Yup, nothing hard about SF4. You need to spend more time playing, practicing combos and punishes in training mode, and reading. "
Yea brah them 1 frame links are so fucking easy. "
Not all characters have necessary 1 frame links. Even then, you can turn most 1 framers into 2 framers with plinking. I did exaggerate what I said a little; however, execution for most characters in SF4 is a lot less strict than in other FGs.
I'm in my second year of a Comp Sci and Math combined major program; however, I can tell you that you definitly do not need to complete a Comp Sci degree in order to start working on games. I first started doing video game related work back elementary school with UMS (Use Map Settings) maps for Starcraft and by designing areas for PWs (Persistent Worlds) in NWN; In High School I moved to working on Half-Life mods and WC3 JASS scripting. If you are dedicated and willing to learn then there is plenty of mod work you can be doing in order to get some experience and start building a portfolio If you are looking for a good place to start then I would suggest trying to make a UMS for a Blizzard game. The toolsets that Blizzard ships with their RTS games are both powerful and very accessible, as far as toolsets go at least.
Games like DOA, SoulCalibur, and Blazblue are more popular in the mainstream then most fighting games because of their art, over sexualized females and anime respectivlty. SF4 is an anomaly amongst fighting games. It brought back a traditional style game play which is very different from that of new school fighting games like Mealty Blood, Blazblue, Arcana Heart, Guilty Gear, etc.
Also, execution in Blazblue is a lot easier than that in most other fighting games. BB has pretty lenient timing for cancels and doesn't feature many hard links, unlike SF4. And while the combos may look really complicated, most are in actuality just made up of smaller BnB combos which are combined together. If you want and introduction to new school fighting games, then BB is the most accessible place to start.
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