His comment is ridiculously aggressive and obnoxious, but the number of people that don’t seem to understand that games develop over time is crazy.
You need time to dig down into a game to create depth. People need to invent strategies, then other people invent counter-strategies, then other people invent counter-counter-strategies. You don’t just buy the game off the rack and it comes with a metagame for $4.99 extra.
The gameplay itself is going to get better (or worse, if it turns out to be a bad game), because “the gameplay” doesn’t exist yet.
yeah totally. srk is the only way to aa anyone. i feel bad for any character that isnt ryu or ken, because its impossible for them to anti air. RIP the rest of the cast.
game seems more simple but I actually like it because it seems more in your face than sfiv. Nothing aggravated me more than watching early sfiv matches and watching balrog stand back and focus attack backdash fireballs all day long and use crouching jab to get out of everything.
Its simple if you have the SF fundamentals down.New players have a lot to learn but there should some more advanced things for SF veterans. Also I never said the better player doesn’t win in this game.Of course he does and there are plenty of better players then me. What I said is that its boring to play because of the simplicity.
I like the gameplay overall and how everybody pretty much hits a truck. It turns into a game of patience and nerve, which reminds me of SSF2T.
All SFV is missing is that feature/mechanic that makes the game fun to watch. The easiest/quickest way to do this is by opening up the combo system a bit. Make Crush Counter more flexible.
You’re stating exceptions to the rule, not the standard. SF2, Alpha, 3 all had normals with generally further pushback and links were not a as prevalent as they were in 4.
In Alpha, barring V-ism and jump-ins, standard bnbs utilized two hit confirms, 2in1’s, or 3 crouching shorts, which is something 3s also had, but was something that was specific to crouching characters. Therefore two hit confirms were the norm in those games.
Not until 4 did it become the standard for the majority of the cast to have 3+ hit, confirms that worked regardless of an opponents positioning.
In the meantime keep clicking that LOL button and getting into arguments in which I can prove you wrong time and time again.
I only played the game once for like 2 hours. The footsies is nice and I feel like I’m counter hit fishing. I like how certain attacks get you that critical counter thing. I got pretty comfortable playing Karin in that one sitting. I think the game is very simplified and you can learn it fast. I think this is good. A low learning curve is good for getting started with the game fast. Sounds like people are worried about the games depth.
Parry’s and cancels like guilty gear? I think that sounds dumb. That’s what equals depth? People always playin the parry card. "add parries it’ll make the game great! omg I worship parries!"
Sorry, I was making a serious comment…now I’m just mocking.
Sorry, but once again you are wrong. As I said, if characters don’t have long confirms in those games… They don’t need them because they have safe on block specials instead. As a rule. Not EVERY character, but the vast majority of them.
In old school games not named streetfighter 3you either have a safe on block special to cancel into and there for no need to confirm, and there for its a confirm in itself, or you have long confirms. That’s the rule, not the exception.
I think I will now go ahead and throw you that LOL… Good call.
I refuse to be pulled into another discussion with you beyond this point since you’ve demonstrated a clear lack of knowledge, and understanding, in addition to poor discussion skills. You’re obviously set in your ways and there’s nothing that can dissuade you from them. Good luck with the game.