03-17-2014, 02:40 PM
(03-17-2014, 08:53 AM)Mass Distraction Wrote: Fighting game pros. That's your answer right there.
Reworked balances mean the world in that scene.
Pretty much this.
The genre itself is heavily based on how the game operates. Something that pretty much, no other genre even touches on to be good at. I'm talking about hitbox and frame data.
For example:
Super Street Fighter 4:
Super Street Fighter 4 Arcade Edition:
The top image shows that Ryus Hitbox(The red one. The space the attack occupies) came out further than his hurtbox(the area that the character occupies).
This basically meant that in SSFIV, Ryu could stick his leg out with his body safe from harm should the opponent try to challenge; making it a very good poke tool(a safe move to throw out).
The second image represents a "nerf"(A downgrade on the character). In SSFIV:AE Capcom change Ryu hotbox data so that if you now stick the crouching medium kick out, there a chance that you'll trade (both hit each other at the same time). This is a nerf because the person playing Ryu can't constantly throw this move out since his hurtbox(where you can hit him) now extends past the hitbox of the attack(the red box) . There is a risk that you could take damage and thus, this isn't as much of a viable tool anymore. It's still good, but it means other characters can now challenge you in a poking match(trying hit each other with moves that have little to no recovery). If you also look closely, you can see the size of the redbox is actually made slightly larger meaning it can hit higher than it's previous game version.
However, the animation properties changed. The screenshot shows what the game is processing at that very specific frame(of a game running at 60FPS).
The new frame data is:
The active frames were reduced by 2, from 5 frames to 3 frames, plus there area you can be hit was made larger. Total frames also reduced, from 23F to 21F.
This means that even though Ryu took a HITBOX nerf in SSFIV:AE you can now throw the move out quicker. But the active frames(how long the move stays out for (in frames)) was reduced.
With this change, the move doesn't last as long but comes out quicker with the chance you could get a trade with the opponent.
This is all just for one move
This is just one of the many changes that comes with "ultra super duper rainbow edition Street Fighter 4:[insert rest of overused joke]". They completely change how some characters play to the point that they can go from mid tier(average characters) to being in the top best 3 characters in the entire game.
Cammy for example is a character that went from average to quite possible the best character in the game.
Reasons:
Her damage output. Her stamina. Her amazing pokes and combo potential. Her wake up game, mixups and how she fares against every other character in the game.
Her Frame Data
^^^ All that gibberish resulted in her being incredible in SSFIVAE:2012. Ultra looks to change that while keep her essence there.
TL;DR
Because some characters are too strong while others aren't. Capcom, please hand out them nerfs and buffs.
When is Marvel?
Again, if you don't play fighting games, it's just a cheap shallow cash-in with a new adjective/noun added on the name. But it's so much more than that. All these even applied to the most early of fighting games. When we had SF2: Hyper Fighting on SNES followed by Super 2:Turbo. It wasn't just 4 new characters, it was a huge update with how characters operate but obviously a lot of people don't see it that indepth. Every single fighting game follows the same rules.
SSFIVAE:2012 as we know it is about to change in a dramatic way. It's going to be huge and completely new game. Remember as well, the last Street Fighter game (Street Fighter 4 Arcade Edition 2012) was 3 years ago. We need this update.