I’m talking about compared to SFIV. They are not the same level of difficulty. You can see this very easily when you ask SFIV-only players to do stuff like cr.hp xx DP from a crouching position. Super cancels are an order of magnitude harder. The level of difficulty is basically the reason they added the super shortcuts in 3S.
Wow… Can’t believe this is even being discussed. The oldschool games are known for having ridiculous execution. The ONLY hard execution in 4 is either highly character specific stuff (viper/ibuki cancelling into ultra, viper instant burn kicks, Chun/gen slide inputs) or is a one frame link.
The one frame links even come with the ability to plink many of them making them twice as easy to perform… And yet people think sf4 has harder execution than oldschool games? Laughable.
Execution in oldschool games is so hard that it is literally commonplace to drop things multiple times a round.
Not a couple times a match or a set, but in the damn rounds. Even shit like cr.mk xx fireball is way harder in the oldschool.
There are execution issues in other games that simply don’t exist in SFIV because of how the game works. Here’s a very simple example of what I mean in games like CvS2 where some combos depend on how fast you can chain otherwise your next move whiffs:
This isn’t even a hard combo. It just demonstrates an execution error that is common in older games, but virtually irrelevant in SFIV because of how impact freeze, pushback and hitstun works.
As I said, you are not talking about mediocre level. You are talking about absolute beginner level. But even so, in VS a beginner will get destroyed by a scrub doing nothing but jumping heavies with Talbain because they won’t be able to push block out. Even just blocking can’t protect them because of the OS throw.
You know, I’ll cede the point in regards to CvS2. I was an Alpha guy, never really got into it. I do think that ST was easier to do BnBs and general execution even if reversals were annoying
-Hitstop and link timings should be generous, this is STREET FIGHTER, not GUITAR HERO; a fighting game shines when both players have control of their characters, so emphasizing combo execution is silly. Plus, there will likely be 1-frame walk forward xx attack links, so you can do those if you really like them.
-Crouch tech and kara throw are convoluted ways of accomplishing a simple goal. People hate crouch teching because it’s a low risk, low reward option that isn’t fun to watch and adds arbitrary execution requirements to defensive play. Kara throws, as well, add an unnecessary execution barrier to the act of throwing. If you want more ways to beat throws and longer range throws, ask for more moves that crush throws either by nature or being considered airborne, and just ask for longer range throws.
-Hard knockdowns are a slow way to make mix ups stronger. If you still want a strong mix up into mix up game, you’ll get more support behind making air tech resets more common and powerful.
-I thought about VT transfer before, but the problem is that you can build a full VT by getting hit already, so there’s little need to transfer it when it builds so fast. Then you have characters like Necalli, Bison, and Birdie with really good 3-bar VTs that would be broken if they could carry it over.
-Everyone pretty much already has a poke, the issue is fixing some of their hitboxes and frame data.
Agreed on the fireball part though. The big thing I get from reading your post is that you liked how SF4 rewarded you for good execution by making your character outright stronger in the neutral game. The thing is, this makes the game harder to play and confuses new players for very little benefit. Also, crouch tech inadvertently REMOVES the skill of reading your opponent from the game by giving you a strong option select to avoid commitment, which is something the dev team explicitly wants to avoid in SFV.
-Correct me if i am wrong but to previous SF titles hitstop was never that big except 3S and thats where hitconfirming comes in play from counterhits mostly nowdays or from the comboability of light attacks , u should be able to combo from light attacks to medium or heavy attacks (not necessarily the way SF4 did) depending on the character , i like how they are bringing back fast hitconfirming chains from lights the way KOF or SFA did but not to be able to link to other buttons is unacceptable.
It would make sense to go for 1f links if they are rewarding in some way.
-There is no meaning in asking more ways to beat throws if defensive play is that limited , these thing goes hand to hand except if u want to reward offense that much like GG which is not what Street Fighter is all about (by this i mean ST which made SF a whole category on its own).
-Regarding V trigger they could find a way on such characters to fit with the rest of the cast balance wise cause it could add more strategy and meter management decisions to the game which makes it more interesting and complex.
Excecution is a part of the game even if it is for combos-reversals-set ups etc if anyone doesnt want to understand this just let him play pac man
Honestly i dont mean it in the snobbish way many OGs bubble that “u dont know what we went through in our days” , as a newcomer should go through all those tortures , from the other hand we shouldnt over do it cause the genre gets over simplified , instead x company should release tutorials on how its game works so a newcomer knows what he should work on.
So Virtua Fighter 4 was dumbass just because some ppl dont aprreciate dexterity as much as yomi or defensive play over offensive?
Except we don’t want SFIV style 1f links from lights to anything other than a special. The game is borrowing alot from 3S, a good part of which also involves a bigger focus on single hit confirms linked or cancelled into special or super.
The problem is that throws already are pretty weak in this game. That, and having an option select that beats throws while leading to damage if they don’t throw defeats the game’s emphasis on commitment. In other words, you’re supposed to make a hard read on whether or not your opponent is going to throw you instead of having to press two buttons and getting the optimal result no matter what your opponent does.
As more than a few veterans who have gone on to become game designers in their own right have stated - combos are the least interesting part of a competitive game since there’s no interaction involved. Better to get it over quickly to get back into the game.
The other thing is that, the neutral game is way more important than combos. It’s more important that the game focus on fundamentals and footsies over combo execution. Nobody plays, basing their strategy on the hope that their opponent drops their combos meaning that you don’t care that you get hit in neutral.
-Why SHOULD lights be able to link into medium and heavy normals? You are meant to sacrifice damage/range for speed when you jab. Jabs are not combo starters; they create space and allow you to do things like jab, jab xx special to punish some moves. If you want hitconfirm chains, I do have some good news for you: If you look at the combo counter, you will see it updates with each hit starting at the second hit. If you want to visually confirm your combos, you can just do a canned string and check if the combo counter is visible.
-Defensive play is actually stronger than you seem to think in SFV. The thing is, you CANNOT auto pilot defend like SF4 or you will get blown up. You have to make reads and react, just as much as the attacker. Defense in SFV isn’t defined by crouch tech, invincible backdash, and safe jab strings; you need smart V-reversals, unpredictable tech patterns, and high-priority hitboxes.
-But VT builds too fast for carry over to make a difference outside of the 3-bar V-Triggers. This isn’t like EX meter where you probably won’t fill it in the first round; you’ll build over four bars a round more often than not. People need to start using their damn V-Triggers more when they play instead of dying with a full bar, even Combofiend has commented that people are way too reserved in blowing VT. It doesn’t carry over because Capcom wants you to use it every round.
I see why you want what you want; going into SFV, it does look simpler than plink/OS Fighter 4. That’s because they wanted a game that wasn’t so stuck on arbitrary execution so even new players could make the same decisions with the same tools as the pros. Daigo and xXx_DEAS_NUTZ_xXx should be able to put out the same amount of damage with the same amount of range if they both pick Ryu. The Daigo in this situation should be able to show he’s the better player by doing a combo that sacrifices damage to push the opponent farther out because he’s fighting Zangief and gains more from being farther away than he does by doing more damage but getting SPD’d on a quick rise.
What I just posted above IS complexity. Having to weigh a bunch of variables is a complex decision; pressing buttons with frame timing is a test of dexterity, sometimes luck. If there is an objectively “best” outcome hidden behind execution, there is no complexity. Chess and Checkers are both turn-based board games; Chess is considered more complex because you have to decide the best piece for the situation.
I didnt say anything about 1f links , more strict combo to be 2f link thats what i sayed and its not something SF4 did for the first time.
Its a fact that this 3S way looks so old fashioned and kind of “outdated” with counterhits to replacing that part nowdays but as i sayed above i respect the preferation though
Thats what karathrows/hopkicks/frame traps are for.
Dont want to sound bold or anything but i dont care what somebody says for something that is subjective on what motivates one to play-learn a game and what one things is interesting in order to do so , but whats for sure is that ground game footsies AA is definately a part of the game that u cant overlook