I see what you're saying about that COTA Storm combo, but what if you get to the last hit and something doesn't work out, forcing you to restart the combo with Storm on the right side? Or with slightly more meter? Or with a less/more damaging dizzy combo? Or against a different opponent? Or on a different stage? Again, i think the lack of competition is making things a lot easier for you. If you choose a game that people care about, then you create a much greater challenge for yourself. The problem is that you don't have an objective, because you don't have a precedent to overcome, so you don't feel the demand for innovation, so there's no pressure.
CvS2 has at least half a dozen uniquely significant combo dummies. You can't just pick any two characters out of the blue, start a combo, and end up with something presentable. You need planning, creativity, foresight. No tool is going to do that for you. Trial and error will take you weeks. Believe it or not, the same is true of MvC2. I may not know all of the limits in that game, but they are definately there. Even with the best emulator tools, it would be very difficult for anyone to make a Magneto combo that Magnetro couldn't improve after watching it once.
That's a good point. I definately enjoy looking forward to videos by my favorite authors. Though, if you think about it, a lot of the people we admire use programmable controllers. Sai-Rec, Tosaka, zerokoubou, ozy, joo, kysg and on and on. TZW's methods may not have been nearly as sophisticated as the tools available today, but he definately used rapidfire and who knows what else? The reason i'm a fan of Sai-Rec is because they're genuinely innovative. The video clips they released in the early days of CvS2 were absolutely groundbreaking, and so was the first full-length video they sold. The second one went in kind of a boring direction, but that incomplete 21:16 video is all sorts of creative. Seriously, there are at least three or four 5-minute CvS2 combo videos made by Japanese players using programmable controllers, containing only one or two minor innovations. Then there are the "REQUiEM" videos by T-7 which make huge improvements over the Sai-Rec stuff. Clearly, there's an issue of skill at work here, because lots of people with programmable controllers never come up with anything groundbreaking.Xenozip. wrote:I like being a fan of sports players and video game players who have specific styles and are very talented and experienced. It's fun rooting for your favorite team/player and being entertained and awed by their display of skill. It's nice to have a role model/hero. But, I don't think I'd be much of a fan of Robot#2501, but I can appreciate the thought that went into it's programming.
Yeah, the fighting game community is weird sometimes. But what can i say? I really dig it. So i'd like to think that i'm having a positive impact by contributing articles, videos, and stuff. A lot of people have strong opinions, but i think a lot of people are open-minded and flexible too.Xenozip wrote:Problem that I see is that people have generally already made up their minds. The way we handle things counts for something, but it's probably not going to make the majority of people suddenly change their views on the subject.
The fighting game community is sort of an odd beast. It's not at all like the other communities I've been a part of.
The most dangerous thing is becoming elitist. That's what we gotta watch out for. Cuz from the very beginning, my primary target audience for my combo videos has always been a very small group of maybe five to ten people. They're the ones that i cared most about impressing. Sometimes i don't even know why i bother hosting a website, instead of just sending those videos out to like ten people. But as long as i think it's somehow helping the fighting game community as a whole, i'll gladly take that extra step.
The fighting game community needs combo videos to keep things fresh and exciting. Making tool-assisted combos is kinda like taking a big step forward, and it might be very difficult to undo that step, but i think it's time we made the jump. Besides, we've been a step behind Japan for years and years.
No matter what, match play will remain the most important part of this community. If you ask 100 Marvel players for their favorite Magneto combo, i bet like half of them will point to SooMighty's snapback combo against Justin Wong's Sentinel. And that's perfectly valid. And that will always be there. We don't have to be afraid of breaking anything fragile, or handling everything with kid gloves all the time. Nothing will undermine the value of execution under pressure.