Does anyone have examples of things we're missing strategy-wise? I know about the high/low blocking.
Hey guys, Im a SSFIV player here. OOOOLD competitive melee player too, never was too good. But I'll offer some of my insights here.
To the rebuttal of talking about when you can't do anything when your being combo'd in a regular fighting game is no different from being chaingrab'd or gimped. Sometimes you get punished hard for what you do and there's nothing you can do about it. You can DI sometimes being chaingrab'd, but your opponent would pretty much have to be asleep to miss it.
Melee is complex because of its percentage knockout system and everything I'm sure we all know here. Combos are never the same, DI this and that. Gimps and DI make for lots of comeback factor. There are equivalents in SSFIV. But Im just going to list some differences.
Keep in mind that melee is to smash like SF:ST was to SF. Both are the accidental pioneers into a competitive community for the game. Some things were implemented for deeper play, but most of it was unintentional. Capcom decided to embrace their accident, and nintendo... well...
Spacing and zoning in Melee is virtually nonexistant. Now I know that this will rile up the most of you, but its true. Spacing in melee is vital in making approaches and attacks safe. Wait what? Didn't you just say it was nonexistant in melee???? Hold on, let me explain.
http://www.youtube.com/watch?v=RfBuAo_Bfvw
This video explains spacing on a more advanced degree than just "space at the tip of the attack" which is to be aware of the ranges where your opponent can move and attack in a short amount of time, which in turn, you can punish. The other point was just a supplement to that which was you don't need to be defensive/shield when you are out of that range and also a tiny bit on character specifics.
This is spacing with an aggressive mindset for melee.
http://www.youtube.com/watch?v=Zkv_IDrCwX8
This is spacing with an aggressive mindset for SSFIV
In this tutorial video, we see Akuma's various options at certain aggressive/offensive spacing. Keep in mind, this is ONLY OFF ONE MOVE. The video presents the most common situation where these specific spacing setups are landed, the options you have against the opponent, which include beating the opponents options, or "safe" ones. At lastly there are small mentions of how to recreate similar spacing through other extremely simple setups.
This is off one move. There are other moves that cause the same state of untechable knockdown with different spacing variations, such as LP shoryuken, Ultra/Super, Shakunatsu fireball, 2 hit ex hadouken, throws, demon flip T+S+P, etc etc.
This is only off the AGGRESSIVE/OFFENSIVE side of spacing/footsies. Melee is offense orientated because of the percentage/knockback system. There is little to no defensive spacing at the higher levels of melee. Why? There is little to no reward, in fact, its a liability. The damage system in itself hinders defensive play for this kind of fighter. In regular fighters, the objective is "don't lose your health more than your opponent". For melee however, it's "don't fall out of the boundaries". In defensive play, you punish the opponent for predictable approaches. You do this in regular fighters, you're good to go. In melee, it doesn't work. Your opponent will not fall out of the boundaries by simple punishes to the approach until extremely high percentages. It's almost impossible to play defensively in a traditional sense especially at low percentages because of the damage system. There simply isn't enough hitstun at lower percentages and your opponent ends up right where he wants to be. Reward in offense is much better than the reward in defense. Your reward in defense for melee is that you gain an advantage in offense.
It's a bit different in brawl because the lack of ability to combo completely kills rewards in offense, stripping the reward down to purely the percentage and knockback you get in a single move. If you think of it that way, you can reap the same exact reward playing defensively, which is safer within the settings of brawl.
In street fighter, you can see defense is viable. It's much more straightforward.
http://www.youtube.com/watch?v=Qna80MbcAAc&feature=related
4mins in
http://www.youtube.com/watch?v=evqB1eb6oOA
If you want to know more about SF foosties/spacing/zoning
http://sonichurricane.com/?page_id=1702
So in comparison, smash footsies, well, its as barebones as it can get.
In a direct reply to what offensive mixups and technical difficultly that SSFIV has, watch some of these tuts....
http://www.youtube.com/watch?v=diqWHCko3w4&feature=related
http://www.youtube.com/watch?v=ISKfZgwRT4U
http://www.youtube.com/watch?v=PfP3oj_8oXM
http://www.youtube.com/watch?v=lCP1sVYUxGQ
http://www.youtube.com/watch?v=aHHoGHcgK9k
http://www.youtube.com/watch?v=KUxBBH6YNHY
http://www.youtube.com/watch?v=eDMboPnznJc&feature=related
to get a more full comprehensive guide to just one character, heres another
http://www.youtube.com/watch?v=tcMVI-7cn04
And SSFIV is simplistic compared to a lot of other games. Try 3rd strike. And HyperFighting style games are a whole nother beast.
Golden moments
http://www.youtube.com/watch?v=yLCQpVqlMGc
http://www.youtube.com/watch?v=KS7hkwbKmBM&feature=related
You know for a community that ****rides sirlin's outdated guide(who is an SF player), Im surprised at a lack of respect for traditional FG. You don't have to respect the community because I know there's a lot of heat between the two groups, but the smash players to diss on the games are a joke. Period. There's been 2 decades of fighting games. There's been 1 competitive smash. Show some respect.