SFV is such a mess of a game that Guile, of all characters, is the king of combos. Didn’t see that one coming.
I’ve heard that Combofiend got so mad losing to OnlineTony’s Seth in 4 that he threw his controller. I’m not surprised the game is the way it is if he had a say in the development. He seems to strongly dislike the whole idea of a “chaotic” fighting game.
Guile’s play style is a low damage, defensive character. In SFV his play style still is a lower damage defensive character.
Funny enough even in SFV his combos still work like they did in SF2 or IV. In order to do anything big and damaging you have to have them near the corner or someone land very specific normals with a lot of resource. He can’t just swing random hits into those huge V Trigger combos which is a heavy resource 3 bar Trigger any way. In SFV at the highest level Guile is going to spending V Reversals often giving him less chances to use it any way.
Capcom said they wanted to make Guile more anime and be able to do combos rather than just sit back all the time. It was intentional. The game is being developed by Woshige who is a top Guilty Gear player so yeah, Guile is going to be more anime and get a Sonic Blade V Skill thing that works like Sakura’s charged fireballs.
Chun Li was already like Guile before Chun Li. You need SFIV levels of execution to play her optimally. Her s.MP, c.MK, MK SBK requires just frame charging. Not even just hitting the button, you have to charge on an exact frame or lose the combo. Luckily you can just opt for LK SBK which is a lot easier. Even Go1 who is a top anime player still drops IALL sometimes and the timing for instant stomp to legs is pretty precise as well.
She has some lengthy fireball and juggle combos mid screen and towards the corner. They usually just require a lot of resource and only good for stun so you don’t see them often.
I’m a bit on the fence with SFV. There are certainly improvements from Street Fighter 4 in that execution is no longer a huge barrier for players to get into the game, but it comes at the expense of characters feeling very homogenized compared to past games. Zoning in general is garbage compared to previous games. The combo system essentially boils down to simple hit confirms into big damage with very little variation. Rushdown and neutral-heavy characters own the game. Certain characters have significant advantages vs the rest of the cast (Ryu, Nash, Chun), others have stupidly good gimmicks (Mika) and several have glaring faults in their general gameplay due to the game system (Rashid, Laura, Alex, Guile, Zang, Fang). And of course we’re not even talking about the giant blow-up of Capcom and their awful business practices in the first place that have been placed front and center stage with the awful roll out of this game. They went too heavy towards the hardcores and didn’t think to throw some bones to the casual players outside of severely dumbing down the core gameplay. Nothing that can’t be fixed with balance updates and patches, but Capcom has a tall order ahead of them and considering the abject financial failure of this game, it’s not looking good for the future of SFV.
The future of SFV is fine. People tried to doom and gloom KI for not being able to get started because it was releasing on Xbone. Calling it dead before it even launched. SFV is with Sony they’ll work it out.
People will come back as more content seeps through and the fix the infrastructure of the game. Plus Evo being packed to the brim with twice as many players as it had last year (which was already stupid large) should be a strong advertisement.
Evo wont boost sales, people already know the game has no content and a horrid netcode. A new character drops and current owners jump back on the game for 2 days then the player counts plummet again. The 8f of input lag is very noticeable and the gameplay just isn’t engaging, the less is more 1992 approach to the gameplay hasn’t really worked out for them and EVO and other tournies get large numbers because of the guaranteed money in them. If this game didn’t have the large prize pots people wouldn’t be showing up for the gameplay alone. The tournaments will do well as long as capcom keeps tossing hundreds of thousands of dollars into the pro tour, but no there wont be a huge influx of new customers, only fewer and fewer active players as time moves on. The game is trending downwards not up and fighters never gain more players than they had at the initial release. The established business reality for fighters in the last 25 years contradicts what you’re saying.
Fighting games typically have only one shot to really make it as a big seller. SFxT is a prime example of a game that got significantly better with upgrades but did nothing to save the life of the game itself once that initial perception set it. The list of screw ups with SFV is pretty big. Casual and mainstream perception of the game is a failure in comparison to SF4. I won’t say that the game itself is bad, because it’s pretty fun and surprisingly deeper than I thought it would be, and that’s the saddest part of it all - it all came down to AWFUL business choices and an unwillingness to be transparent about a lot of it. So a great game suffers. Capcom will undeniably haves to release more and more DLC or a GOTY/Super/v2 after Year 1 just to keep SFV alive as a platform and recoup some of their money.
Wouldn’t say that @ the bold. Zoning is pretty much non-existent in third strike unless you play a strong and amazing Remy.
And those types of players are hard to come by.
I kinda disagree with the rest. This game gives casuals such a leveled playing field that anyone who hit-confirms can be downright scary. I forgot who said it, but when the first little events for this was coming out, they were saying this was the type of game where you didn’t just see big players flying through pools to get to the grand finals. A lot of them were playing their hardest every match, because there were nameless people coming out of nowhere bringing heat.
Sure it might be when the game just came out and everyone was still getting used to the game, but I can see how that exists just from people I’ve been playing. The game kinda gives a lot more advantage to a person whose just entering and has a good basic understanding of the fundamentals. Sure you can’t just spam shit out (Depending on who you’re playing, lulz.), but you can beat anyone if you generally know what you’re doing and know what they’re doing. And it’s not as hard as say beating out stuff like FAs in IV or parry system in 3s.
It’s a lot different and very noob friendly in comparison to the other games - at least to me.
I feel like Ryu has a lot of faults and is average, but has tools everywhere to get by. I feel like some characters like rashid, alex or fang have excellent pokes that some can even spam on wakeup and you really can’t do shit about it. As I began to understand matchups more and watch different playstyles, I see the issues, but I can generally say there is a strong balance of most tiers being damn near close compared to other SF games thusfar.
Thats the difference with SFxT and V. V has a service model driven towards continually making money after the release and was specifically planned to be relevant for 6 years.
SFxT was made more like a traditional video game where the idea was to get initial sales and just work on another game after that. SFxT really didn’t do that bad in sales considering the PR issues which were similarly as bad as Vs. The issue that was most visible for the FGC was the dying competitive interest in the game. Something you don’t want as you’re trying to further promote a game.
It probably is more a deal about recouping than earning large sums of profit for now, but if that can be done along with the largest eSports tournament entry and exposure any fighting game has ever had, can only go up from here.
The gameplay isn’t busted of course, but past player strategies, the overall metagame is about as deep as a shallow puddle in the Sarah Desert. People will still play because money but I can see people getting pretty bored of the game in the future.
The fundamentals thing is funny especially when you see the Laura/Mika situation in the <5k points range - players rewarded for sitting in training mode and working on low execution setplay w/ no other aspect to their game, definitely wouldn’t have success in 3S or 4 w/ that stuff.
I think a lot of bad players in past games are able to succeed in this one though so they like it for those reasons
Exactly. Funny to see the no footsie players who can’t anti air pull off these sweet reset combos. Once they blow their load on that it is back to getting owned because they don’t actually know how to play the game, but at least the 7 hit combos are cool.
The only way I could play this game again is if I commited to learning the mindless blockstrings that put my opponent in positions where they have a tiny window to break out. Basically protest the game by learning how to exploit the 8 frame input lag by using pressure that is difficult or almost impossible to break out of. It seems that R.Mika might* be the best way to do that.