Less is more.
See, this is why Iâm really glad they (Capcom) are releasing Darkstalkers Resurrection because there are some clueless posts in this topic and MOSTLY in the Unity Boards. Honestly, if youâre totally unsure, YOU OWE IT TO YOURSELVES to play the game. Get the roms, order them off Amazon, GO buy the game off PSN or Xbox Live and absorb the essence of the game and you will definitely get a better idea and a sense of perspective on how Darkstalkers 4 should be approached.
And some of the requests here sounds a lot like things that current fighters already utilize, like, KOF with the frigginâ, crazy combo and juggles. Want wall bounce? SFxT has that. I donât think its (DS4) is going to use it, but I can totally see why theyâ going with SFxTâs engine. As for the character models⌠I dont care. I just wanna play the game. Itâs one my favorite titles and Iâll either love it or try to enjoy it.
It is kind of interesting, honestly a lot of the game seems to happen on oki, you get knockdowns constantly. It can depend a lot on what situation you are in. Rolls are an option, but arenât a be all, end all. Some characters can dark force away in certain situations. Uusually you will want to just guard into a tech hit/guard cancel, at least in my humble experience. You can delay your wakeup, but you will not roll. You can also delay pursuit attacks, which is kind of interesting, keeps you next to your opponent despite it whiffing.
If Rikuo knocks you down in the corner, you better have godlike yomi or you basically just lost. His bubble loop is near impossible to escape for most characters.
EDIT: You know what I DO want changed? The randomness of pushblock, in my opinion it should always push back to some degree, with the distance depending on the amount of presses you make. Still starting at 3 Im ok with.
Ah, I understand where you are coming from. Iâm basing my argument on the tried and proven gameplay in the DS series, not modern day Capcomâs efforts. I can see your line of thought now.
"In fact, to me, the look of MvC3 feels a bit off because the style looks closer to the old SNK style in terms of proportions and not the old, chunky Capcom style, mostly because the art is based on Shinkiroâs."
Your post implies that the âold, chunkyâ Capcom style applied to the versus series. I just thought it was weird. Oh well, we can both agree that the versus series has always had a distinct flair and style that set it apart from the older stuff Bengus came up with for DS and SF.
Which is why I have a hard time taking that place seriously. Iâm gonna make an earnest effort to post over there because you asked, but damn⌠some people over there are just out there.
It is hardly ârandomâ. Setting it up so you have to âpianoâ the buttons makes it so that you need some real skill to counter real offense. It provides for a near perfect balance between pressure and defense. If you make pushblock easy to guarantee in a game like VSav all you end up with is a game full of time outs, sudden balance problems and few mixups. Characters like Hsien-Ko, Jedah, Lilith and Morrigan who benefit greatly from high momentum all of a sudden have to contend with the constant threat of pushblock while big bodied characters or characters that hit hard have a stupid easy way to keep them out while having insane normals. Seriously⌠imagine VSav Sasquatch, Zabel and Wolf in a game with easier pushblock than Mahvel. Youâd never get in on them and their hitboxes would rock our faces all day.
No thanks. High quality offense should only be offset by high quality defense.
And why do you assume that people asking for a revised combo system wants Marvel 1v1?
Yes Iâve been watching Mikado vids, Iâve been reading faqs/wikiâs. Iâve been playing on MAME so I havenât had a whole lot of human competition. Iâm no pro but I have an understanding of the fundamentals of the game. I do appreciate the original Vsav for what it is. All Iâm saying is DS4 is going to be a new game, a new team, a new engine and whether you like it or not its very likely that Capcom will be borrowing mechanics from their modern releases.
I like the combo system the way it is. I feel like adding wall/groundbounces/crumples/juggles will take away from how âVampire-yâ the game feels. The newest iteration of Marvel has all these things (as does SFxT so I guess I could also say âI donât want it to feel like SFxT 1v1â too). Shrug.
Dang if you could play GGPO Iâd say letâs play. I have a tiniest shred of hope because I know Ono has said before that Darkstalkers is his favorite game and I hope he can do it justice. All I can do is voice my opinion and hope it can get through to Capcom. Iâll probably end up going into the game not expecting much and if I have fun with it Iâll be pleasantly surprised. At least with DSR I can have Vsav with GGPO on a console in case I donât end up liking DS4 so either way Iâll be happy.
I never said to remove the pianoing. In fact you never even adressed what I said apart from your false assertion that it isnât random, which it is. If you press 3 or 4 buttons for example, you have a CHANCE to tech hit. At least in VSav, I believe they changed it in the VSav2? not sure about that.
I donât want easier pushblock, I want a pushblock that is guaranteed when I hit it, but still variable.
Piano better
You hit 6 every time? Is there a reason there is a random chance at 3-5 at all then?
If I chose to use it I can, but I have other options with Lilith. Like reversal Luminous Illusion or a Guard Cancel which are harder to do. The random chance is there for newer players that canât piano that well.
Iâd love to get some online matches but Iâm on a mac and I couldnât figure out how to configure my PC at work lol!
On a different note I really hope they invest in a proper story mode. But Iâm pretty sure Capcom executives are going to really limit the budget for this game, minimize risk. Which I think is a huge mistake. They need to realize that if they want to get the kind of numbers of MK9, P4A, TTT2 they need to put more content into their game.
Iâd also like to see them flesh out the Online. Iâd like to see player rankings as well as a reputation system where players rank your performance. You should be able to look through every single match youâve ever played and see what your stats are (attacks blocked, max combo damage, etc.) also see what your performance is like against specific matchups.
Its time to move on from bare bones FG releases.
Fair enough, I hardly think being able to hit the full 6 every time is common though. I can only really do it on wakeup and even then I have to assume they are going to hit when I think they are.
1st I am not asking for anything of that, i am asking for a robust combo system that allows for exploration, or different options for decision making. I am asking to improve what they already have on VS
2nd For what we have seen in recent capcom games, having different types of hit states have a good chance of being in, even if we like it or not.
Now, if they are applied intelligently they can add diversity to the cast, not every character needs to have access to all the different hit states, and if applied well they can help them with their gameplan and also add more value to strategy (spacing game, zoning, etc), for example, a wallbounce can be a effect on a counterhit for , giving you the option to punish the opponent with a little combo of 2 or 3 hits instead of just throwing your opponent away of you, that way you are rewarded for using the right tool on the neutral game.
A solid combo system with different hit states or different effects on counter hit doesnât mean that a game would have long combos (again, look at GG).
Also like it was already said, everyone should know by now that if they make a new DS the game wouldnât be VS/VH with new graphics, they will add new stuff to the game, that is a given, we can only hope that they manage to maintain the feeling of the game.
Theres a good chance they will just use ssf4s visuals, have abcs, hold back characters until 5 months later, charge for alts, add 1 new gameplay system(like focus), and reward you for losing.
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Depends what he classifies a different hit state but there is multiple hitstun animations in vsav that have different durations. There is also Victorâs electric normals and Anakâs Curse. Funny thing is that there is juggle comboâs in Hunter.
Vampire already used magic series, so a starting low and chaining into a sweep is the norm already.
Stock system of VSav already does the âreward for losingâ since the winner has to play with the same life he ended the previous round with. So if you won by a pixel in round 1, you start round 2 with a pixel. Thatâs ignoring Dark Force which were like Install hypers for everyone with different effects that you activate by pressing P+K of the same strength. Thereâs really no need to include something else or more potent designed to help the loser.
I hope they keep the command list more or less the same (marvel-esque commands of single motion+2 buttons and raging demon like commands)
While I agree there should be something inline for defense that is equal to the offense available in the game I donât think what we have for tech hits now is it. Thatâs what I look to as an advanced technique (higher than that to be truthful) but seeing at how its a basic and fundamental part of the game (and entirely necessary) I donât think it should be relegated to pressing 4-6 buttons consecutively. I mean plinking and the like in SF4 are something you learn when you get past the small stuff, towards the intermediate level. Tech hitting in VS is something you need to learn from day one, and imo is a bit much.
Ehh
Iâm not about ârewards for losingâ at all but I donât agree with these interpretations of the life system and Dark Force at all. Say I kill you for one bat while I still have a little less than 1/4 a life bar. While youâre on the ground I get to setup my spacing anyway I want, and you still have to wake-up somehow get the advantage, and take the rest of my health before weâre even, assuming you can do all that w/o taking damage. Otherwise youâre still fighting up hill. The person whoâs up one bat can also just choose to turtle it up, and whittle your health down, and heal up any white damage you do.
And Dark Force doesnât really help the person losing at all unless you were dominating at one point during the match. If youâre doing nothing but blocking and getting hit in VSav youâre building next to no meter. You can actually get scraped completely for one whole bat, get beat for a lot of your second and still not even have one meter to do anything. But say you do get a DF out, you still have to get some kind of knockdown, space, or advantage, after the invincibility wears off otherwise youâll just get put right back in the same situation when it deactivates and you recover. And then you have to consider who your character is and what situation youâre trying to DF out of. Some things that youâll really want to DF out of really canât be DFâed out of.
Assuming DF has invincibility, it shifts momentum, right?