The biggest glaring problem I can see with this game ATM is that everyone is forced to play the same way. Never a single different combo from you or your opponent. Adding some variety would fix that problem, but I believe it would also ruin the “simplicity” of the game somehow. Like, adding second CAs for each character seems almost impoosible at this point, because there are fixed ways to land a combo and finish it with CA for everyone and deciding which CA to do would come down to the damage each one does.
Not only the same way but the match ups run the same every time, there’s very little variation in the flow of matches. It usually comes down to the same set of things -
You didn’t AA a jump
You pressed tech or jab when you should have blocked
You pressed a normal a fraction before they did
You got hit by a V-trigger OS
Seriously as as an experiment , play a set with a guy and just block everything, wait for space to open up then start again. Its amazing to watch them rotate the same two to three offensive plays then just completely run out of ideas. I do this with Ryu, I just sort of stand there with AA and close fireball , any gap in pressure I jump out and start again.
Wouldn’t surprise me if they nerfed Ryus air tatsu, luckily all the bad players just complain about AA jabs so Capcom will probably do us a favour and nerf things that don’t even matter.
obviously apart from the last example, which is game specific, how does this differ from any other sf game?
you get destroyed in sf4 for not AA’ing just like in sf5…
could you clarify a bit, I dont see the difference to other games…
same thing goes for what @Dime_x said with possibilities to escape throws, you literally had the exact same possibilities in sf4, maybe partially even 3S
You couldn’t walk backwards out of tick throws in sf4 for most characters, and you couldn’t jab out of tick throws either… Going on, tick throws were actually feasible after 2-3 blocked jabs, whereas in sf5 they basically aren’t. This makes tick throws much easier to anticipate the exact timing and better defend against them.
But I mean… No one, at least not me, ever said sf4 had good throw game. It’s one of the things that sucks about sf4 and sf5… Shitty throw game, though at least sf4 throw game had a bit more ambiguity in it, even if that didn’t make it that much more effective.
It’s almost similar to what Dime is saying, when you pressured a character in 4 the option tree was bigger after one blocked normal. The option tree in SF5 completely vanishes when you block something that’s not a jab. There was also the fact that you could whiff punish moves then FADC them into bigger combo’s so placing a bad move could cost you a lot of damage.
Links as well, a lot of stuff linked in SF4 giving you more bang for your buck, you weren’t at small plus 1’s or 2s, you could be at plus 3’s or 4’s or even 5’s and your normal could recover from a meaty to allow reversal EX moves to whiff. There was just a lot more threats.
I sound like a total SF4 lover, I’m not, I just thought the game was much more interactive than 5. It was called shallow at the start, it’s still shallow now.
For me I like seeing Dhalsim actually do juggles and teleport around the opponent as such for his regular bnbs. You just wouldn’t see stuff like that from a character like Sim in IV.
Most of the flashy combos in SFIV where just grounded link strings with a cancel or FADC in the middle. They were flashy in the same way that a KI combo or SNK super is usually flashy. Just a bunch of standing grounded hits with a special or super finish. The character usually isn’t moving around or juggling the opponent in any way and people get hype.
The flashy combos in 3rd Strike were entirely more interesting to me than most of the flashy stuff in SFIV. In SFIV they had to rewrite the juggle properties of the game for the 3S characters just so they could have juggles somewhat similar.
You’re doing that character thing again. Of course Dhalsim is way more interactive in this game… but his zoning is ass, so the question is, is his attack good enough to make up for his weaker zoning game?
Dont understand how buttons are “stubby”. Fang, rashid, alex, chun, karin, birdie, vega, ect have a lot of horizontal space covered. Quit being a bunch of parrots and think for yourselves
Um I at least have been saying buttons are stubby since the first beta I got my hands on. And COMPARED TO OTHER STREETFIGHTER GAMES, they are (especially shoto cr.mk, but it goes further than that with most of the cast having stubbier cancelable normals than in other streetfighter games and having stubbier limbs in general.
Yes there are outliers like vega fhp and dhalsims moves and birdies st.mk and even Alex’s cr.mp… But none are canceleble and outside vega all are on slow walkspeed characters and none across the cast are special cancelable.
Stubby normals still fits the game in general despite the outliers.
“A lot” is pretty subjective/relative. If you’re comparing SFV Vega’s buttons to SFV Ryu, than yeah Vega’s buttons are gonna look pretty damn good in comparison. But the “stubby” buttons argument comes from comparing SFV to past SF titles, where Vega had buttons that put his current ones to shame (and the same goes for the other returning characters). The deceptively short hitboxes can contribute to a feeling of “stubbiness” as well.
But what do I know, I’m a mindless parrot who can’t think for myself :s
you don’t even need to pick out specific examples. go play SFII, III, or Alpha and you’ll notice it quickly how non “stubby” the normals are in those games. SFIV had a lot but so far SFV takes the cake for “stubbyness”.
You are the one that seems to be digging, with the ostrich head in sand “I can’t see it so it doesn’t exist” point of view.
It’s fine to disagree.
3s also has stubby normals almost as a rule… But I don’t really consider 3 to be streetfighter in anything but name. I certainly never played the game much even though people that I did play against said I had a natural aptitude for it.
I know it’s been 7 months but I’m still not buying the hype guys. There’s no way the people still playing the game actually enjoy it, it’s all a charade. Kappa