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View Poll Results: Most annoying/cheapest characters - In any fighting game | ![]() |
| Storm (in "X-Men vs. Street Fighter") |
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3 | 15.00% |
| Megaman (in "Marvel vs. Capcom") |
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3 | 15.00% |
| Captain Commando (in "Marvel vs. Capcom") |
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1 | 5.00% |
| Eddie Gordo (the "Tekken" series) |
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1 | 5.00% |
| Morrigan (in "Marvel vs. Capcom") |
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1 | 5.00% |
| Zangief (cheap computer A.I. in almost ANY SF game) |
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5 | 25.00% |
| Shin Akuma (in "Street Fighter Alpha 3") |
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2 | 10.00% |
| Other |
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4 | 20.00% |
| Voters: 20. You may not vote on this poll | |||
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#1 |
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Senior Member
Junior Member
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I'll come right out and admit that this is my own personal sh*t list, so you don't have to vote if you don't want to. But I'm curious to see who agrees with me, at any rate. :colgate: If there's a character that can really get on your nerves from [b
ost_uid13]any[/b ost_uid13] fighting game, feel free to choose "other," and then tell us why you despise him/her so much.[b ost_uid13]Storm[/b ost_uid13]Hands down, the most annoying character I've ever seen, period. She is the queen of cheap. On top of the fact that she can fly [b ost_uid13]completely off the damn screen[/b ost_uid13], even after super jumping after her, while charging her super meter with HP (making that annoying "Oh! Oh!" yelp the whole time), she has perhaps the most annoying throw combo I've ever had the displeasure of witnessing. Basically, really cheap Storm players can grab you multiple times consecutively if you're unfortunate enough to get trapped in the corner (where else does the cheapness start? ). I've been grabbed 4 times in a row (yes, in the same combo) by a shameless Storm user, and it took massive damage. In fact, I'm thinking he might have been able to get a fifth one off if he really wanted to. I don't mind getting my ass kicked by a combo here and there, but that's just beyond the limits of good taste. Throws/grabs are arguably cheap as it is, and I sure the hell don't want to sit through 4 of them in a row. Yeah, I know what you're thinking. I know you can tech hit out of it, but I honestly wasn't expecting it to be possible to do them back to back like that, let alone meet up with anyone cheap enough to actually implement it into their overall cheap strategy with Storm. Also, really cheap Storm users will do nothing but fly around the whole round (*cough* MVC2sucks *cough*), and keep their distance while throwing typhoon after typhoon at you. Nice bitch tactics.[b ost_uid13]Megaman[/b ost_uid13]It seems to me that most Megaman users will do nothing but run around filling up the screen with shots from his 'Megabuster,' shoot tornado holds, and do supers. I'm sure that there's a legitimate way to use Megaman, but I have yet to see it. [b ost_uid13]Captain Commando[/b ost_uid13]I just don't like how easy he is to use. His 'Captain Fire' comes out way too fast, and virtually nullifies almost any other projectile. Most CapCom users will sit there and use it over and over, and then when you try to get close, they'll use that QCB+P move (not sure what it's called). His air combo took me 2 seconds to figure out, and his Captain Sword Super Move covers the whole screen practically. There is much cheapness to be exploited from this character. [b ost_uid13]Eddie Gordo[/b ost_uid13]If there was a "n00b" character in a Tekken game, this would have to be it. For some reason, it's extremely easy to pull off combos simply by mashing the left and right kick buttons randomly. Button-smashers tend to realize this very quickly when they pick Eddie for the first time. Eddie's movements are completely sporadic and unpredictable, too, so you never really know what's coming next (and I don't think the button-smashers do, either ).[b ost_uid13]Morrigan[/b ost_uid13]Morrigan is actually a decent character. I just have one complaint concerning her. When she does her air projectile, it propels her upwards---thus allowing the cheapsters to stay in the air indefinitely (well, almost). Sure, there are plenty of ways around this, but I don't like any more opportunities for cheapness than absolutely necessary. Get down on the ground and fight already. [b ost_uid13]Zangief[/b ost_uid13]Have you ever noticed how impossibly difficult it is to become an expert Zangief user? Doing 360s on the controller is awkard enough, let alone being in the proper position to actually do anything to your opponent. However, this is not the case with the incredibly cheap A.I. that we've all come to know and detest over the years. Computer Zangief seems to be able to pull off Spinning Piledrivers with ease, sometimes not even leaving the ground before performing one. I just don't think it's humanly possible to pull off some of the B.S. that the computer gets away with. Plus, Computer Zangief seems to be able to grab you from a farther distance than you'd ever be able to. Every incarnation of Computer Zangief had it's own little advantages, too. Remember in the old-school SF's when Zangief would unleash 10 jabs lightening fast, as if someone were using a turbo controller? That's just ridiculous. Now, all that being said, I must say that I have nothing against a [b ost_uid13]human[/b ost_uid13] controlled Zangief. I have to give anybody props that can use him effectively. I know I can't.[b ost_uid13]Shin Akuma[/b ost_uid13]I'm referring to the PS version of Street Fighter Alpha 3, btw. First of all, I don't like any character that is blatantly superior to other characters in a game. Shin Akuma simply dominates in that game, especially if your opponent really knows how to use him. I don't have a problem with regular Akuma's air fireball, but Shin Akuma's [b ost_uid13]double-fireball[/b ost_uid13]?!? Come on, that's just cheap. Cheapsters will sit there and jump backwards repeatedly, doing this over and over, which makes it very difficult to lay down any kind of offense, because when you block [b ost_uid13]both[/b ost_uid13] of the fireballs, it drives you back, giving you block damage, and it takes down your guard meter. Another annoying feature unique to the PS version of this game is the fact that it's extremely easy to use Shin Akuma's Demon Rape, er, Demon Rage after knocking your opponent to the ground. If done correctly, you're screwed. You can't do anything to stop it, and it takes massive damage. In the arcade, however, it was usually possible to jump backwards and get the hell out of the way before Akuma could get you. I don't mind fighting a Shin Akuma player, so long as they don't over-use that double-fireball sh*t.[b ost_uid13]Other things that tend to annoy me when playing fighting games:[/b ost_uid13]It kind of gets on my nerves on MvsC when a Ryu user immediately turns into Akuma at the start of a match. I dunno, it just seems like kind of an arrogant/n00bish thing to do (oo, look at me, I know how to turn into Akuma *big deal*). I mean, if you actually think that Akuma is more evenly matched for a particular opponent, well, ok, but if you're just doing it to show off, then you're an idiot. It annoys the hell out of me when it's a close match, but then when the timer is about to run out, if my opponent has a slight advantage (as far as the life meter), they'll super jump all over the screen just to let the timer run out & get the win. Cheap.
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