The game was reviewed poorly because of it’s disastrous launch. It’s not rated poorly for the way it plays. In fact, many big name reviewers PRAISE the gameplay for what it brings to the table. You’re welcome to dislike the game since that is your opinion but please don’t make misinformed statements like that.
I just don’t get the comments about “easy combos” and “watered down mechanics”. The mechanics are really fresh: unique power ups for each character, a unique special move for each character, and the ability to spend meter to get out of pressure. I’ll take that any day over something like Focus. As for the easy combos, I’ll preface this statement by saying I never really got into SF4 too much, but I did play it a bit and, with one or two exceptions, none of the combos in that game struck me as being really technical. Are the combos in SF5 slightly easier? Yes, but honestly I don’t think it’s by a very large margin. Furthermore, too much technicality can hold a game back. Take Accent Core for instance, it was a pretty technical game, so much so that some characters (I No for instance) really never reached their full potential
The combos are SUPER easy in this game, even compared to IV. IMO in reference to your comments about Accent Core, any amount of technicality holding back a game from growing a player base is a fault of the players themselves and not the game’s. By that I really mean if a game can provide enjoyment along a learning curve there’s no reason to cut that curve short because some people don’t feel like putting in the effort.
And it’s not even that SFV doesn’t do that, and in fact most fighters with less of a technical learning curve rely on some type of meta to pick up the slack. V seems to be chasing that idea and in THAT WAY ONLY does it feel like an older Street Fighter to me.
Like I said, yes the combos in this game are easier than in 4, but people acting like 4 had all these super technical combos are fooling themselves imo. Regarding you comment about AC, I just dont really agree at all and I think the growing popularity of GG is evidence that I’m on to something. Sure, many people are probably attracted to it because it is fucking gorgeous, but I’m sure it helps that when you go into training mode to practice your combos you aren’t left sitting there like “wtf am I even supposed to do here”, the game is so much more accessible now.
Given time, I think the same thing will happen to SF5, people who try it out won’t be dissuaded by an execution barrier. Among a lot of casual players I think SF has a reputation as being “hard”, once they figure out that that is not true, the game will grow. I see a fair amount of people hating on the game on Twitch, YouTube, etc, however, given time, I think it has potential to be one of the most popular SF games. The people crying the blues about execution and boring mechanics will move on to something like GG. The irony is that the same complaints they are voicing about SF5 were voiced about Xrd.
Yeah that’s sort of what I was trying to say. They weren’t really a show of skill imo, just a show of who put in more tedious hours in the training room. Hours that can now be better spent learning matchups or coming up with new tech
I don’t personally see a problem with people being rewarded for the time they put in to learning a combo. It’s not like combos are free in IV, you still have to know matchups. You can also do well with good fundamentals without being a master of your character, much like how infiltration picks a myriad of characters because he’s got super solid fundamentals and knows matchups.
I played Viper in IV, did I start winning just because I learned FFF? No, I started winning more because I learned how/when to punish and open up my opponent. FFF was just the optimal way to take advantage of those openings and pulling it off in the heat of a fight makes me feel good.
Yeah but I think it’s just generally not good for growing the community. Fierce feint fierce is one thing, if somebody wants to devote their time to learning it, good for them (also, there is still some technical stuff to learn in 5, its not all gone). But what if I’m a new player, learning SF4 and I want to play Ibuki. I come to the forums and find out one of my best bnb combos requires me to either rewire my controller to plink select, or I can just wing it and probably drop the combo most of the time when there is any sort of lag. I just don’t see how having something like that in the game helps at all. That is definitely going to turn people away from the game
I honestly don’t think anyone’s BnB combos in IV require a one frame link. It might become your go-to combo when you get it down, but there are plenty of not optimized but good enough to get by combos in IV. But then, I don’t play Ibuki.
And besides one frame link combos really fall into the upper part of the learning curve, there’s plenty to learn and explore about your characters before you get there so that when you DO decide to learn them, it’s something to keep you interested and invested in the process.
Well Xrd IS much easier than AC+R. However there’s still a high skill ceiling which allows people with good execution to distinguish themselves. That’s not the case in SF5, you can do the 1f links by literally MASHING. I’m ok with lowering the execution floor for new players, problem is they brought down the ceiling along with it.
And please all this “it’s not a show of skill”… EVO #37 talks for itself about execution hype.
But we have the potential for something similar in SF5, a game that ostensibly requires no execution
Also, I said 1f link combos weren’t a very good show of skill, not execution in general. This may be a bit off topic, but I’ve always felt chains are a much better show of skill than links…
lol probably because all the critical arts look corny as fuck…they don’t have any impact. Still laughing at how necalli’s CA looks weaker when you power him up…it’s like this dude does some trash ass punch at an awkward angle, bruh shit looked better when he was going beserker barrage on people, should have made his shit like Sabertooth’s super from marvel lol. Some of them aren’t too bad but nothing special, like Cammy and Vegas criticals, but considering they are going with the whole cinematic approach they could have done a lot better to give you the impression of hitting someone with that final death blow(chunners one seemed to try and pay homage to the original animated movie, should have had her end it with that double kick through the wall lol)…but seriously freaking old ass kof sprites look more painful than this shit.
Except execution isn’t everything, and everyone will tell you that the impressive thing about Moment 37 wasn’t that Daigo parried the super, but that he read that Justin was going to super and hit it at the right moment to parry (you have to parry it on prediction, not reaction).
I find it funny that people on the forums are still harping on about execution, when guys from the community who have moved on to actually start working on these games (Sirlin, Seth, Keits, etc.) have all emphasized yomi and tried to shrink the execution barrier. As Mike_Z once stated “SF4 got it wrong, combos should be easy, reversals should be hard”.
i’m not, probably a game I won’t remember in a 10 years, has nothing memorable or things that set it apart from other good fighters. Still has time to improve I guess.
Execution isn’t everything but it’s ALWAYS BEEN A (BIG) PART of fighting games. But not anymore with SF5.
No, it wasn’t hype because of the read, it’s because it is (specially then) something very difficult to pull in the middle of an EVO match. If you ask people who got hyped by this, i’d say most don’t even know you can’t do it on reaction. The read itself was good but not that impossible since it was the obvious chip option to go and Justin was throwing obvious moves to conceal it.
And that’s just one example. We had another hype moment when Daigo did a full Evil Ryu combo on momochi in USF4 last year. Don’t know why you’re trying to pretend execution doesn’t bring hype.
Producers want to lower the execution barrier for a very obvious reason: money.
Capcom will forever pull shit like this till the company is dead. Because dumbasses keep buying there bullshit DLC, beta “complete” games, etc etc. Not just SFV as well. Hell everyone does it now because people really want to spend $200 to have the complete game now. And buy it twice in 2 years even!
I stopped buying capcom shit with Resident Evil 6 on ps3 when that was released. That was it for me. It will be the same shit from capcom and everyone else till people stop paying $200 for the complete game in the end. And I don’t see it ever stopping. Even Fire Emblem for example. I -like- the series. I just don’t want to pay $200 to get the recently released game in full. Last one I bought was shadow dragon.
Man, I wasn’t so hyped at first tbh since I didn’t want to play any of the current characters. I did buy SF 5 on both PS4 and PC and decided to give it a shot.
At first I wasn’t really interested because I didn’t know how to play well… so I watched some ‘chun-li basics’ videos, read up on her combos and buttons, watched some streams of good chun players and then decided to hit the lab.
After a few hours in training mode I was able to discover combos and v-trigger hit confirm combos and CA setups and the game quickly started growing on me.
I completed Chun-Li Easy and Normal survivals for the swag, then decided to play vs others online.
Setup the matchmaker to find me a 5 connect rating casual match… busted some niggaz asses with my newly found combos and tech and I’m honestly enjoying myself now.
SF 5 did away with ALOT of the stuff that I absolutely HATED in SF 4. There is still some cheese but its mainly because I suck and am not aware of how to combat it just yet. But on the real, this game is gonna only get better… so I went from 0 hype to alot more hype now after giving it a shot.
TL;DR = I had no hype at first, but its quickly becoming a hot game for me now.
Poison, Elena, Rose… all 1 frame link BnB combos. SF 4 fucking blows thank god its dead now.
It makes like MOST of the cast unplayable for people with bad execution or new players. This is why you saw like 10,000 ryu players and 100 rufus players or 100 poison players… its just stupid and kills the game in the long run.
SF 5’s combos aren’t free but they aren’t anywhere near as hard as SF 4 combos which makes the game a lot more fun to get into because there isn’t obstacles blocking a good majority of players from advancing to higher level gameplay.
For me, it took me months to master poison, elena, even rose’s main bnbs before I could even focus on how to actually play them in a match vs a good player.