Chars I Like

Just a list. The characters are listed in order, but the games aren't in any special order.

- Vampire Savior: Q-Bee, Lei-lei, Felicia, Lillith, Victor
- Jojo's: Rrubber Soul, Mariah, Midler, Shadow Dio, Young Joseph
- IaMP: Yuyuko, Sakuya, Suika, Yukari
- Blitzkampf: Kanae, Mycale, Marilyn, Sai
- SF3-3S: Ibuki, Chun, Remy, Elena
- GG#R: Venom, Millia, Baiken, Dizzy
- MB-AC: Mech-Hisui, Satsuki, V.Sion, W.Len, Aoko, Kohaku
- Monster: Ryougen, Orju, Maya, Othello
- SS5sp: Amakusa, Yoshitora, Mizuki, Basara
- SFA3: Claw, Rolento, Cammy, Chun
- ST: Claw, Cammy, Chun
- CvS2: Claw, Kyo, Chun, Mai, Cammy, Vice
- MotW: Grant, Dong Hwan, Kevin, Rock
- KoF98: Mai, Daimon, Blue Mary, Chizuru, Vice, Shermie
- KoF2k2: Mai, Daimon, Blue Mary, Maxima, Kula, Shermie
- KoF2k0: Mai, Blue Mary, Maxima, Kula
- VP: Ayane, Lilith, Kaede, Eri
- TMNT: Aska, Wingnut, War
- LB2: Shigen
- SF4: lol.. (?) Rose
- SWR: lol.. (?) Alice, Suika
- CFJ: lol.. (?) Mukuro/Kenji, Karin, Ingrid

Well, these are the characters I like. Some games I've played a lot more than others. The ones with question marks at the bottom are games I don't play much, so the characters listed are just vague assumptions.

Looking Around

Looking at certain features in fighting games, I have to wonder why developers don't adopt good ideas from others and make them standard features. Things like advanced training mode options, replay record, custom character colors, netplay lobby, peer to peer netplay, spectating netplay, and all the little things. Little things like survival mode, character move lists, challenge modes, sound/music test, and things like that.

When something is a good idea, I have to wonder why it gets overlooked/forgotten in the future. The same might be said for actual gameplay mechanics as well, and not just features outside of the game.

Then again, I have to wonder why the scene doesn't adopt standard codes of practice as well. I think the competitive gaming scenes could learn a lot from one another. Fighting game players could learn a thing or two about the way events are organized and run for FPS and RTS, for example. And things surrounding events, community bases and knowledge bases. Again, when something is a good idea, why isn't it made standard? Above all, I think competitive gaming could really learn a lot from organized sports.

A Hook

Relative power versus Universal power is something that isn't always apparent or easy to gauge. Especially not just from simple observation.

For example, a character could be improved in 2 ways
- Give them a move or cancel properties that is useful/advantageous in all matchups.
- Give them a move that specifically counters another character's move.

To elaborate, giving a character an invulnerable DP is a universal tool that can be used against just about any other character. Likewise, not giving a character any reversal-type move (or any inv. move) universally handicaps this character relative to to the rest of the cast. What this means is that we could see a character moving up or down in their tiers just based solely on these qualities, which is why many Western players feel that if a character has a apparently overpowered move then they must be top tier.

On the other hand, there's sometimes ways to improve a character within the tiers by giving them moves that counter a specific other character in the cast. A broad example of this is like giving a character a throw-invulnerable move, which would be significantly more useful against the grappler-type character(s) in the roster than the poke/runaway type characters. A more specific example would be to give a character a move that dodges either just high enough or just low enough to beat a specific character's pokes, but do not have that property against other characters.

One really good example I'm fond of is GGXX#R Eddie and Anji. Wherein, Eddie was undeniably top tier and certainly overpowered compared to the rest of the cast, and Anji was undeniably bottom tier and very underpowered. Yet, because Anji had auto-blocking on a lot of his normal moves, Anji turned out to have a decent/even matchup against Eddie. The inclusion of autoguard moves sounds like a universal ability, but in this special case it turned out being significantly more useful against one specific character rather than the whole cast because it specifically countered all of Eddie's strong points, which meant that Anji could shut down Eddie's whole offensive game.

Now, while Eddie was still top tier and Anji was still bottom tier, the tiers don't always go unaffected.

A theoretical example would be to introduce half of a roster of characters, wherein character "A" is top tier because of their superior low pokes. However, after introducing the other half of the roster it's found out that these characters are all low tier, but they all have moves that counter low pokes, making character "A" significantly weak against half the cast, dropping that character down from top tier. Even though character "A" seemed to have universally good moves, if half the roster counters this character then you can't rightfully say this character is top tier, even if that half of the roster is universally weak (except against character "A").

I believe this sort of thing has happened in games like Vampire Savior, Garou, and Jojo's where certain characters would be the dominating top tier if not that they have some critical bad matchups which lowers their over all ranking.

And, it's important to keep that sort of thing in mind when evaluating tiers. You can not just look at a character and say that they are top tier because they have a single awesome attack. In a match, you're doing more than one move, so one good move alone isn't enough. You must also analyze matchups, because if you don't then it's possible a seemingly strong character is actually not that good because of bad matchups.

Personally I think tournament results should also be cataloged and analyzed and weighted with other data to determine actual tiers. Reason being, even if everything looks right on paper it may not actually be plausible in reality due to execution. Somethings the easy-mode characters that aren't especially strong do better than they theoretically should simply because they are reliable and easy to use.

Once again, for those that "don't believe in tiers"; it's true that a player's skill is going to be a stronger determining factor in the outcome of a match than character-ability. BUT, it's still technically a potential handicap. Just like turning up/down stars for damage/life handicap in versus mode, picking a character with a bad matchup will also be a handicap. That isn't to say the better player can't win, it's just that it will be much harder to do so.

Post Devastation

For those who might have missed the Devastation live stream, Shiro420 is uploading the finals from the stream up on youtube. Framerate is a little shoddy but, raw captures may be released at a later time, so at least these are available now.

Quite a lot of games got represented, which is cool. A rather large event. Some one called it a mini-Evo, though the gaming hall was actually larger than an Evo venue from what I'm told.

I'll try not to spoil anything, but here's some general thoughts:

- Where was CvS2? I wonder.. could it finally be put on hold now that SF4 is here?
- MvC2 finals went exactly as everyone expected. I wish I had tuned in to see more MvC2 footage, because the finals just came and went in a blur of rape and ownage.
- 3S finals were unexpectedly exciting. But then, that's what happens when you get a Mokoto player who likes to bank on lucky randomness.
- HDR finals were also unexpectedly exciting. Considering all the bad things people had to say about it I would have expected ST to be a better choice, but somehow the players made it cool anyway.
- GG finals made me facepalm. The players were good, but the winner wasn't even using his main. He chose to alt. to an easymode character, which he admitted was a decision based solely around wanting to eat up wins. Now, I approve of switching to a character for wins, but I just happened to hate the character he picked so all I could do was roll my eyes.
- SC4 is tragedy incarnate. I have only seen bits and pieces of it thanks to Crow. But now after watching the Devastation finals I have to wonder why no one is really willing to just drop it in lieu of SC2.
- Tekken was as boring to me as ever. Props to the players and mad props to the winner but uhhhg it was heinous.
- TvC was a laughing stock. The players had skill of course, but even with that much skill the game is just retarded. You get hit, you burst, and then you combo them off the burst. Brilliant (not). It was mad douchery the whole set.
- SF4. I think everyone was surprised at SF4. I know I was. Good job guys.



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They Paused

Devastation.

3S Finals.

The stream went down, AND THEY PAUSED. The tournament stopped and waited for the stream to go back on the air before continuing with the finals.

This is the fighting game community actually understanding and respecting the importance of spectators.

Amazing.



- Copyright © Xenozip.

Devastation.

http://www.ustream.tv/channel/369751



Kinda late posting this, but yeah. Be sure to check it out 6/21/09.

SF3, SF4, HDR, MvC2, Tekken, GG, TvC, SC4, and all that good stuff.



- Copyright © Xenozip.