The entire game is braindead oki because 4 characters actually have reversals
I can’t agree with the “no oki” complaint at all, wakeup is a literal coin flip most matches because defensive options are by and large off the table
The entire game is braindead oki because 4 characters actually have reversals
I can’t agree with the “no oki” complaint at all, wakeup is a literal coin flip most matches because defensive options are by and large off the table
This game is not SF4 is all I got from this.
SFIV was beautiful. KBrad said so
I’m not surprised everyone who started with SFIV and learned to treat fundamentals like dirt doesn’t like SFV.
I remember the first weeks in the Cammy forums,where everyone complained they don’t get setups of throws like they did in IV.
Yeah,because Cammy played in SFIV like in every other game she was. I remember using the whole time unblockables and crossup divekicks against people in CVS2…
WAIT A MINUTE!
Just wish there was a universal defensive option a la focus or parry that forced offense to be more interesting
Alpha counters in this game don’t really pull that off, but they are a lot easier to execute compared to focus or parry so that’s probably why they made the cut in this game
The SF community has notoriously shunned universal defensive mechanics. Especially meterless ones.
The only reason alpha counters get a pass is because they require resource burning. Meterless universal defensive options usually just lead to bitching and I think making them only character specific and risky was something V did right.
Case in point, look at all the people who bitched about rolls in SFxT and the two wake-up options in SFV.
It’s quite a stretch to call them risky IMO
Rolls were not one of the primary issues folks had w/ SFxT, that game had a hundred other things wrong with it contributing to its death
I don’t know who in the SF community shunned parries
I was merely supporting Devil Jin’s claim that Street Fighter player base hates universal meter less defense options. Players who hated rolls in SFxT because they believe it killed Oki, and gave the opponent a chance to get out of jail for free. This ignore the fact there multiple ways to punish rolls and became even more punishable in the 2013 patch. It was a matter of players simply not wanting to take rolls into consideration when pressuring. Trust me, rolls were rare in high level.
Parries were one of the primary reasons why SFIII games received a ton of hate. Look back in SRK archives dating back to 2004 and see for yourself. Better yet, find Viscant infamous post about parries from that time period.
Yeah you haven’t been on SRK very long if you don’t know about the general hatred of focus attacks, parries and other meterless defensive mechanisms.
Meterless defense mechanisms like universal kip up and back roll?
Focus attacks I’ll give you
Parries though? What in the
I’ll admit I wasn’t on SRK back in 2004 though as mentioned above so I’ll take your word for it
Universal meterless defensive systems like throw teching. Yeah they so HATE that.
LOL
All of those may be a little oppressive when meterless, but should have been given a chance as metered defensive mechanics. Nuking them out of the game is a knee jerk reaction from the developers conceding the point to the scrubs. Do people prefer full SF4 vortex to SxT or SF5 rolls and quickrises? Same with parries, a vocal part of the playerbase may hate them, but no one ever cheered a game for a player winning by heavy full screen zoning.
The way I see it: metered defensive mechanics > meterless defensive mechanics > no defensive mechanics at all.
Parries can go to hell.
I don’t like parries much either, but 3rd Strike > SF5
Maybe. But SF5 > SF3:NG and SF3:2i.
And Final SF5 > The Universe.
Ah, no wonder people keep bitching about DOA’s Holds and KI’s Combo Breakers. They are just SF players that seriously don’t want to adapt lol.
Are you being sarcastic or do people really complain about combo breakers in KI? I don’t know because I haven’t played it yet, but I’m buying it very soon. It seems like a defining characteristic of KI.
Combo Breakers/Counters have been complained about since the dawn of time. I used to talk with Tekken players on GameFAQs who thought DOA holds were the worst thing ever. There’s a sizeable amount of players/top players I talked to that said they would get into KI, but didn’t because they can’t deal with meterless combo breakers. People are just too comfortable with games where their hit conversions are always rewarded with full combos other than an execution drop or not having the resource. Those people feel that once they land the hit they should get their reward other than spending some heavy resource like a burst.
Being able to get out of combos without spending resource is one of the banes of SF and Tekken players. They just don’t like that shit.