Originally Posted by
SleepingForest
That in my opinion. What i mean by choppy is it lacks fluidity. Every uppercut or dropkick has 2 or three parts in it where all motion ceases I also never said there was an argument. I said its like. Meaning 2 pretty similar games being compared to each other.
Comparison is basis for argument. Especially if it's using the term versus, which implies competition. So yes, you did say there was an argument.
Originally Posted by
SleepingForest
The proof is the game. You cant tell me that its NOT choppy whenever king finishes a throw or grab and INSTANTLY resumes his regular stance. You cant tell me its NOT choppy how whenever ryu gets kicked in the shin that ALL motion stops for half a second. You cant tell me its NOT choppy whenever Guile punches in mid air how EVERYTHING stops for half a second followed by ANOTHER choppy sequence where after they hit the ground and get back on their feet in half a second.
Originally Posted by
SleepingForest
Of course i have something to back it up. Whenever you get kicked in the shin does your body instantly freeze? No. it doesnt. (damn you made me rant. =__=)
Considering every Street Fighter character, upon throwing an opponent, will resuming their normal fighting stance, your first point is severely flawed.
Ok, motion for ryu stops. So? This is a question of aesthetics, not gameplay. That doesn't influence a fighter game's legitimacy, otherwise every old game is now one of the worst games in existence.
Comparison is that when a Street Fighter character gets hit, they have some sort of flinch animation, allowing combos to be formed. In Tekken, the same thing happens, except with greater aesthetics. However, if we're going to be nit picky, Tekken has the issue of wall combos. Why is it an issue? Because if you get kicked, punched, thrown etc. and even remotely touch a wall, your character can get suddenly morphed into a standing position against the wall, and is forced to slide down it. THAT is choppy, as it's a clear, drastic change of character positions.
In addition, character animation stopping after an air hit is a tactic to prevent infinite combos or infinite juggling. Something both Tekken and Street Fighter have implemented. It's what makes both games such good games for competitive play.
Also, if I recall correctly, Guile doesn't land flat on his face after executing a punch in midair, and characters can land on their feet even when hit in the air if the player reacts appropriately. You're just exhibiting a lack of knowledge by using false information to support a point.