I think you should generally have good meaty enders on rushdown characters. And to be fair, of the characters which are all about getting in your face (the 3 grappler types and 3 rushdown types), 5 of them do! Necalli is the only one lacking but it seems that they wanted to make up for it with massive corner carry. Laura and R.Mika both get a choice of meaty setups or air resets. Zangief gets meaty setups if you land an MP+ SPD. Nash gets meaty setups off HK SS and Wind Shear. Ken gets it off an MK+ Tatsu and his sweep!
So yeah, Necalli is the odd man out as unlike the rest of the group he lacks loopable presure and can’t continue pressure after a non-sweep knockdown midscreen unless you do an HK Stomp -> EX Stomp combo (which you really should use more often, trades 37 damage for a setup)
That said, most characters seem to have a separate move which gives other bonuses in exchange for losing out on some pressure. Nash has Tragedy Assault for eating meter which also gets him pressure in the corner but otherwise gives it up. Ken has his DP which connects in places where HK Tatsu wouldn’t and does more damage than ending with MK Tatsu. R.Mika can end with Shooting Peach for a weaker meaty but more corner pressure than a cr.mp or with Wingless Airplane for even less of a setup but more damage and sideswap. Laura can do either a throw knockdown or air reset.
Most of these characters either can automatically chase down a backroll as part of their meaty setup and thus just need to react to adjust their meaty timing (not hard) or the opponent can’t backroll at all. Necalli is, once again, the odd man out, as he needs the HK Stomp juggle to chase down backrolls.
Perhaps it was more of a balancing issue with the footsie characters? I’m not sure if Cammy, Chun, or Ryu can really chase down backrolls. But this somewhat begs the question of why there is a quickrise in the first place for the most part instead of just backroll and slowrise?
Does anyone think they will address the stage slowdown in the ps4 version? It really seems like this is a PC game shoved onto ps4 with crappy results. Until they fix it I don’t think anything but training stage is tournament viable.
the problem with game is combos ( also block strings(which are also frame traps)). gap between noobs and advanced players is closed! mission accomplished!
my suggestions (probably already posted somewhere in the thread):
Online:
Fix battle lounge filter by location
Provide lobby chat (not the premade phrases please) aswell as some sort of internal messaging system. I think this is critical. At the moment, playing online without any interaction with your opponent or anyone else feels dead and disconnected (especially with the long wait times and loading times). Allowing some text chat would increase engagement of players and build a sense of community. Such a simple mechanic could drastically improve people’s perception of the game;
Provide option of playing FT3 or FT5 in ranked
Tournament mode
Allow character select
Fix CFN stats – what’s the point of having it if it’s not working?
ALLOW FIGHT MONEY MATCHES – this would be so, so sick and doesn’t seem that difficult to implement.
Rage quit penalties (e.g., points lost + 30 minute timeout. If it happens second time within 24 hours = 2hour time out etc. etc.) + option to end match if agreed by both players (for laggy matches)
Enable post-game movement a la 3rd strike
Training:
Redesign option interface – it’s a mess right now, especially for setting up recording/playback. Simplify the interface.
Save training mode options
Online training mode for those that want it
Misc:
Custom colour designer for costumes – I think this would make a lot of people happy. Or colour/skin drops as reward for winning (similar to CS:GO)? Rare colours/skins can be traded/bought for real money/fight money? This would improve the presentation of the game, keep players happy and more engaged with playing and interacting with others, and provide another revenue stream for Capcom.
Please fix loading times in this game/time to find ranked matches – Something is wrong when you’re trying to play a game and >50% of the time you are just waiting and not actually playing.
What happened to stage mechanics (e.g., noodles falling on head, the bus). Only on one stage at the moment? This should be universal across all stages.
If you get logged out while playing offline (e.g., training mode, offline versus etc.), the game shouldn’t have to stop and restart. A simple notification would do.
Enable option to disable background music for main menu
Personally I think the game is fine and will be played for a long while to come, but as a “next-gen fighter” there is so much missed potential to increase engagement of players and bring in new players, particularly if you look at some of the strategies implemented in CS:GO and DoTA/LoL scenes.
The backroll is really hard to adjust too since you also have to be able to react to the regular quick rise. Timing an honest meaty shouldn’t be so taxing. Screw it up once (and it’s easy to do) and you can completely give up all the momentum you’ve worked for. I think it has to go
Just as long as one of them goes, quick or back roll I’d be happy. Like I said, the point is that it shouldn’t be such a bitch to time an honest meaty.
I believe the idea is to make a game that emphasizes neutral over oki. Again, this brings the game much closer to 3S over IV since backrolls affected the game in a similar manner.
The key to everything is the whole “commitment” philosophy, where they want you to commit to a hard read on how your opponent will wake up. So instead of doing things because that was the best tech to do at the time, you’re doing it because that’s the best to do against your specific opponent at the time.