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Burning Kyo 341th Post

 
Bronze Customer
 
   
| "Re(1):Capcom Difficulty Levels" , posted Fri 31 May 08:32
quote: In my house, our first Super Nintendo game was Street Fighter II. We've been a Capcom supporting faction for the longest, but there's one gripe that always pissed me off as a kid and still does to this day...
Did it ever irk anyone else that when you cranked up the difficulty in Capcom games, not only does it make the AI harder but it ALSO makes them hit increasingly harder!?
I remember dying from just one Yoga Noogie, as we called it, from Dhalsim because the computer was a bastage, dying in four hits from Ken, and just being disgusted with this... Anyhow, discuss? ;D
There's no or few difference between 1 star difficulty 'n 8 stars difficulty in many Capcom games (e.g. : SF 3.1, M!JG, Jojo's BA, ..etc).
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Taa kun 92th Post

 
Occasional Customer
 
| "Re(1):Capcom Difficulty Levels" , posted Fri 31 May 13:10
quote: Did it ever irk anyone else that when you cranked up the difficulty in Capcom games, not only does it make the AI harder but it ALSO makes them hit increasingly harder!?
Ow... You bring memories back : SSIIX (the first arcade game with Gouki...) I played this game at my local arcade with difficulty max, and it was a nightmare...
You play T Hawk, and you cry because Cammy deal as much damage with a short kick than you with your fierce punch...
I still remember a friend of mine comming and saying "No, it's no so hard, I'll show you...". Two rounds later, after being perfected twice by his first CPU opponent Zangief, he was trying to hide from ours "Hey, it's the first time I see a guy making a score of 0 in a SFII game..." We were so evil... but so was the game...
Not a long time ago, the CPU gived me a bad surprise in CvS2 : I was practicing with Ken in P-groove versus Terry : against a slow Power wave followed by a level 3 Buster wolf, perform two blockings then a crouching fierce into Shoryuken / Shoryureppa... A few days later, while playing survival with Terry, versus a P-Ken, I performed a slow Power wave, followed by a Burning knuckle... blocking, blocking, crouching fierce, shoryuken... bastard CPU, it hurts...
Tsukurimashou... Tsukurimashou... Sate sate nani ga dekiru ka na ?
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Juke Joint Jezebel 402th Post

 
Gold Customer
   
   
| "Re(1):Sorry ..." , posted Fri 31 May 17:33
LOL!!!! i remember those demonic Yoga Noogies on the hardest difficulty. we played SFII for SNES the other day and my friend got locked in a Yoga Noogie (at about half health). i laughed and said "dude, you're dead" and sure enough he died LOL! the computer's crap in that game. it's like they have a rapid button they can push to pull stuff off like that easily. same goes with other guys with throws that do multiple hits -- Zangief, Blanka, etc
ya, i too play on hardest difficulty. it's like if i switch back to normal and play my friends again, they'll slaughter me. heh we're always 'training' the hardest we can just so we can beat eachother
for some reason, i have a tougher time playing SNK games with hardest difficulty, especially against counter characters. Kasumi is SOOOOO evil in kof 99. "HAOH-sho-koh-ken!" (or a similar bigass super) she rolls past and kicks my ass. i attack her -- counter. i throw a projectile -- dodge. she's so damn mean. i dunno, maybe it's just me
as for CvS2 in hardest difficulty, i played it earlier and figured something out. the very moment my crouching jab (you all know how fast a crouching jab is) was pressed, Ryu executed his hurricane super (kicking my ass), or Todo had his counter super activated ... the list goes on. on the hardest difficulty, they've got automatic reflexes in that game. despite that "problem," imo for some reason they're not as hard as they should be in that game .. i guess i just expected a bit more (and uhh i'm not talking about orochi gouki and shin rugal -- or whatever their names are. whoever created those characters deserve a good slap. in my opinion, bosses shouldn't be cheap and overpowered. instead, i think they should be skilled and relentless)
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Fro Boy11 504th Post

 
New Red Carpet Member

    
   
| "Re(1):Capcom Difficulty Levels" , posted Fri 31 May 23:26
quote: In my house, our first Super Nintendo game was Street Fighter II. We've been a Capcom supporting faction for the longest, but there's one gripe that always pissed me off as a kid and still does to this day...
Did it ever irk anyone else that when you cranked up the difficulty in Capcom games, not only does it make the AI harder but it ALSO makes them hit increasingly harder!?
I remember dying from just one Yoga Noogie, as we called it, from Dhalsim because the computer was a bastage, dying in four hits from Ken, and just being disgusted with this... Anyhow, discuss? ;D
I usually don't have any trouble with Capcom games, but recently I've been getting my ass kicked at CvS2 by Sagat and Yamazaki. I haven't been playing the game lately and I'm losing my touch.
I would have to say that the hardest fighter I've played would be between Street Fighter Alpha 2 and Super Street Fighter 2. Damn that Ryu!! Other than Ryu everyone is pretty much kinda easy to get past in 2 tries.
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DKW 89th Post

 
Occasional Customer
 
| "Re(2):Capcom Difficulty Levels" , posted Sat 1 Jun 01:27
My rule is, if the easiest level is really as easy as easy should be (and that means NO instant reactions, NO picture-perfect megacombos, NO computer-precision timing on EVERY attack, etc.), I don't have a beef. The problem is when I get something that's unbelievably migraine-incuding hard on the easiest difficulty. I've played seemingly a hundred games that were like that, and it drove me up the wall every time.
And SF2 Turbo was wack. To this day, I have nothing but the utmost awe at anyone who actually got any kind of ending on this game. Both because it was breathtakingly difficult, and because any one who actually spent the hundreds of dollars required to do this has serious psychological problems.
Thought having the real endings only on the higher difficulty settings was cool at first, but I'm glad they did away with it. Some of us just aren't that good.
homepage - http://home.hawaii.rr.com/dkwff
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Juke Joint Jezebel 403th Post

 
Gold Customer
   
   
| "Re(2):Capcom Difficulty Levels" , posted Sat 1 Jun 02:07
quote: Nah, Kasumi's an UGLY GIRL!!!
THAT'S IT! i'm making me a Kasumi banner (hehe)
quote: Seriously, counters are seriously overpowered in KOF. Kasumi, Mary, and May Lee shouldn't be able to counter supers.
i actually love counters, especially in kof! it's beautiful when i stick my ass on the line and stop a DM with a simple counter. i think they're worth stopping supers. if i take the risk, i'll pay the consequence (or receive the prize)
i personally think Capcom took the "desperation move" idea and did their own thing with it. some people may like this, some people don't -- but in SNK games, when someone tries a charged up super move, it can still be taken out with other moves quite easily, but .. if that move lands, it'll do a crapload of damage. in Capcom games, if a charged up (or lvl 3) super move is executed, it's near invincible, but it won't do nearly as much damage as an SNK super move (by "invincible," i mean, a normal move or special move against proves pretty useless)
maybe it's just me, but from my experience, i think that's how Capcom and SNK do it. of course, i haven't played too many of the developing Capcom and SNK games (like early kofs or the street fighter where gouki first appears)
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Toxico 1970th Post

 
Gold Carpet V.I.P- Platinum Executive
   
    
    
    
   
| "Re(1):Capcom Difficulty Levels" , posted Sun 2 Jun 16:43
Unusual, the arcades where I live always put the Capcom machines at top difficulty and with maximum damage (play any SFZ and Sagat will destroy you with a Tiger Uppercut, and most level 1 SC will deal like 80% of the bar), while you deal the regular damage... even though I found them pretty easy, the only problem is that you got to resort mainly to some kinds of techniques to survive the whole game, draining most of the fun.
By the other hand, I still got some traumas after playing & finishing Samurai Showdown 2 & AoF 3 at level 8, in that case the only way to survive is luck.... that can be a bother.
I also got some mean memories from GG for the PSX... the machine wasn't difficult, but they knew when to use that Destroyer; also metion the Tekken 2 game for the arcades.
As far as I know, many games are less fun when playing on the hardest level, because you have to use cheap tricks to survive, but in some cases the AI actually "plays better" on bigger difficulties and can show you some tricks or two that will leave you like WWHHoooaaa!!!??? What the HecK ??!!!
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Ultima 245th Post

 
Frequent Customer
   
| "Re(3):Capcom Difficulty Levels" , posted Mon 3 Jun 08:13
On the old games, yes, the CPU did more damage on the higher difficulty levels. For some it was a slight gradient, though at the highest level the CPU almost always did twice as much damage as you did. This applies for all versions of SF2 and Alpha 2 for you.
quote:
And SF2 Turbo was wack. To this day, I have nothing but the utmost awe at anyone who actually got any kind of ending on this game. Both because it was breathtakingly difficult, and because any one who actually spent the hundreds of dollars required to do this has serious psychological problems.
The original Turbo (aka Hyper Fighting, or HF) was quite a jump in difficulty. It took quite a while for most of us to handle the CPU. After a while, people could decimate the CPU with Ken and Ryu, but everyone else was still a challenge (and remains so to this day - I can't beat the arcade game consisently with one coin with my best character, Bison, despite the fact that I have algorithms against every character).
However, HF's difficulty was NOTHING compared to Super [SF2] Turbo. I don't care what anybody says, ST is the hardest fighting game *ever*. The CPU *always* knows what move to use to counter you, it tick throws like hell (watch as Dhalsim, Honda and Blanka remove 50% of your life with every hold even though you're mashing like crazy to escape), and of course, it does twice the damage you do! I can't even come close to finishing this game on the easiest difficulty level (I couldn't tell the difference between Very Easy and Very Hard, actually) with anyone except Vega, who has simple stupid patterns he can use! Bleah.
Mind you, beating the CPU isn't necessarily a sign that you know how to play the game (and conversely, *not* being able to beat the CPU doesn't mean that you *don't* know how to play the game). It just means you know how to exploit AI routines. But ST was so hard, it almost demanded that you have some competancy in order to get past the first few opponents.
-- Ultima - The Right arm of Scrub Voltron http://uramble.com/index.html - U's Rambling Page
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Ishmael 13th Post

 
New Customer
| "Re(4):Capcom Difficulty Levels" , posted Mon 3 Jun 10:09
quote: On the old games, yes, the CPU did more damage on the higher difficulty levels. For some it was a slight gradient, though at the highest level the CPU almost always did twice as much damage as you did. This applies for all versions of SF2 and Alpha 2 for you.
And SF2 Turbo was wack. To this day, I have nothing but the utmost awe at anyone who actually got any kind of ending on this game. Both because it was breathtakingly difficult, and because any one who actually spent the hundreds of dollars required to do this has serious psychological problems.
The original Turbo (aka Hyper Fighting, or HF) was quite a jump in difficulty. It took quite a while for most of us to handle the CPU. After a while, people could decimate the CPU with Ken and Ryu, but everyone else was still a challenge (and remains so to this day - I can't beat the arcade game consisently with one coin with my best character, Bison, despite the fact that I have algorithms against every character).
However, HF's difficulty was NOTHING compared to Super [SF2] Turbo. I don't care what anybody says, ST is the hardest fighting game *ever*. The CPU *always* knows what move to use to counter you, it tick throws like hell (watch as Dhalsim, Honda and Blanka remove 50% of your life with every hold even though you're mashing like crazy to escape), and of course, it does twice the damage you do! I can't even come close to finishing this game on the easiest difficulty level (I couldn't tell the difference between Very Easy and Very Hard, actually) with anyone except Vega, who has simple stupid patterns he can use! Bleah.
Mind you, beating the CPU isn't necessarily a sign that you know how to play the game (and conversely, *not* being able to beat the CPU doesn't mean that you *don't* know how to play the game). It just means you know how to exploit AI routines. But ST was so hard, it almost demanded that you have some competancy in order to get past the first few opponents.
Blanka or Honda chomping off 50% of your health was truly annoying but I think the worst was DeeJay's ability in ST to machine gun punch 100% of your life away. Exactly who was ST designed for?
Just curious, but is there a difference between the US and Japanese arcade versions of ST? I was playing the Japanese ST game recently and while the CPU is still whip-smart it didn't seem like it was pounding out the insane amount of damage that I remember the US version doing.
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