It definitely did piss people off. Shit balance changes are things that only competitive players are gonna care about. Iâm talking about what the casuals complained about. There was definitely backlash (especially from casual consumers) on different website and forums about Capcom asking people for money for another game in an age of DLC. The backlash wasnât UMVC3, SFxT or SFV bad, but there were definitely complaints and then it got worst with Marvel. The people you are talking about are hardcore SF players that have already bought into playing the game competitively or making a hobby out of it. Not the casual that wants to get a âcomplete gameâ with their 60 dollars and want to be really careful as theyâre buying multiple 60 dollar games over the year.
Marvel 3 and SFxT is where it started to get really bad. People paying 60 bucks for Marvel 3, only for 9 months later the newer, mandatory version for 40 bucks released later. The reason people backlashed at this was partly due to them already being pissed off about the semi sequels for SFIV and then seeing them do it with another game. Capcom tried to explain that the reason that they needed to release a mandatory disc update was that the tsunami that hit Japan screwed up their timing and resources to release the update as a DLC. Of course customers didnât buy that for shit.
Then the camelâs back broke with SFxTâs on disc DLC and myriad of competitive problems which killed the scene for the game. Not to mention helped people file BBB complaints on the company (along with some Resident Evil and other releases).
People are slightly more accepting of this now that they know they are in the era of unfinished games and thatâs just how shit goes.
You already know that thereâs a massive difference between both of those thoughâŚitâs not combined with how crappy the attacks are now and how it almost promotes an MKX way of fighting without anything of how MKX works.
So⌠Iâm wondering if itâs safe to turn my PC v sync off now that ps4 has gotten their lag down to 6.5 frames.
From what Iâve heard is that PC with v sync off is around 2 frames less than the PlayStation version pre patch⌠So that should make v sync off around 6 frames or so for PC.
Iâve always had V-sync to keep myself from having any sort of advantage, even if itâs one I want more than anything.
Pre-patch PC with V-sync was 7.1, PS4 was 7.9. Post patch, Iâm unsure if PC was effected, I donât note any difference, because if there is one, itâs half a frame at most. The 6.5 number is still a work in progress I believe, but I would say itâs probably about what the PC was pre-patch with V-sync on. Having not played on a PS4 since the patch, I canât say for certain if it feels better now, but I can hope.
Well⌠Mortal Kombat is a brand people recognize, and took a hold on people early on in the genre. So yes, brand loyalty. This was also during the time when it was a lot easier to gain peopleâs eye, and doing ânewâ things was a lot easier in the medium. As such, MKâs violence and âgritty real graphicsâ were appealing, thus, it became another fighting game brand forever relevant. Albeit, MK for whatever reason didnât garner as much competitive nature as SF, even early on.
I grow weary of this fallacy because it is very untrue. There is not a huge difference in frame data allocation between SF3, 4 and 5. The only moves in this game which are noticeably slower are overheads, and I believe this is less to do with delay compensation and more to do with Capcom being scared of powerful options (thus why they are also punishable). The one instance in which this game is slower than others is in the hit pause and block pause, which are all noticeably longer than previous games, by quite a large margin. An even weirder thing to be a compensation because it makes utilizing the easy input buffer for frame perfect reversals even easier.
We can take Ryu for instance and compare all of his normals between the past 3 games and we get values like thisâŚ
**
Read like this:** start-up/active/recovery : total
**
Normalâ (SF3)â [SF4]â {SFV}==== Fastest Total Frames**
I used the same normal or the closest game equivalent (with which Ryu means only his st.HP is different between the games). I did this quickly, so hopefully I didnât misplace any numbers or screw up adding up the total frames.
As you can see, itâs a pretty even turn out, with some normals being faster or slower in each game. The results are pretty varied, but you can make some conclusionsâŚ
Like how SFV borrowed SFIIIâs logic in start-up time, but SEVERELY lacks in the active frames, making zoning, meatying, AAing, and ease of pressure especially hard to do. This lack of active frames also makes moves less easily seen, as they are started up and recovering before you know it. One of the many reasons why whiff punishing is so hard in SFV. On top of that, SFV really doesnât have much increase in recovery frames on itâs moves compared to predecessors, often times like his cr.HK, itâs far less.
The only glaring difference is, as noted, the overhead, which has been gutted to be near useless in both ability to land, damage obtained, and risk of doing. A result, not due to delay, but Capcomâs own fear, as if they were truly balancing around delay, they would have made a lot of these moves slower, but they arenât. You can say they put delay in to force commitment, and it certainly does that, but the results here show that this game is not at all balanced around delay in terms of frame allocation.
Draw your own conclusions really, but I just want everyone to walk away from this a little bit more informed. Donât buy into the âitâs balanced around itâ concept, unless you truly believe it is. The only reason this game is slower than 3S is because of itâs increased hit/block pause and other factors generally slowing the pace down. Otherwise, itâs a pretty damn fast game, burdened by unnecessarily long delay, and weak buttons which make whiff punishing less rewarding when itâs even able. In my opinion, this game should have at **most **4 delay based on the numbers I see.
I used to play games with him at some of my locals in Virginia and played on an ST cab with him at Final Round back in 2007 or 8. That was during his actual tourney travelling days. After HD Remix died he pretty much stopped going to tourneys and I doubt youâll ever see him at anything public again. Maybe youâll get your wish by some miracle, but I doubt it.
I loved how he always looked down at the arcade stick as I was beating him in casuals at Final Round like the stick was putting in the opposite commands.
Seems like heâs good sitting at the house with the wife.
Many may not share this viewpoint, but I think SFV not selling as much copies wasnât due to the backlash of the Single player content. Sure it wouldâve had some effect on sales (Probably like 100,000 - 200,000 copies) but I think the actual reason why it didnât sell were 2 factors. First what is described above, and SFV looking sorta similar to SFIV from a casual audience perspective.
I think the multiple versions of SFIV did more damage for future SF games than they realize (Along with the UMvC3 version). I typically see casuals through many areas of comment sections that are expecting there to be multiple versions of SFV and they are waiting for that Ultra version, even though Capcom already said that wouldnât happen. But I donât think Capcom has pushed that information piece of information out as much as they should have. I havenât read the back of the PS4 SFV copy, but I assume they havenât specified anywhere on it that it would be the only version they have to own.
I love it this way much more, itâs boring to sit in training mode and practice for hours and hours a combo, or learning all OSâs and Osâs and more OSâs
Iâm someone who uses training to try thing out. I have problem with a specific special/Move/whatever to punish, so I go into training and figure it out.
Tech is something I look up,put into my daily practice and then try to use during the match.
IV feeled like I was forced to sit in training for hours,just to learn some stuff that is important,just to be able to do it.
In V I can learn by playing and figure stuff that gives me problems in training,or even better, or with fieldexperience out.
Training mode is more there to help me to beat problems and not beat the game itself.