Yeah, no Marvelness in SF, please.
I’ve been thinking that in SFIV the cost of FADC is too expensive, two bars. If there’s a similar bar feature in SFV, make it less expensive.
Yeah, no Marvelness in SF, please.
I’ve been thinking that in SFIV the cost of FADC is too expensive, two bars. If there’s a similar bar feature in SFV, make it less expensive.
How about
No Ono
No Dimps
Stop reusing a existing IP and make a completely new game
In other words… unfeasible for current Capcom
Make sf 5 , Sf 3 third strike because you can’t beat perfection.
NO YOU’RE GONNA COMMIT TO THOSE SHORYUS BOY.
It’s funny, if they ever decide to reboot the series and go back to plain old “Street Fighter”, somehow it sounds really plain and generic and not at all related to the series. I guess I’m just too used to hearing “Street Fighter Number Something Something Edition” etc etc.
First he mentioned that Marvel 3 was an exception.
Secondly, I’d posit that Marvel 3 or more precisely the Marvel Vs series in general is all that you mentioned and more. The main difference is the scale. Marvel is faster, there’s more space involved and, more importantly the stakes are higher (meaning that one mistake costs alot more than in SFIV). In fact, Seth himself praised MvC2 for advancing that one defining factor of 2D fighters - fireballs and the strategic play that they create - something that’s also coming back to MvC3, especially with the advent of top tier defensive/zoning teams like Morg/Doom and Dorm/Doom.
If you think Marvel (any Marvel game, be it the original, MvC2 and even the 3 series) is random, then you’re just indirectly admitting that the game is simply too fast for you to understand.
As for high risk gameplay where one touch could result in a KO, we’ve seen that in Street Fighter before.
[media=youtube]Gk3kkyrFhRw[/media]
[media=youtube]_eaOYqvTQtQ[/media]
[media=youtube]vd69PwRueDw[/media]
And guess what, the competitive community was generally fine with these.
All original characters with just a few 3s/new sf4 characters
tbh I cant even think of anything. It feels like everything has been done to death.
And if Capcom tries to do anything innovative with sf5 it might not be accepted well.
All I can say is that the roster should be the way I suggested/
All I can say is that I DONT WANT ANOTHER ST I DONT WANT ANOTHER ALPHA, I DONT WANT ANOTHER SF3, I DONT WANT ANOTHER CVS
I want something new. So if ur suggesting crap that merely ends up being a watered down version of a previous SF, then no …no no nioo no
Tbh I think SF4 should be the last of SF and Capcom should start a whole new IP
Also Dev… no marvel crap in SF please.
they are different, but dismissing the strategies and defensive gameplay of the game is plain ignorant and stupid, you cant win on those games if you dont have solid strategies and a solid defense
footsies are not the end of the spacing game, footsies are only a little part of it, specially since you are not relegated to the ground only
add that you have more options, options that lead to more ways to do damage, so your normals dont only are useful to play your spacing game, but to lead to better ways to punish your opponent, this is specially true if the normals have special effects and properties when you land them as counter hits
it has the same elements on the same proportion, the difference is that they work and seem different to the uneducated eye
again, dont pass a judgment on the game, when it fucking clear that you dont know how the game works at high level play
ok, but dont get surprised when people call you out from your ignorance
you cant shield on “its my opinion” just to dismiss other povs that prove that you are fucking wrong.
and again, do you know what makes a game fast paced?
to bad that 3s is not near of perfection
no one is asking to turn sf into marvel, we are only pointing out the ignorant assumptions about what is marvel and how its played
Member Since: Wednesday
yeah, because i exists only since wednesday
This.
Also, I would like to see a return of 3rd Strike mechanics in a more balanced game.
Let me clarify, I’d like Street Fighter V to return to 3rd Strike mechanics with some tweaks
-better balance
-better projectile game (buff the damage, increased parry stun).
-classic SFII characters reworked to work in a 3S environment
-whiff animation for parries (most likely requiring a different input for them)
@Daidalus
My answer to your question about what makes a game fast-paced, is I’d guess it’s a combination of how long things take in the game (how fast most attacks are, how long it takes to get from one end of the screen to the other, etc.) and also the amount of things that are cancellable (if nothing is cancellable, then you’ve gotta wait till everything finishes before you do the next thing, but if everything’s cancellable, then most players will be cancelling everything they possibly can to speed up their offense). I suppose the amount of attacks it takes to kill a character definitely changes how fast each round is, and that can make a big difference.
Oh, and by the way, I joined this forum 17 days ago, so I’m your senior. End of Discussion.
Well, I’m not being indirect about it:
That’s almost my entire argument!!!
I watch some livestreams of Marvel 3, and when I see the things they’re doing, and how fast they’re doing them, I think of two questions:
How the heck are they performing all those commands in perfect timing for so long when the timing for each part is so specific?
How the heck are they keeping track of all the stuff that their opponent is doing while simultaneously typing up the entirety of “War and Peace” on their arcade sticks?
Whenever I play Marvel 3, I can do a 600,000 damage combo with my favourite character (Hulk) a few times, and then my fingers just separate from my brain and I can’t do anything other than standing heavy into launcher into nothing.
Maybe I don’t have the greatest understanding of what the pros are thinking when they get a “perfect” on somebody, but I know enough to know that these kinds of fighting games are my least favourite types of fighting games.
And with the way Street Fighter X Tekken is designed (crossover cast, teams instead of one-on-one, chain combos into launchers, Pandora being like a super-risky and almost-useless X-Factor), I’d say Capcom is ALREADY turning Street Fighter into Marvel!!!
you have a little idea, but its mixed with a lot of stuff than doesnt determinate if the game is fast paced or not.
the pace of the game is determined by the transitions between the neutral game and the combat/close game, yes having fast walks/normals, more mobility options, big damage output can help, but in reality having all of these dont necessarily means that you would have a fast paced game
there are examples of games that despite having all of these, still are slow in nature
also, just because the game is ground based, that doesnt mean that it is slow
neither sf2, sf3, ss, lb2, gmow are slow, so no dont confuse one thing with the other
i hope that you are joking with this, because if you think that having a few days more than me on this site gives you more seniority on your opinions or in knowledge on how the fighting games work, then boy, you are fucking wrong (pro tip, this is a temporal account)
that its fine, you can not like these type of games, but refrain to make statements on how those games work or are played, you already admitted that you dont have a great understanding about them, therefore any opinion about them its potentially wrong and misguided, we certainly dont need more about that.
1st sfxt is not sf
2nd sfxt is an example of a slow paced game actually
3rd i actually hope that you are not one of those idiots that think that chains are a bad thing
Practice.
Practice.
High risk-high reward drives a gamblers compulsion. This has always been a part of the community. Why do you think that money matches and side bets are so popular?
SFxT is pretty slow paced.
Also, Alpha 3 was closer to turning SF into Marvel, especially considering how V-ISM and crouch cancel infinites turned that game into a high risk - high-reward game.
You know, I don’t think we’re gonna agree on what the games are like, no matter how long we talk about them. I think this, you think that, and never the twain shall meet. Also, we’re clogging up the thread. Let’s stop arguing and get back to SFV.
I think that even if there’s returning characters in SFV, they should have slightly-altered movesets. For example:
Ryu could have a different hadoken. Maybe like Gouken’s chargable anti-air fireballs? Or maybe they could sort-of bend-upwards like Pyron’s fireballs from DarkStalkers. Ken’s shoryuken could make a wall-of-fire linger in the air for a second.
Chun’s kicks could be a quarter-circle motion, where you could either hold the button to make her keep on kicking, or repeat the quarter-circle command to make her hop forward like Fei Long’s rekkas.
I think these kind of weird alterations would make the game awesome, as long as they didn’t make the game way-too-complicated.
If there smart they wont do much…but stick to the old formula it sells…No focus attacks, no parrys, no ultras for the cry babies just pure streetfighter with ex and supers, add more chars or bring back all the old into the 3d from older series and a couple new…Thats sf5 and you know it and its fine…and probably still have ultras
How about spot dodging like in Super Smash Bros.?
Sent from my iPhone using Tapatalk
ding ding ding! We have a winner! With IV being as successful as it was, I don’t see any real reason for them to do much different for the rest of the series. Give us as many of the characters we love as possible, introduce us to a few new ones, change the sub systems in the game to make it feel fresh, then support it with semi-regular updates until it can be called “done”. Finding a story to go with the game is really the hardest part but it shouldn’t be the focus anyway.