Execution demands of playing optimally in fighting games. Akuma, Street Fighter, GED, heavy
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For what its worth as well to be honest even when I was playing SFA1 back in the day vs the japanese, I honestly cant even think of any guy ive ever played that could do this with akuma. rubs chin if it happened it was so obscure that I cant even recall it off hand. Its just very difficult. But it doesnt change the fact that optimal is optimal so to speak. And you might ask why does this even matter why not combo into super dp? Well if youve ever played the game, you would know super DP does not combo from attacks unless its basically point blank.
I guess the point is characters have different levels of execution that get them to different levels. Maybe some characters have simple tools that are not demanding that keep them competitive but it is possible as well that even though this character might have simple tools, to make this character the "best" its possible to put in specific requirements to do so. Its not always a straight line to the top so to speak. Some characters might have more bumps in the road, some characters might only have bumps at the very top, but it does exisit. And it goes to show how fundamentally different games are now a days that back in the day characters could actually be designed specifically to the point that moves were actually put in the game to make it harder to play the character to their out most potential.
Curiously not mentioned in the video as well, but that I recall in the hyper alpha version of the game which has random obscurities for balance changes, one of the balance changes I recall is that akuma can combo into super dragon punch DP from farther so it is not exceptionally required to do the super fireball for combo to super. However he did receive other nerfs then as well as such strange examples as his hurricane kick does one less spin which gives you less guaranteed stuff off block air hurricane kick.
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