I understand the desire, but i still dont think its necessary, or even a good idea. The stages are pretty small if you think about it. maybe not as small as other titles or even other games, but it works. so you have to walk a few extra feet… doesnt seem like it would cause that much of a problem. if someone is stupid enough to crawl into the corner and just sit there then im sure the pros on this site and everywhere else will just get a good laugh as they commence bludgeoning the fuck out of the poor fool lol has happened to me many times lol so i dont retreat to the corner with the “defender” strategy anymore. through the course of playing, i will end up there sometimes… but i try to evacuate ASAP lol seems like making the maps smaller would make characters that use long traveling supers and ultras and other moves feel a bit too fast, and too efficient in closing distance. just a thought on that one.
Vampire series stage width = 720 pixels which actually will equal around 680 pixels on a regular monitor.
SF2 series stage width = 690 pixels which actually will equal around 650 pixels on a regular monitor.
Which one focuses on fireball gameplay?
Edit:
1.All stages are the same width in ST. In Vampire only one stage is bigger and that is Fetus of the God
2.A pixel isn’t a square on the CPS2.
-Capcom bringing back classic games and hiring shitty ass artists to do promo artwork. MvC2 and 3sOE had the ugliest shit ever.
-New Capcom fighting games without bengus artwork
Comeback mechanics of any description. They just spoil the game for everyone but the people who don’t care enough about the game to understand why they’re a bad thing.
i agree. i think the ultra system makes it too easy to turn a game completely around. we work hard to take their health down and all we are doing is feeding them an arsenal to nullify all the work we just did. sure there are ways around it, and its definitely not totally killing the game, but i wish they did it differently.
my suggestion would have been to make the ultra meter an extension of the super meter. filled up the same way as the super, but only starts filling after your super is full. if you use an EX move or a cancel that consumes super, then anything built up in the “ultimate” portion of the guage would be consumed instantly, along with whatever value in EX bars as per the move performed. This would make it so you had to work for your supers/ultras, and had to make calculated decisions about how you used your meters. As it sits, taking Akuma for example, he can charge up 2 separate attacks easily in one match, and execute them both on an opponent making them devastating moves. ive done this plenty of times and boy the hate mail i get is just phenomenal lol chars become uber super powerful toward the end of the round and it almost always leaves every match ending in some sort of meter move. its the “go-to” instead of the option. would have been nice to have had a bit more strategy involved when contemplating whether or not you want to pop out an EX move or drain all your saved work into one potentially whiffable attack. the ultra system was designed for noobs IMO, and pros now use it as a standard in the game. im sure someone around here has ran into a few opponents who actually sat there just letting themselves get rocked so they could build meter and end the match in 1 short combo ending in an ultra…
This isn’t a feature but the removal of tiers. No character better than the other, It should just come down to play style for character selection and love for their design.
No. “Comeback mechanic” doesn’t have to mean stuff like “Ultra/X-Facter”. Comeback mechanic can just mean having a super meter system like MvC2 or GG where after a long combo, the person who’s been comboed gets a bit more meter from the combo than the person who’s doing the comboing. Just because recent CAPCOM games have gone overboard with the concept, doesn’t mean it shouldn’t be in fighting games.