What's a game everyone loves but you don't like it?

Street Fighter III: 3rd Strike.

I just never could get into this game, and it sure wasn't a lack of trying. I didn't find it as deep or as complex as many people would claim it to be. It's an okay fighting game, good even, but ABSOLUTELY NOT the masterpiece the FGC claims it to be.

Also the Gill boss fight sucks. ::lol
I don't see what's so incredible either. SF3 actually started as something else entirely at some point but Capcom made it into a SF game to hopefully try and push their uber expensive hardware no one wanted.
 
Street fighter Alpha 3 (Non Arcade Versions)
In the arcade version the last fight against Vega is a million times more suspenseful since if you lose it's game over and back to the title screen.
 
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Sounds like skill issue, JK. I feel the same way about SF2, like it's a masterpiece but it's so BAD.
At least with SF2 you could go like "well it's not like they had other things to use as a basis", there's a lot of stuff that isn't there, the movement isn't quite there yet, the damage can be really random at times, and let's not forget the cursed US rom of Super Turbo with the messed up difficulty dipswitch either. It's a very important fighting game and built a lot of foundation to this day, but calling it a masterpiece would be a stretch, and I think those who play it know it as well. You sure ain't gonna call SF2 a masterpiece after dealing with ST Vega, I'll tell you that much, lol.

But when it comes to SF3, they had lots to work upon, and while some things did work, like EX moves, some things in SF3 feel super awkward: super cancels, parries being kinda inconsistent, and if there's one thing SF3 is not, is balanced. Far from it. Ask Chun-Li. xD And then there's the fact that it was sort of a commercial failure as well. The only console release NG and 2I had was on the Dreamcast, and while the PS2 port of 3S is fine, it was an arcade port in a sea of arcade ports.
 
At least with SF2 you could go like "well it's not like they had other things to use as a basis", there's a lot of stuff that isn't there, the movement isn't quite there yet, the damage can be really random at times, and let's not forget the cursed US rom of Super Turbo with the messed up difficulty dipswitch either. It's a very important fighting game and built a lot of foundation to this day, but calling it a masterpiece would be a stretch, and I think those who play it know it as well. You sure ain't gonna call SF2 a masterpiece after dealing with ST Vega, I'll tell you that much, lol.

But when it comes to SF3, they had lots to work upon, and while some things did work, like EX moves, some things in SF3 feel super awkward: super cancels, parries being kinda inconsistent, and if there's one thing SF3 is not, is balanced. Far from it. Ask Chun-Li. xD And then there's the fact that it was sort of a commercial failure as well. The only console release NG and 2I had was on the Dreamcast, and while the PS2 port of 3S is fine, it was an arcade port in a sea of arcade ports.

As much as I love 3S, you're certainly right about the balance of the game. Chun is absolutely busted, and since players look to the most optimal answer when playing, a good Chun always responds the same way by building meter and using SA2. Anecdotally, I find that the arcade version found on fightcade does not give me issues regarding parry timing. That said:

The ports of 3S are mostly just okay, regarding the DC, PS2 and Xbox releases. Those do have different parry timings depending on version, which is frustrating. DC feels the strangest to play out of the 3.

While the game was indeed a failure at first, and the backgrounds are a step back from 2I and NG, 3S has some of my favorite high execution combos to input, like Urien's unblockables using mirror and Makoto's Kara Fukiage combo.

Masterpiece it is not, and it definitely isn't the deepest fighter, but regardless of that I find it to be my favorite Street Fighter, at least. I'd be interested to hear your thoughts on SF4 and 5.
 
At least with SF2 you could go like "well it's not like they had other things to use as a basis", there's a lot of stuff that isn't there, the movement isn't quite there yet, the damage can be really random at times, and let's not forget the cursed US rom of Super Turbo with the messed up difficulty dipswitch either. It's a very important fighting game and built a lot of foundation to this day, but calling it a masterpiece would be a stretch, and I think those who play it know it as well. You sure ain't gonna call SF2 a masterpiece after dealing with ST Vega, I'll tell you that much, lol.

But when it comes to SF3, they had lots to work upon, and while some things did work, like EX moves, some things in SF3 feel super awkward: super cancels, parries being kinda inconsistent, and if there's one thing SF3 is not, is balanced. Far from it. Ask Chun-Li. xD And then there's the fact that it was sort of a commercial failure as well. The only console release NG and 2I had was on the Dreamcast, and while the PS2 port of 3S is fine, it was an arcade port in a sea of arcade ports.
I Think the whole SF3 saga was rushed and developed under hardcore crunch...
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Didn't like the Tenkaichi games, thought they were a step back from Budokai 3.
They went from an almost 2d to arena right? I did like them 'cause of that LOL.
Felt the budokai ones lacked a bit of "space" to move and no destruction.
Then again FighterZ is the best IMHO and its almost fully 2d...
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Any From Software game, you name it.
Oh wow, even the non souls ones? Armored core? Tenchu? Echonight? Evergrace?
 
As much as I love 3S, you're certainly right about the balance of the game. Chun is absolutely busted, and since players look to the most optimal answer when playing, a good Chun always responds the same way by building meter and using SA2. Anecdotally, I find that the arcade version found on fightcade does not give me issues regarding parry timing. That said:

The ports of 3S are mostly just okay, regarding the DC, PS2 and Xbox releases. Those do have different parry timings depending on version, which is frustrating. DC feels the strangest to play out of the 3.

While the game was indeed a failure at first, and the backgrounds are a step back from 2I and NG, 3S has some of my favorite high execution combos to input, like Urien's unblockables using mirror and Makoto's Kara Fukiage combo.

Masterpiece it is not, and it definitely isn't the deepest fighter, but regardless of that I find it to be my favorite Street Fighter, at least. I'd be interested to hear your thoughts on SF4 and 5.
I LOVE Street Fighter IV, but it was definitely an uphill battle. It took me YEARS to get decent at it.
At first I played Vanilla and Super and it just didn't feel right, most of the time it felt like controlling a sack of bricks, the game felt weirdly heavy for some reason. A few years later, I finally got my hands on Ultra and REALLY put some time into it. It's a game where you can either have a very fun match, or have your scrub of a friend wait for his Ultra meter to go up and beat you with the most random Ultra Combo ever, there's no middle ground with this game. ::lol
But even so, I began appreciating SF4 more as time went on. It certainly isn't the most balanced game out there, with characters ranging from annoying (Juri, Ken) to straight up bullshit (Elena).
It's a very execution heavy game if you're going for the 1-frame links, but I just found them to be too much work for too little reward. I have a friend who can put people through 53 hit combos with Seth but it barely does half their health and spends a ton of his resources, so what's the point? xD
I like that SF4 is a game that's easy to learn, but really hard to master. Lots of characters are viable to a point, and while I'm not a fan of the comeback mechanics of this game (and it did kinda ruin the experience early on but that's mostly due to the people I was playing against), I hold this game in high regard. Just like SF2, they didn't land a home run on the first hit, but it got a lot better as time went on.

As for SFV... hoo boy. My friend and I used to refer to it as "the dark ages". ::lol
Characters being a menace and staying a menace (Karin, Luke and Cammy), one super per character (at least 4 had a super AND an Ultra), bad characters either getting worse or getting better way too late in the game's life (Nash), some characters just getting some not really interesting revamps (Cody, Poison, that Mufasa lookin' ass Akuma) and some really bad newcomers too (Kolin, Menat).
The basics are here, but everything feels so monotone in SFV, if you see one pro player using a character, you've seen them all. It's such a one-note game at times, and the changes along the way sadly didn't do much to help it. There's no room for creativity in SFV, it feels.
There are things I like about SFV, Nash (ESPECIALLY Nash), Necalli, Urien being back, G, Balrog, Zeku, but for every step forward there's definitely a step back.
And oh yeah, THROW LOOPS. 🙃 Looks like Capcom didn't learn from their mistakes and they found a way to return in SF6. Oh dear.
 
IDK if its just me but I hate in the new street fighter games they made the inputs easier for dragon punch moves. Back in SF2 you needed to press the directions fast. But that does not work in new SF games. I feel like the oldschool players are being cheated
 
IDK if its just me but I hate in the new street fighter games they made the inputs easier for dragon punch moves. Back in SF2 you needed to press the directions fast. But that does not work in new SF games. I feel like the oldschool players are being cheated
They want to lower the barrier of entry by relaxing input timings, I guess. Happens to every franchise at some point.
 
IDK if its just me but I hate in the new street fighter games they made the inputs easier for dragon punch moves. Back in SF2 you needed to press the directions fast. But that does not work in new SF games. I feel like the oldschool players are being cheated
They're almost gone in MVCI, only Ryu and Dormammu had shoryuken inputs out of the whole roster.
 
For SF4 i went with characters that did not use DP commands. I just could not get used to the slow speed it needed. I had to go back to SF2 to see if I can still do it and it works.
 
I LOVE Street Fighter IV, but it was definitely an uphill battle. It took me YEARS to get decent at it.
At first I played Vanilla and Super and it just didn't feel right, most of the time it felt like controlling a sack of bricks, the game felt weirdly heavy for some reason. A few years later, I finally got my hands on Ultra and REALLY put some time into it. It's a game where you can either have a very fun match, or have your scrub of a friend wait for his Ultra meter to go up and beat you with the most random Ultra Combo ever, there's no middle ground with this game. ::lol
But even so, I began appreciating SF4 more as time went on. It certainly isn't the most balanced game out there, with characters ranging from annoying (Juri, Ken) to straight up bullshit (Elena).
It's a very execution heavy game if you're going for the 1-frame links, but I just found them to be too much work for too little reward. I have a friend who can put people through 53 hit combos with Seth but it barely does half their health and spends a ton of his resources, so what's the point? xD
I like that SF4 is a game that's easy to learn, but really hard to master. Lots of characters are viable to a point, and while I'm not a fan of the comeback mechanics of this game (and it did kinda ruin the experience early on but that's mostly due to the people I was playing against), I hold this game in high regard. Just like SF2, they didn't land a home run on the first hit, but it got a lot better as time went on.

As for SFV... hoo boy. My friend and I used to refer to it as "the dark ages". ::lol
Characters being a menace and staying a menace (Karin, Luke and Cammy), one super per character (at least 4 had a super AND an Ultra), bad characters either getting worse or getting better way too late in the game's life (Nash), some characters just getting some not really interesting revamps (Cody, Poison, that Mufasa lookin' ass Akuma) and some really bad newcomers too (Kolin, Menat).
The basics are here, but everything feels so monotone in SFV, if you see one pro player using a character, you've seen them all. It's such a one-note game at times, and the changes along the way sadly didn't do much to help it. There's no room for creativity in SFV, it feels.
There are things I like about SFV, Nash (ESPECIALLY Nash), Necalli, Urien being back, G, Balrog, Zeku, but for every step forward there's definitely a step back.
And oh yeah, THROW LOOPS. 🙃 Looks like Capcom didn't learn from their mistakes and they found a way to return in SF6. Oh dear.
A Nash fan as well, I see! He was my initial reason for wanting to play SFV, alongside Urien. Loved seeing moonsault slash in his moveset from the Vs games. I play Nash frequently in the alpha series as well.

I'm generally in agreement across the board with your thoughts. There are two main reasons behind why I prefer 3S over 4, which is the parry system and Urien.

I had a character crisis in 4, since I didn't find a character that I completely loved playing as. Makoto is a secondary, but not a character that I enjoy playing as a main. Guile and Evil Ryu were who I ended up playing most of the time, but I couldn't enjoy myself as much without Urien or Nash.

SFV was a different story. My main made it in, but as you said, V felt so stripped back in almost all regards compared to 4. The lack of creativity in the game was a huge issue, though somewhat improved by the end of the game's life. But the Crush Counter into V trigger gameplay wasn't all too interesting to me.


I think 4 is great, almost perfect. I dislike how there's supers and Ultras and the UI is terrible. Also Y no Alex.
Y no Alex indeed. He was a disappointing omission.
 
A Nash fan as well, I see! He was my initial reason for wanting to play SFV, alongside Urien. Loved seeing moonsault slash in his moveset from the Vs games. I play Nash frequently in the alpha series as well.

I'm generally in agreement across the board with your thoughts. There are two main reasons behind why I prefer 3S over 4, which is the parry system and Urien.

I had a character crisis in 4, since I didn't find a character that I completely loved playing as. Makoto is a secondary, but not a character that I enjoy playing as a main. Guile and Evil Ryu were who I ended up playing most of the time, but I couldn't enjoy myself as much without Urien or Nash.

SFV was a different story. My main made it in, but as you said, V felt so stripped back in almost all regards compared to 4. The lack of creativity in the game was a huge issue, though somewhat improved by the end of the game's life. But the Crush Counter into V trigger gameplay wasn't all too interesting to me.



Y no Alex indeed. He was a disappointing omission.
SFV got acceptable by the end, but everyone was already done with it by then. V-Shift came YEARS too late, and sadly not everyone who needed to be nerfed did get nerfed.

Finding a character in SF4 wasn't so bad for me. Abel, Ryu, Rolento, Gen, Guile, Oni, the list goes on really.

In V it was Nash, used to be Necalli, a tiny bit of Urien, Seth, G and Akuma, and for a brief second Lucia I guess? I was already done with the game by then. ::lol
 
SFV got acceptable by the end, but everyone was already done with it by then. V-Shift came YEARS too late, and sadly not everyone who needed to be nerfed did get nerfed.

Finding a character in SF4 wasn't so bad for me. Abel, Ryu, Rolento, Gen, Guile, Oni, the list goes on really.

In V it was Nash, used to be Necalli, a tiny bit of Urien, Seth, G and Akuma, and for a brief second Lucia I guess? I was already done with the game by then. ::lol
I forgot my other criticism of 4: the character models looked very weird. 5 was generally better in that regard, Ken's banana hair not withstanding. 3S has basic but decent backgrounds, but I really love the character sprites.

As much as I'm criticizing 4 with these posts, it's still my second favorite entry in the series! FADC still made the game fun and expressive.
 
I forgot my other criticism of 4: the character models looked very weird. 5 was generally better in that regard, Ken's banana hair not withstanding. 3S has basic but decent backgrounds, but I really love the character sprites.

As much as I'm criticizing 4 with these posts, it's still my second favorite entry in the series! FADC still made the game fun and expressive.
4's models always looked a little funny but I guess we all just got used to it over time. Plus they don't look as bad as SFxT makes them look, so at least there's that. xD

SFV's models STARTED great. Ryu, Chun-Li, Bison, Nash. But later down the line they seemed to get stranger for some characters, mostly the ones with more cartoonish proportions. Birdie, F.A.N.G., Abigail, those kinds of characters. It's like the art direction changed midway through the game or something.

Also bearded Ryu looks straight up CURSED. xD
 
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...and I had just erased Abigail from my mind. Why, Capcom? Who thought that he was a good idea?


Apologies, it appears that I've somewhat hijacked the thread to become a Street Fighter Thread.

Back to the thread topic, as I haven't given an answer, I don't like Persona (but I do like SMT), and I don't like Assassin's Creed. Enjoy my takes - these takes are certainly not ice cold takes in any way, shape, or form.
 
...and I had just erased Abigail from my mind. Why, Capcom? Who thought that he was a good idea?


Apologies, it appears that I've somewhat hijacked the thread to become a Street Fighter Thread.

Back to the thread topic, as I haven't given an answer, I don't like Persona (but I do like SMT), and I don't like Assassin's Creed. Enjoy my takes - these takes are certainly not ice cold takes in any way, shape, or form.
I agree with you on all counts.
 
I too prefer the classics (my favorite is GU), but I never saw 4U as the be all, end all, personally. All of them have merits.
my favorite is 3U. you can hunt on land, you can hunt underwater. i know underwater hunt is kinda sucks, but instead of fixing it they just removed it completely. would be cool if there's underwater hunt in cheeko sands(4U). as for Generations/GU, i don't like the hunting styles.
 
439297e6-fa7b-4766-8a72-9374e1747f8c.jpg
This game is the definition of soulless, everything that made the Guilty Gear series great is basically non-existent in Strive, and the community has gone to shit thanks to this game, Daisuke is a hack.
 

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