I’m not a fan of short hops in SF unless it’s use is determined by a groove or whatever. Being able to short hop and jump without having to sacrifice something else is not an idea I like.
DAE hate lower skill floors? capcom plz turn that floor 90 degrees so that it’s the wall it should be
DAE think everyone should have to go through the same retarded learning curve I did in the 90’s? i had to do it so everyone else should too. tradition is more important than thoughtful design
DAE hardcore gamer who don’t need no handouts?
DAE sf3 is best game? capcom sf4 is terrible, plz bring back parries.
Capcom plz restrict sale of this game to players who own a sf3 arcade cabinet and play it in their garage
Well I mean, change something people have had for a long period of their life and sank hours into and it’s obviously going to be argued against. I don’t even know my own stance at this point on what I’d like it to turn out like.
But yeah, I suppose you summed it up pretty well you lil’ shit.
Both are offensive tools designed to punish those who block too much. They’re basically addressing the same problem, but in a different manner. UOH may end up being one more offensive tool that may be redundant, or make guard breaks redundant dependent on the character.
I’d rather that standing overheads be given on a per character basis than letting everyone have it. That way, characters who are designed to guard break can focus on that, while characters who don’t do much guard damage but need to be able to get in can have an overhead.
All I can really think of is faster walk speeds, and a god damn in depth tutorial. Just about every other fighting game maker has stepped it up in the tutorial department. Capcom needs to get with the times now. No more of this read the manuel crap. Have an engaging tutorial that teaches the damn game.
If I’m hurt, I am far less hurt than 90’s kids that moan ceaselessly about reversal windows and plinking.
But really, I have little to be hurt or concerned about. I would be very surprised if SFV ends up pleasing this crowd. “Easy to learn, hard to master” used to be considered a core tenant of good game design but for some reason a new generation of butthurt elitists have decided that the only good games are ones that are inaccessible as reasonably possible. Having a lot of options is solid, rewarding skilled play and tech skill is also good design, making games inaccessible to new players is not good design. Skill floor is irrelevant to high level players. Daigo doesn’t give a fuck if your reversal was performed during the 5 frame window or not. He doesn’t care if you plink or not.
I’d like to point out that SFIV is far from easy to learn.
Heck a few of us have come to the conclusion that 3rd Strike is actually easier to learn than IV. Just teach a guy how to kara throw and hit confirm into super and they already have most of what they need to play Chun at a decent level.
Defensive options are so good and damage is so low in SF4 that you pretty much need to know everything the pros do to be even decent at the game. Only difference between most top players and decent players, is that the top players usually have better fundamentals and know how to adapt better than most. Unless you know a lot of setups and every option to land that extra bit of damage, you’re probably going to lose a lot more matches than you would expect just because of how the game works. Not to mention the game has been out for 6 1/2 years already so the majority of players know what they’re doing.
And having a 5F reversal window PLUS soft auto-block is bad game design. I’m sorry, but if you’re going to make a game that revolves around pressure with normals that have shitty blockstun and 1F links for a lot of BnB’s, then you shouldn’t be able to mash the fuck out of your stick and get rewarded for it.
One big difference is that you don’t need to know most of 3S’s high level stuff to succeed, but the rewards are there if you do. With SFIV, you do need to know most of it, but it’s not really as rewarding as in 3S.
-Much faster movement
-Big damage from individual hits, this strengthens the mid range/long range footsies game.
-No insta dive kicks like Rufus, ones like Gouken/Akuma are fine. Claw dive and such are also fine.
-Combos are generally short but high damage
-No universal mechanic that bypasses projectiles (parries as in 3s or FA in SFIV)
-Throws must be stand teched
-No dramatic big comeback mechanic like Ultra, a subtle one like the guts in GG or SF2 is fine…though I would prefer none if possible
-Beefy hitboxes a la SF2. Hitboxes and Hurtboxes that fit the visuals. SF4 is the sloppiest fighter I’ve ever seen in this regard.
-Every character has his/her own stage with decor and music fitting of the character’s personality/culture/location
-In terms of roster quality over quantity, as diverse a cast as possible. No clones, no headswaps, etc.
-Ground based footsie game.
-Ultimately a great game that feels street fighter but at the same time feels new and different from any SF game before it
Sorry for the rant I went on. The rest of this is not meant to be judgmental, and just truly for sake of moving the conversation forward.
This shows just how important getting the next SF game right is. If most people have only played SF4 AND they don’t even understand the game that would speak to the need of making the game more simple.
To some extent I would agree: 1-frame links, EX moves, supers, ultras, focus (3 levels, breakable armor, red focus, grey health, etc), OS’s, and so on.
But on the other hand we have input shortcuts, huge reversal window, autocorrect specials, etc.
It is hard to balance making the FGC happy (as many of us all want different things) as well as making the game attractive/accessible to the general public.
The question at hand is how do the devs balance all of these things out while continuing to evolve the game?
I love all fighting games. o:) Can’t wait for 5 to drop. I hope it is better than 2, 3, 4, Alpha, and any other SF related game that has come before it. Whatever that ends up meaning.