Drive Rush, Custom combos Why A1 is a better designed game than SF6 and SFA2

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Once again thinking about things like neutral skips, fuck neutral, fuck footsies whatever you want to call it.. So lets look at how supers changed from ST to Custom combos in A2. Remember while watching this video think about the idea of a single move serving multiple functions, and remember that even if the move never occurs if its in the back of our mind. It is a part of the match. It can happen.. if chun li has a super stored even if she doesnt get to use it, we have to respect in ST because of its influence on the match.. As well as a game like CCs because CCs are are so multi functional and serve so many purposes just them existing is fear enough to effect the match even if they never occur. Just like slimer stuff in SF6 the mental stack is there even if something does not happen in this particular match we still have the thought of it in the back of our mind, if it can have a influence on the match we must respect it. But just saying that proves the point of in older games, characters had specific things we had to respect more so, there was not a homogenized all purpose mechanic that influenced the match. This is not the case in games like A2. In game like A2 you have given every character the "best" move in the game, the most "versatile" move in the entire game. A move which hypocritically often lovers of the game will tell you functions in the same way that in other games there are moves that they "hated". Go explain that one.




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Tags:
street fighter 6
sfv
sf6
super turbo
supers
custom combos
drive rush
drive impact
sf3
footsies
neutral



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