Entries by Sirlin (333)

Friday
Feb272009

Street Fighter 4 Ultra Combos

Lots of people have asked me why the Ultras in Street Fighter 4 work they way they do. I have no inside information on this, nor have I even seen what the designers might have said, but I have a pretty good guess. After walking you through that, we can then ask if we would include such a mechanic in a new, ideal fighting game. I actually don't know the answer, but I can explain the issues.

When I first saw the ultra system a long time ago, I though it was a terrible, terrible idea. My reason was that the last thing casual players wanted was a SECOND super meter. I mean this isn't Guilty Gear, it's supposed to be simple and elegant, and a new super meter in addition to the old one (which has four divisions and multiple uses) is going to be a confusing mess. I think it turns out there was more to the issue than I thought back then, so let's look at all the issues together and see if the overall effect is good or bad.

But first, let's explore how I imagine ultras came to be what they are in this cartoonized, fictional line of thought:

"How can we get casual players interested in this game? There's lots of ways of course, but one way would be really flash super attacks. Yes, that's a natural answer because we already have had super attacks in lots of other Street Fighter games, and now that we can use 3D animation, camera movement, and effects, we'll be able to make these look even better than ever. So far, this sounds great."

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Tuesday
Feb242009

Some Positives About Street Fighter 4

Yeah there's a lot of problems in SF4, but there are some good things too.

I don't know how effective Gouken is, but his design is interesting. No dragon punch, but a super and ultra dragon punch. A high counter and low counter that act somewhat like a dragon punch, but worse because he has to guess high or low and it loses to the "breaking glass" moves, like Cammy's cannon spike. The ex counter doesn't require you to guess high or low though. I beat Cammy's ultra once with an ex counter, but got hit the second time I tried. Not sure what's up with that. Also, using the counter drains your life and slowly refills it, like using a focus attack. This is an advantage for the most part, because it means your ultra guage is even more full than usual. Because his ultra is guaranteed off a normal throw (and easy), it's basically a throw super...that doubles as the occasional dragon punch super if you really need it. Ironic that landing it is so easy that it's a better "throw super" than Zangief's, at least for me.

It's painful dealing with Zangief's bad-feeling jump, as if he is a flea of some sort, and not having his hop move. And not having his low fierce from Alpha 2 and 3. But his SPD is good, with jab having ridiculously long range (great!) but low damage. SPD startup time is

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Saturday
Feb212009

A Few Things About Street Fighter 4

Street Fighter 4 is finally here, with several perfect 100/100 reviews. Here's a few things I noticed about the game.

In ranked matches, you can see the opponent's name before the match and kick them or reject the challenge. This allows you to cherry pick who you fight and negates the entire purpose of a ranked match.

In ranked matches (well, all matches) there is no double blind character select. This means the optimum strategy is often to wait until the opponent chooses first so you can counter-pick. This is a very annoying situation.

When lag inevitably happens in an online fighting game, there are different ways to handle it. Some SF4 matches I played had large input delay,

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Friday
Feb202009

UC Berkeley StarCraft Class, Week 4

I was not able to attend the week 3 class, but here's the summary of week 4.

Professor Feng started with an analogy of the game Battleship (you know, that game where you say "H2," then the other guy says "You sunk my battleship!") What if you played a game of Battleship where the number of attacks you get per turn is equal to the number of ships you have left, he asked. Feng is pointing out the essential slippery slope nature of the game, that your ability to attack is reduced as you start fall behind (as opposed to many games where your ability to attack is unaffected by falling behind--I wrote about this here).

Perfect Micro

Then we explored the math behind this idea. To make it easier, we considered the damage done between two packs of marines assuming all marines are within range of each other in an idealized situation. One player has N1 marines versus the other player's N2 marines. Assume the first player has perfect micromanagement while the other player has the worst micromanagement possible. In perfect micromanagement, as many of your units as possible deal damage for as long as possible. In other words, you focus fire on a single enemy marine and kill him as soon as possible so that the enemy's damage output is reduced. You then immediately switch to a new marine, focus fire on him to kill, switch targets, and so on. Meanwhile, your opponent is attacking in the worst way possible: he spreads out his damage evenly amongst your marines, not killing any of them (thus allowing you to keep your overall damage per second high while his declines).

If each marine deals D damage per shot, then after volley 1, player 1 dealt N1D damage while player 2 dealt N2D damage. Player 1 killed N1D/K marines where K = the hit points of a marine. Player 2 killed 0 marines though.

After a second volley, player 1 still deals N1D damage and again kills N1D/K marines. Player 2 only has N2 - (N1D/K) marines left though, so he deals (N2 - (N1D/K)D damage and kills 0 marines again.

After m volleys of this, how many marines are left on each side? Player 1 will have the same number of marines he started with (N1) for a long time, then they will all suddenly die at about the same time. This is because the opponent is attacking in the least efficient way possible here, basically keeping player 1's marines alive as long as possible. Calculating player 2's remaining marines is more tricky though. Player 2 will deal this much damage after m volleys:

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Thursday
Feb052009

UC Berkeley Starcraft Class, Week 2

Week 2 of the class was better than week 1 because most of the administrative stuff was out of the way so more time could be spent discussing StarCraft itself.

This week was about units. Professor Feng started by explaining that units are your eyes, ears, and hands in the game. Units give you vision through the fog of war (eyes) and are they are what you use to perform actions such as attacking, repairing, building, moving (hands). What he said we might not realize is that they are also your ears. He mentioned one match where the famous player Boxer put an SCV kind of near some minerals to scout, but it was actually the sound effect for gathering minerals he listening for, rather than the sight the SCV provided.

The next topic was something I refer to as local imbalance, though that term wasn't used in class. Explained in my terms, a game is supposed to have global balance (Zerg vs. Terran for example) but it's supposed to NOT have local balance, or it would be too boring on homogeneous. StarCraft has massive local imbalance amongst units and that is a very good thing.

One example was siege tanks. The longest range Protoss ground unit is

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