the opinions of pro players and possibly even FG designers themselves, though I will listen to anyone who makes good points.