The classic:
I think the game has failed in what it set out to do. It simply canât attract new players.
I think that the game since beginning should have included the following.
- Frame Data Training (How to use frame data. Which move is safe , which isnât)
- Hit Box Training (Range , damage , link potential)
- Hurt Box Training (For all normals and specials)
- Everything in Giefâs Gym should have been a part of this game.
- Match-up Training (where you should stand against which character, how to react etc)
At least let the knowledge part not be an Obstacle. Learning execution should be the players job but at least give him complete information.
I am currently playing SFV because I want to learn how to use an Arcade stick.
sadly sfv doesnt require stick skills.
Whelp, SFV Season 2 did do exactly what I wanted. It gave me a definitive answer on whether or not I was going to continue to play this game in any regard. I wouldâve much preferred if they made the game better and actually fixed some shit, but uh⌠the whole slight shift in balance of characters and not doing jack shit otherwise, yeah, not really great, but at least I know I donât want to play SFV again.
The one year leniency I gave Capcom for SFV officially ends on Feb.16, which I believe is the day SFV launched. Since itâs unlikely there is any SFV revamp coming in that time, Iâm more or less already giving the middle finger to Capcom. They have done so little during this year for this game, it is⌠kind of astounding. Itâs been a fun ride, making fun of this game for a year, but all the while hoping with anticipation that maybe, just maybe, Capcom would do something awesome at each announcement. Alas, no, no such luck. Now I will soon have no investment in this game at all anymore, which is fuckinâ great. Iâll still keep mildly in touch with the game because I will always be curious to how the game goes, and Iâd never want to miss Capcomâs hilarious antics, but now that itâs from the outside looking in, I donât have to feel anymore disappointment, just non-stop laughs.
To anyone else who dislikes this game, and also thinks Capcom is literally the fuckinâ worst when it comes to fighting game developers, I implore you: stop playing SFV. Donât play a game you hate, no matter how much you want to be involved in the community, or be part of the âactiveâ game. I know thereâs not a lot of footsie fighters out there, and I know you want to support Street Fighter, but⌠supporting Capcom mindlessly is not the way to do it. SF, as it is right now, would be better off in the hands of âmostâ other companies. I would actually be interested in what another company would do with the IP, but thatâs another story. The point is, if you hate the game, stop playing it. Pick up another game, be it a fighter or not. Make a community or go to another, people will follow.
I gave Capcom one last chance, and they fucked it up royally. My one year sentence is almost up, and Iâm feeling fucking great!
Youâll be back.
I respect that, Skiegh. Thatâs a very honest assessment. And yeah, I definitely agree that thereâs no point in continuously playing this game if you hate it. The whole, âitâs what everyone else is doing and where the competition is atâ is such horseshit. Unless youâre a pro, since they have to compete in these high profile games. Unlimited competition *wouldnât *be enough to make me play a game I found detestable. Ever.
If you had to write that much that means youâll be secretly playing it still and just not tell anyone.
I didnât make long winded posts for a whole year about how much I hated MKX. I tried that shit for a month, didnât like the 10 plus frame delay netcode and said peace.
If you stay around with a game whole year, you probably liked it too much. Itâs not like SFIV where the community was completely revolutionized by the new game and it was more about coming together. Itâs just another new SF game and it shouldnât be that hard to quit.
Wait, MKX has 10 plus frame delay? How come no one made a big deal about it like they did with Capcomâs 8 frame delay?
uh everyone made a huge deal about mkx shitty netcode
The online netcode pushed the delay to 10 frames or more online, yes. For a whole year
At this point, I only play SFV whenever irl friends want to play or I feel like competiting in a major (Iâm in a good region and itâs a social thing for me now). Iâm currently waiting for Tekken 7 to come out to devote my full attention to. It seems like a game I can really see myself getting into and enjoying the thrill/grind of practicing and competiting.
cute assumption, but it was wrong the moment you hit âpost.â
iâve also typed several posts discussing the matter - does that mean iâm also secretly playing it and not just telling anyone? despite not having launched it since april? iâll actively discuss all games iâm familiar with - the ones that i like, or the ones that i hated. especially if the ones that i hated come from a franchise i love, and i really want to like it - then iâll discuss it even more in the faint hope theyâd turn things around. iâve been playing xrd for over a year now, but of course iâd still want sfv to become a game i could enjoy. itâs just unfortunate for me that itâs light years away from that.
yet you worship a shit game in SF5 because Capcom fanboy.
One thing I have to say about frame data in SFV, as someone who has limited time to spend on the game these days itâs bothersome to me how little correlation there is between how slow/obvious something is and how safe it is.
I didnât start seriously studying frame data until a couple years of playing SFIV but that didnât stop me from reaching a pretty decent rank online. Generally you could tell at the very least what was punishable in that game and it felt very consistent.
In SFV it feels like frame data was applied somewhat randomly and you need to do a bare minimum of study for every match up or you will get destroyed just due to people abusing moves that are difficult to punish without knowing exactly which move to use, or trying to punish things you saw coming a mile away and thought should obviously be punishable. Itâs more knowledge based rather than feel based, which seems like a weird design choice for an action game.
I mean I get funtionaly there are technical issues with the game (very few of which I actually encounter as much as others idk if thatâs PC but I digress) but what is wrong with the actual game as far as SF games go it might be my favorite to play.
thisâŚ
now I didnt have to bother people with my bad English
Fighting games have always been more of a knowledge base than feel base
Frame data most importantly
Thatâs why frame data is even made available for study
I personally feel the frame data is pretty streamlined.
None of the normals are more than plus 3 on block and usually no less minus 6 barring some exceptions. EX moves are usually plus or minus to some degree though on average if you block an EX move theyâre usually minus with pushback.
Donât personally find it very difficult and I usually retain numbers in my head pretty well any ways.
Youâre right, they have been but I feel itâs more true in V that it was in prior games, to the extent that itâs pretty hard to get out of the lowest ranks without putting some time into studying it.
Also keep in mind the game wasnât even released a year ago and already there has been a massive balance overhaul, with talk of another coming soon. Thatâs a lot for a casual to keep up with. The problem is that losing a match because you didnât know something was -4 just feels kind of lame, as opposed to losing due to the opponentâs perfectly timed AA, optimal combo, etc.
My point isnât about the variety of frame data but rather how it correlates with the animations. It doesnât seem like any thought was put into this at all for V, and to me this makes the game less intuitive both for players and viewers.