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posindustries.protects.earth
Hi, I'm POS Industries! Professionalish disembodied voice. Discontent creator. Fighting game fraud. Grand finals commentator for Evo, Combo Breaker, CEO, and SO much more! Not picky on pronouns. I will block strangers who word search to argue with me.
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Every new game she's in, it feels like her execution gets even harder, jeez.
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How would you know?
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My criticism here is that my opponent was plenty good enough to just go in, there's no reason to make me chase you around the stage until you feel like you have enough drinks to finally play.
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Yes, I am well aware that this is just how the game is and that it's probably not for me, but blah blah "otter hates watermelon" etc.
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Okay but G is more fun than any character in SF6, right?
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When some of my best rounds came from me just taking my hands off the controller and waiting for my opponent to notice and move in, something's wrong, man.
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She's family. And a pet.
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Maybe? I don't know, this just feels too obviously absurdist to me. Like the people who cheat with AI stuff don't actually think they're cheating, is the thing. That takes more self-awareness than they have. Also: This is a funny tweet. I laughed and then saw everyone was mad.
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I'm not wrong though, I'm smart and correct and handsome.
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They would put me in the Hulk Chair for saying this, you see.
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Yeah sure, to the first point it creates the comic booky parallel of how a black man with or without a gun is seen by society at large as "threatening" while a white guy open carrying an AR-15 into a Target is acceptable, with the cops killing and maiming folks left and right to "protect and serve."
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Am I the only one on Earth that gets the joke here?
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But since they share a world where everyone loves the Avengers and Fantastic Four, the bigotry the X-Men face is explicitly racism. It's the comic book equivalent to segregation, "great replacement" hogwash, and genocide. The X-Men simply do not work in a world without other superheroes.
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There are, but having mutants be the only superpowered people would make the fear of them more justified. You can argue that Magnetos and Cyclopses and Sunfires running around is a legit danger to humanity if there aren't Captain Marvels and Thors and Human Torches who everyone's fine with.
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SF2-style demake sprites for like Poison, Hugo, Gen, Adon, Urien, Juri, Sakura, Gouken, hell even throw in Ingrid for the gimmick, that right there would have been something interesting. Not a replacement for ST, but just something crazy and fun and new if you're gonna charge 40 bucks on Switch!
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Street Fighter 4 is a game that, not unlike SF6, is built by the motivating power of fear. Both are deathly afraid of their immediate predecessors, and do everything in their power to play it safe and not accidentally offend the sensibilities of their audiences. And they're both worse for it.
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I've been blessedly free of SF4 nostalgia and was happy to leave it behind as soon as SFV released, even in spite of V's myriad flaws, with only a couple nostalgic trips due to really disliking V's complete redesigns of Juri and Poison. I'm glad it got me to experience more interesting games.
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And while I hate SF2 nostalgia and resent SF4's rolling back the design evolutions of its forebears, I do also think that ST is the best feeling Street Fighter game ever produced. It's a wacky balancing mess and should be viewed as a relic rather than recreated, but god is it fun.
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However, and this extends to Alpha as well, I believe that it is truly an evolutionary game compared to its predecessors, and that SF4 was much more cowardly and steeped in playing to nostalgia in its design philosophy. 3S' air parry and Alpha's air block are sadly missed imo.
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I think 3S is a cool game that I unfortunately don't enjoy for a similar reason to why I ultimately find SF6 so frustrating, as both games are built more around their universal system mechanics with the characters having to be balanced more around parries than around their own individual tools.
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Yeah, having played both today, I sure love how many quality of life features that SF6 has and how quick and easy it is to get into each match without a ton of downtime between, but I actually found the matches themselves more satisfying in SFV once I got to play them.
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I don't think it's ugly, though it does get a little uncanny valley at times. Though I will say that I prefer SFV's attempt at a stylized visual design more, even if it didn't actually start to look good until after they began outsourcing their model work.
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So what about SF4? There was a game that was a winner compared to both, right? In a word: Eh. My years with the game mostly saw me constantly bouncing around to find another game I could play instead tbh. Honestly, my lack of real fun with SF4 is why I got so into Skullgirls when I did!
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Crush Counter was a worse idea on paper than Punish Counter because it was entirely just getting lucky pressing the right button when stuffing the opponent's button whether you were ready for it or not, but Punish Counter only further encourages that dull walk back>whiff punish>drive rush cycle.
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I've harped on this before, but SFV designing multiple unique mechanics for each character was the devs biting off more than they could chew, but it also made the game more complex and varied in how every matchup played, rather than SF6 boiling down to walk back>whiff punish>drive rush every time.
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I think, on paper, SF6's "you can do ANYTHING!" design philosophy looked like a good idea, but it ends up making it one of those games that becomes less about unique character interactions and more about just utilizing the system mechanics, and everyone ends up using those mechanics the same way.
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The problem with the last two generations of Street Fighter is that SF6 is a dry, boring gameplay experience wrapped in an extremely well-crafted Video Game Product, while SFV is a much more ambitiously-designed fighting game contained in one one of the most dogshit video games produced in the 2010s