On a ten year old piece of hardware.
yeah but with how the alpha character got reworked, I doubt it would be among the 1st things capcom would give her if she even comes back. I just dont need to feel her like sf4 anymore. Give Rose something new to work with.
inb4 she finally gets 2 ex reflects where one version reflects horizontally and the other in a 45 degree angle Kappa Kreygasm
Not necessarily.
Often it is a design choice to render non-essential elements at a lower fidelity so as not to muddy essential detail. Detailed background characters for example (i.e. in-line controllable characters) stands to diminish the separation required so players can clearly see what is happening with their character and the opponent.
Keeping the polycount in check (i.e. reduced) for background characters is also a means to retain a consistent frame rate which is far more important.
I think the ability to lets say have a definitely amount of space between you and the opponent, with no ability to back up in training mode. What this would do is condition you to fight at a certain range all the time by practicing in training mode. As you knocked the dummy back the area of operation would move with you. probably not useful to most people here but it would go along way into boosting the training/tutorial mode.
This would be helpful if you could load in âplaying stylesâ amongst certain characters into your dummy. I think it could be a cool little tool if implemented properly.
Something I noticed today that I would love to see in training mode:
So lately Iâve been working on consciously hit-confirming.
In SFIV you often have combos that derive from the same starter (crouching LP>LP or LK>LP) but lead into different combos depending on the opponents stance.
Same goes for SFV.
So Iâd like to see aside from being able to assign the bot to randomly block or not, to be able to have the bot in a random stance when he gets hit by the first attack.
Would help me a lot to practice hit-confirms and then go into the proper combo afterwards, instead of just relying on universal combos that hit both standing and crouching.
Iâd also love for the training dummies to just randomly dash forwards, backwards, crouch, stand and walk and jump around without using any attacks, to practice hit-confirms, ranges of anti-air and ranges of your pokes.
I feel like CPU randomly attacking is such a huge waste of time.
I hope they bring back some of the game modes like alpha 3. The 2 v 1s were fun as hell
The way they are designing characters around v trigger and v skill Iâm kinda worried about future characters being put in.
Can twelve ever be integrated into this game correctly? What about Hugo? Remy? Every other genre of fighting game it seems they have a system that fully welcomes returning characters like tekken and kof but for sf it seems they start over from scratch on every game⌠Which is GOOD! But some of the choices on how they do it gut the characters of their âcharacterâ Imo⌠Look at sf4, Elena compared to yun⌠Yun works cus he had the chain combos going for him already but for Elena? They gave her token cr.lk into everything combo sequences. They sacrificed her characters individuality in order for her to function in that game. Now with these meters people already kinda got a hint of this with Karin but to me if the frequency she is in v trigger state is as common as high level yun genei Jin then I donât see that as a problem.
You giving remy genei Jin Capcom? I donât think so. If sfv is going to be a platform then eventually every character in the sf universe will be playable at some point in its life span. I just donât want developers to âfixâ characters to play in this series by collapsing what made them who they were in previous versions.
but if you base the mechanics on a meter state your picking apart old characters to fit into the system and it feels very bland to me the choices they are deciding on and I donât want to it to feel bland I want flexibility in how I play my character in comparison to how someone else plays the same one. The way characters operate there is a best practices attitude to how they are approached that I feel is even more one dimensional even being compared to ST.
even in ST you could choose old style characters that played differently then the defaults. With sfv it is what it is and Iâm finding there isnât anything more than finding holes in a block string to reversal or finding the right moment to v reversal. Itâs strictly about meter management and how effective you are using it, but the system mechanics arenât readily available to every character so why are they forcing the players to adhere so strictly to it? Players will simply flock to characters that use the system best and even with patches who wants to start learning an incomplete character that doesnât have the options not to use certain features of the game and there individual character traits arenât even strong enough to compensate for this?
This is a big issue in 3s. The top characters are fine and shouldnât be changed but for every other character unable to fully take advantage of the system they suffer in match ups because what they have going for them individually gets countered hard by opponents being able to use the game mechanics available to their characters much more easily. If you want e sports and a competitive scene you need a tier list that is debatable and non stagnant. As soon as itâs set in stone anyone at the top of that game knows whatâs up and who they are using. If you donât play to win then it must be for fun right? Itâs not fun if you donât give every character an equal look over before you throw them into the roster and expect the player base to figure it out for you.
Sfv needs something else that players can choose to use or not use to divvy up between using v gauge and v reversal and I donât think itâll happen. The only thing super meter is used for is max bar super and ex moves. Can someone tell me why they have two separate bars that BOTH can be filled by taking damage?
What would happen if you could only build ex bar from making the opponent block or doing damage? Some characters would completely fall off.
I just feel it needs to be looked at further. Because the characters seem very simple at this point in juncture because of the limited tools to get around a simple fire ball and neutral jumping shouldnât be forced as an option because yes itâs a 2D fighting game but we have 6 buttons and an eight way joystick why do I have to neutral jump over fire balls to avoid chip? They are fighting on a a parking lot or some field out in the middle of nowhere⌠couldnât they move to the side or something if itâs thrown from that far out?
Is this game a next gen game? Could this game be on 360? What makes this game NEED to be on ps4? That is the element that is missing within its gameplay that I find lacking.
This is in reaction to seeing characters like birdie and wondering are they purposefully making him low tier to give ryu and ken players that good feeling of getting some big hit number combo as a casual satisfaction? Cus that casual satisfaction is still worth the 60 dollars the same as some OG opinion paying 60 bucks for the game. I feel there are more casual members who want that limitation of options.
That was just complete waffle.
âŚwut
Everdred I love 3S too and all, but im not really sure whats going on with that. I donât really see any issue in what youâre seeing issue with
Pick any character from any game lets say Sean. What would his v skill and v trigger be? So on top of thinking up on that then they have to make those work for him. In the end is it still Sean?
You canât tell me none of what Iâm saying doesnât make any sense. Yes itâs a new game and they are working out the kinks and all but they are is building around activations and moves that build the meter for that activation.
The game will get old soon I can already see it if they are approaching it this way.
Ryu and Nash get to chill on the opposite ends of the screen absorbing fireballs for meter while folks who canât must find other less safe ways to avoid fireballs. Thatâs a major disparity with the way the game is being built.
Have you seriously not noticed they are giving every single char a good way to get around fireballs?
I donât see it with birdie. Too easy to run away and his anti fire ball options are gimmicks that are so easily baited he needs to rely on ex versions to trust those options. While Nash Ryu and bison can just time two button presses together to absorb the projectile and potentially become stronger characters.
Thatâs bias game design. Cammy getting spin knuckle? Itâs ok since she can get through fireballs right? So at the peak of skill for this game itâll be about placing fireballs in places they are hard to react to anyways. Her v skill will only be applicable to lower level playing since a better player wonât even attempt that option of a fireball at the range sheâs able to punish with v skill.
This will only limit her building of her v trigger and you basically will have to balance the fact she wonât be building v gauge quite as often as you think.
The focus is too much on how can Ryu not be so strong and make every character have a chance against him and not enough on building a character up independently.
Great! whiffed moves are crush counter states thatâs good but in the very end when you get really good players going at it itâll be about exploiting what the other character doesnât have an easy answer to.
Each character shouldnât have a counter pick option and the straightforwardness of how each character is being played seems like thatâs whatâs going to happen.
Birdie can go under projectiles if need be. With Birdie the difference between a bait and a fireball punish is time, if the birdie player is on point ryu and baiting shit, he is getting his ass tossed on his head.
Problem is it takes way more effort to react to fire ball than to apply pressure with it. I just wish they took their design idea of building around Ryu and took turns building everyone up like that from the core. Ryu got long range pressure and up close game. Heâs solid wherever he is on screen cus even if he canât apply pressure with fireballs and someone can throw them faster or whatever he has his parry. Other characters have to commit resources to combat how solid he is.
All Iâm saying is they need to step further away from sf4 and look at the design ideas of 3s.
If 3s was a new gen game with patch support would the tier list that is pretty set in stone be what it is? The difference we have in comparison is hindsight. We know where everyone is pretty much on that list and anyone who plays that game knows why it is what it is. We could actually have effectual good balance changes if that game was released in the sf4 era.
Why not have that serious competitive mentality of building a game like 3s but with the support of this new era? Why create problems based on design choices and have ongoing balance changes to fix those issues where they didnât need to exist in the first place?
Well, yeah. It would be pretty fucked up if the opposite were true.
The fucked up part is that would make projectile placement more important a decision to make especially since it creates so many openings anticipating it.
The problem is a lot of what youâre stating seems to stem from Ryu and his fireball game. When there are plenty of people (including myself) who donât even think fireballs are that good in this game. Theyâre better than they are in 3S, but not by a mile and there are just as many or more anti projectile options per character as there were in SFIV. I play Chun Li who has one option to sail over projectiles, but it has long start up and can be baited. So, in some matches vs Ryu or Nash it does take a bit of time to find your way in, but itâs nowhere near as difficult and much more manageable than it was in ST.
Fireballs are really negative on block at close range also, so you have this very specific range in the middle where fireball are good, and theyâre nearly irrelevant at every other range. Enough room for even a character like Birdie to be able to handle them. Birdie actually does have a lot of ways around projectiles and ways to bait them as well. I only played Birdie like 10 times during the beta and I was making almost every Ryu and Nash player jump towards me just by throwing the can. It goes under fireballs, trips on hit and builds V Gauge so people were hopping towards me easy trying to get around them. Plus his df+HP slide, some of his headbutt attacks and he even has moves with armor on them.
Cammyâs V Skill still has ways to build meter without projectiles. It passes through the opponent when close enough and crosses up. Allowing it to set up ambiguous left/right cross ups where you can hit the opponent and bnb to do damage and built V Gauge. Itâs not only useful vs projectiles. She also has a 2 bar V Gauge which means she will be getting her V Trigger rather quickly whether she lands her V Skill, a crush counter or neither.
It would take too long to go over everything you brought up, but the jist is I feel as the game comes out youâll see more of the developerâs vision take place and that the V Skills and Triggers are designed to have the matchups be less black and white and give all characters options even where they normally struggle.
Is it true that crush counters build V-gauge now?
EDIT-
https://www.youtube.com/watch?v=0OJO6VVqFNE
3:12
Apparently it is true!