I think tutorials should be less focused on combos (often impractical ones on top of that) since these can easily be acquired from the net. They should focus on the fundamentals, go through the characters normals with hitbox/hurtbox enabled and show what situations they are best used for, go on to specials and show the various ways to use them in real matches, and final all the v stuff. Give the player a solid base.
Yeah, sort of. Either a quick lean-back or a really tucked up duck. Then another direction did a small hop. Timings on how long the animation played out would depend on if you pressed or held down the button. (I think making it completely user timed would be a bit too good.) Game would have a hit-box where you used to be and if a hit came through, youâd gain V-guage like most other V-skills. Getting hit during either would result in a counter-hit or crush counter or what have you. Itâs use would be in a similar vein to background/foreground dodging from certain others games. Timed right, you could probably net a punish. I just enjoy dodging, thus why I like all overheads that go airborne, fukiage for being an instant sub-crouching state, and short swing blow and such. Making it not an attack in of itself is just a personal preference.
On the topic of tutorials and things, Iâve always been so torn on how I feel about a fighter shelling out every ounce of frame data to you. Perhaps itâs just being an old-man, but I liked people who were interested in such things going out of their way to look into it. Prooobably best itâs in the game, even if I donât like all of the fun of discovery being taken out of a game so quickly. I feel like new fighters evolve to their maximum so fast.
Frames aside, I absolutely would like to see Capcom actually teach their players something worth using. Have a fighter tutorial which teaches you the basics of a fighting game, have a character specific one too if youâd like, and have a combo challenge â but have it have at least some combos worth using, some can be silly, but most should be practical.
Something I would like to see, and this is inspired by the might and magic card game of all things, but I would like to see them implement sort of a puzzle mode for teaching players. The game puts you into a situation, it explains whatâs going to happen, then tells you to deal with it. The correct answer would be the solution that has no effective counter by your opponent, while other options would result in a quick replay, that shows the AI effectively dealing with whatever option you chose. Learn by seeing, as it were â seeing all of your options, and the different weights to them will make a player really understand just why higher level players play much more conservatively â some anyway. Yeah, you can go for that full parry, yeah you can do a DP and try to beat it out, maybe backdash, but sometimes ya know, you just gotta play it safe and do a jump-back parry â OR BLOCK. I would love the game to have one where the only correct solution was to block like a smart person. Hah!
Yeah, Skullgirls and Xrd did a pretty good job. I like those as well as Virtua Fighter 4 Evoâs tutorial. Although Iâm having a slightly more positive impression of Capcomâs developers working on SFV because of the E3 build, I still think theyâre going to mess up/half ass/not do story mode and botch/neglect a tutorial mode. Weâll see in due time.
I want the damage to be slightly reduced across the board for all the heavy hitters. With already less options to escape, chip damage possible on mid and hard attacks, and high stun, only 1 style of play is favored. I like characters that zone or control space. And no, I donât it to be USF4 but the matches to last a little longer.
Eh, disagree. Heavy hitters will hit hard, but they have to earn those hits. Higher damage also benefits zoners because individual hits that theyâll rack often will do much more damage per success and better damage over time; and individual hits would actually serve as a real, meaningful deterrent in the neutral game. Iâm fine with this. Dhalsim didnât have M.Bison combos or Fei Long combos in Super Turbo, but Dhalsim still wrecked them and was one of the best characters in the game.
Damage output is fine as long as the fundamental tools such as normals are reliable and balanced well. Everything has to be within context.
I also prefer quicker games because for me, itâs more fun that way. I have more fun playing ST or HF in which rounds could even relatively quickly, within a minute even. Itâs more fun because the time committal is short and I can hop back into the next game quickly too. It helps that normals and tools are pretty good in that game so overall as a package itâs fun. Although I like CVS2, I find ST more fun because tools overall were much partially in thanks to damage output. SFIV is not as fun because the tools in that game arenât as good as either ST or CVS2, and itâs slow. Slow in pace, walk speeds are overall slow, tools arenât that good in comparison to other games, and damage output is little.
So yeah, Iâm an advocate for maintaining the damage output. Now just to up the walk speed.
I also like playing zoners. I want the damage to stay as it is partially for that reason.
Low damage on individual hits puts high emphasis on combos, something that zoning characters typically arenât built for getting all that often. If the damage on individual hits are high, then the zoner can get serious damage on simply countering the options of the opponent. If thereâs more emphasis on individual hits, it usually favors the zoner, because the zoner usually dictates the pace of the match and can therefore get more of said hits.
Also, being a âheavy hitterâ doesnât mean much if you donât have a practical way of safely landing said damage. I mean, look at USF4 Gouken. The guy has one of the best fireballs in the game, and some of the most damaging punish combos in the game. However, unless an opponent does something really stupid or Gouken lands a focus attack/jump-in, his high damage doesnât mean anything. So he has to resort to individual hits that usually do somewhere between 6-10% damage each, and even the knockdowns he get doesnât amount to that much after DWU. If his opponent gets in on him, the opponent can often make up the damage he took by trying to get in with a couple of quick combos.
Then look at ST O.Sagat. His fireball is straight-up busted in terms of speed and recovery, they themselves do a lot of damage, and if you get hit by three of them in a short period of time, you usually get stunned and eat a 40% combo. Obviously you donât want to get hit by this, but trying to get around the fireball means you risk getting uppercutted for 20% damage, followed by getting pushed fullscreen back fullscreen by a meaty fireball. He had serious problems if people got in on him, but getting in on him without dying in the process was incredibly difficult.
Well I am not so well informed on Skullgirls so from what I have seen - KIâs tutorial was the most informative to me. Iâll look up Skullsgirlsâs one then as well
So many counter hit states on moves in this game, itâs like KOF 98 all over. You mistime that jump-in grab with Birdie or that parry with Ryu and you are getting off the sticks right quick.
Iâve been playing a lot of DMC4 lately and love taunting at the end of a succession of dodges or the end of a combo because I like to make myself feel like a badass when alone fighting virtual opponents.
Got me thinking, opinion on SFVâs taunts being something you can cancel into from specials but completely uncancellable once started? So for instance letâs say Chun does a combo that ends with EX legs and then cancels into her taunt on the knockback, just a little something I thought might be cool to do. So youâre trading your opportunity to get in whilst their getting up to instead fuck with them, nice trade-off.
Iâd rather we have SFIII style âpersonal actionâ that gave special effects instead of taunts. But really though, fuck pressing all 6 buttons at a time to taunt in this game.
I think if taunts do nothing, pressing all 6 buttons to do them is good because thatâs the most difficult thing to do accidentally, and at that point who cares if itâs a little annoying to do on purpose. But if you have even slightly useful taunts, like Dhalsim or Dudley have in SF4, then itâs better to have something a little less ridiculous as the input.
Ah yeah, obviously. Doh! Haha, Iâve got a PS4 too. My fightstick is for my 360 so I was thinking about that. The touchpad button for taunt on pad would be ok. Triple P+K on stick.
Iâll get a stick closer to release. If the beta was more than 5 days Iâd get one for that.