HTOTM: FUSION
there was already a thread with the exact same title where I rambled this huge pile of stuff:

Mode dependant, a very much. I've been playing for around 2 years now.

At first, I played judo for half a year, classic used to be my favorite but no-one really played it. Eventually, I got tired of judo because of the randomness/lucky wins/losses.

Then I switched to sumo, it was great fun, involved creating original starters, combos and epic survival skill. I created counters for every cheap move, until the x-punch showed up, which basically killed the mode for me. The dismemberment was slightly random, but a new mode I created called fracsumo is quite fun.

Eventually, wushu and kickbox appeared at an opportune time. First I mostly played wushu, but eventually got tired of the silly people danceoffing all over the place. the 50 frame turn also slightly reminded me of judo. some pros were very fun to fight though and this mode seemed to revive limp style.

Then, I finally switched to kickbox as my main mode and loved the 20 frame precision, it wasnt too much or too little. I could do massive velocity spinkicks, decap people every second fight, etc. I eventually made the admins remove wrist dq from the mode, as it seemed like a ridiculous luck factor in a very good mode. Especially the fights against other pros like Imsku never stopped being fun and owning noobs was fun since I kept creating new methods and increasing the velocity of my attacks.

After taking a break, I decided to create a new mode. an enhanced kickbox maybe, but I knew that would basically be impossible. I decided to remove all luck factors I could think of... apart from the DM treshold, since I feel that is somewhat of an excuse. I removed DQ as a whole to allow for epic, long battles and removing obvious luck. I switched the first two turns to 10 frames to remove first turn impact, which was one of my small dislikes with kickbox, as it created random situations.

I find betabox veery fun against similarly skilled opponents, the moves and comebacks I have seen with no DQ are quite epic. Its a little sad that the new players playing on the official server keep danceoffing all the time, they cant experience the modes true potential. I did see it coming, this was intended as a mode for pros of kickbox, to give them more freedom and less luck. Of course, you dont need to be a pro in kickbox to be able to learn to play the mode well.


Woah huge post + propaganda. anyway, this "story ark" is rather obvious. I moved from high turn frames to lower turn frames with the memory of classic in my mind, eventually creating my own mode. Maybe I will learn taek kyon some day.


+Theres always some luck due to the simultaneous turns but its highly dependant on the mode, obviously. You must also realize that not all modes are based on starters(youre even calling them "moves"), I personally dislike highly starter based modes so its a little annoying.
Last edited by Zaarock; Sep 30, 2008 at 07:08 AM.
Originally Posted by Zaarock View Post
tl:wq

Somewhat true, but I don't share the sentiment all the time.
That's why I don't really have a favored mode.
Every mode has its own style, disadvantages and advantages.
Without dq, it encourages just going for the head every time, and there's no good way to make a comeback when you're down a bunch.
Judo does have some misfortune, but only on a match by match basis. On a larger scale (more matches against fewer people) it becomes an amusing analytical and predictive standoff, which, if survived, can have some dramatic maneuvering and big hits.
Joust, which many people know me for, is remarkable in that it is the only mode I prefer without skilled players. It is more interesting for a while, as you try to predict from imperceptible factors the minute deviations that can sway a match heavily, and attempt recompense. Unfortunately, I become somewhat discouraged by the fact that any new and inventive techniques I develop are rapidly disseminated amongst the player basis, requiring me to use unique and effective strategies sparingly, lest they become trite and overused.
For that reason, I almost never start toribash looking for a specific mode, rather I load up and look for someone not something to play (and if I see no one, joust).
There's all kinds of styles in toribash, it's one of the things I really like about the game. You might claim luck, but all you have to do is avoid situations where luck -> fuck. Err on the side of caution, etc.

~Muffinz
[SIGPIC][/SIGPIC]

<Ownzilas> Alright
<Ownzilas> 3'2 then
<Ownzilas> Half PID's dick.

Originally Posted by SirusG View Post
In Judo it is just luck, like flipping a coin, opener wins.

Gj on oversimplification and failure.
[SIGPIC][/SIGPIC]

<Ownzilas> Alright
<Ownzilas> 3'2 then
<Ownzilas> Half PID's dick.

Originally Posted by SirusG View Post
I failed because I was simple and short? Meh?

No, because you simplified to the point of fallacy (and beyond).
[SIGPIC][/SIGPIC]

<Ownzilas> Alright
<Ownzilas> 3'2 then
<Ownzilas> Half PID's dick.

-snip, keep this shit out of this thread. ~Dalir-

It's both, Jesus Christ.
Last edited by dalir; Oct 1, 2008 at 01:47 AM.
People here consider certain moves as "pro" or "advanced" moves and noob claps as well "noob."

I have to disagree. Many of the "pro" moves put you at serious risk for having an arm or leg break off.

As pointed out previously: "The real game is in predicting, forecasting, and weighted risk-management." (although predicting is forecasting, so little redundant, but still accurate)

I think many of the "pro" moves fail badly in the last category--risk management.

What's so "pro" about a move that has a 50% chance of losing a limb.

Just because you clicked a bunch of joints doesn't make it a "pro" move.