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Yeah, I was definitely generalizing
[quote name="Entropy Stew"]I started with SF2 when I was a kid, and was always SF-centric in my fighting game play. I vastly prefer 2d fighters, so that's where my knowledge and experience lies. I think I was aiming more at Tekken, since I (wrongly?) assumed it had much more in common with VF than any 2D fighter. I think I took issue with the SF comparisons because SF2 is both entirely representative of modern SF games, as the core is still there, and entirely un-representative of pretty much any SF that came after it due to the additional mechanics added. The current SFV is simplified compared to 3 and 4, but it still exhibits the behavior you're trying to attribute to VF. There are loads of characters that are rushdown, mixup, and frametrap-heavy in the modern SF games, and zoning has been de-emphasized in V. There are only a couple characters effective at it. Footsies are still front and center, though. And guessing! You have to guess constantly between left and right, high and low, throw and counterhit setup. Nobody wants to tech throws anymore in 5 because there's no safe throw tech option select like there was in 4. Your comments about striking grapplers? That also applies to SF4 and 5, though grappling strikers don't really exist. SF3? That was entirely unique among all fighting games due to the parry system. [quote]Being wrong means praying that you can get out of the next mix-up unscathed[/quote] That was a core element of SF4, called the "vortex". Several of the top tier characters would put you in the blender once they scored a hard knockdown. Got nerfed quite a bit in SFV, though still pops up often. Laura will erase your lifebar if you guess wrong a couple times, for instance. 2.5D: This is what you call the games like Wolfenstein and Doom that render a 3D environment using 2D programming. You know how you can't seamlessly circle strafe around an enemy? That's because the enemy is just a set of 2D sprites for multiple angles that gets scaled the the appropriate locations on screen because math. 3D games are composed entirely of triangles (or voxels, which is a completely different, and unpopular, way to render true 3d. Outcast might be the best example). -/ES/- WTF is a throw tech option select? You tech a throw with an ambiguous input (downback + jab + short) which comes out as a throw tech if the opponent is attempting to throw you, or as a generally safe low short if they aren't[/quote]