The issue however stems from where the option comes in and how it kills momentum. That is, the player with life lead will, more often than not want to turtle because their opponent now has the best damage option in the game, due to how much damage Ultras did.
Thatâs why I believe weâre seeing supers in V not doing much compared to how everything else has been buffed. This means that supers (or whatever âCAâ stands for) wonât necessarily be the best damage option, not when a confirm off low forward can do just the same amount with minimal or no meter, provided the player has the execution to do so. The only other way to get a bigger damage meter powered option actually requires attacking and building EX meter to use V-trigger to power up the super.
I think the way 3rd Strike handled EX and Super Arts is the best of any SF iteration. Also had great stage and character designs. Stage size relative to the characters was perfect as well.
The only game that statement could be true about is ST, and it isnât that big of a deal considering how much sheer meterless damage you can do in that game.
As far as I know, you canât wake-up custom combo somebody.
Please show me a video of a another SF game that isnât ST where a super does as much damage as a SFIV Ultra.
Hint: the only time a super does even close to as much damage as an Ultra in other Street Fighter games is with grappler characters, and I donât think I need to explain to anyone why that is the case.
One thing I would like that is fairly unique to 3S is that I want to see more normals and specials that are punishable on block.
In 3S very few sweeps were safe on block, unless you were using a character with a sweep with very fast recovery and your spacing was right on the money you could get punished for that. If you did a pointblank fireball with anyone but Remy you could get punished. Makotoâs Hayate is not safe unless she uses EX. Etcetera.
Just generally something like that being done and not âOh, a grappler can punish it or so and soâs super can punish it.â I mean if you have meter everyone can punish shit like that. Maybe some would need more meter than others but you know what I mean.
As stupid Chun (and to some extent Yun) was in that game, I honestly think the biggest issue with 3S is that everyone that a huge portion of the cast was complete garbage in comparison to the high/top tiers. Parries could alleviate much of that if you were better than your opponent, but the stronger characters generally also had better tools to deal with/capitalize on parries as well. Parrying with Remy didnât amount to that much, while parrying with Makoto meant half a health bar and 70% of a stun bar. D:
(not hating on my beloved 3S, I just donât think Chun was the single biggest issue of the game, although she was the most visible one)
I donât think Chun-Li was even an issue. Do 3S players still keep up with the game in Japan? From what Iâve learned and observed from friends is that the game has still evolved greatly despite becoming less popular in the west, with more advanced techniques like parry trapping and option selects becoming more dominant in the game. I donât think tiers are so defined anymore, characters like Makoto, Yang, Dudley and Urien are now considered equally as good as Yun, Chun-Li and Ken. If there is a problem in the game itâs definitely not Chun-Li, the top tiers are reasonably well balanced itâs just those bottom few like, Remy, Hugo, Sean and Twelve who are lacklustre. Regardless itâs still one of the most well balanced and amazing fighting games ever made.
Balancing top tier in that game would be pretty simple. Make Yunâs SAII meter longer so he canât build it so fast. Fix Chunâs cr. MK xx SA hit confirm window so it isnât completely free, and raise her crouching hitbox so characters with standing pokes can actually play footsies against her. This would go a long way in preventing people from eating cr. MK xx SA trying desperately to get into throw/overhead range . Take away one of Kenâs SAIII meters, 3 is too much.
That game isnât nearly as unbalanced as people seem to think.
ST: Many times you wonât have super meter filled before the round is over, and the meter resets every round. Coupled with the fact that everything does a lot of damage anyways, oh yeah and unlike dumb Ultra it rewarded the aggressor the one doing the damage to give him a reward. Ultra gives the loser the advantage and is only gained by taking damage. Yeah and youâll have 1 every round unless you slaughter the opponent, maybe even 2 chances of activation. SFIVâs Ultra system is garbage, and not comparable to super meters in ST or really any other game (cause super meter isnât exclusively built by taking damage if at all).
Is that Japanâs definitive top tier? I remember hearing Makoto being ranked highly, Dudley and Yang getting more credit than the rest of the high tiers due to good matchups. Over all the top tiers are still pretty well balanced, for me generally anyone down to around Necro or Q are playable competetively with dedication. I definitely never found anything to be truly problematic about the game besides adjusting to advanced play styles. I guess for me a game doesnât have to be balanced perfectly to be well balanced, 3S offers a good mix of viable and effective characters for all skill levels and thatâs what great about it, they just cut the balancing short a little bit with those few bottom tiers.
If SFV is to take after SFIII I couldnât pick faults, the good far outweighs the bad.
Can SF5 shorten the length of âhardâ knockdowns? Jesus, in Street Fighter 4 they take about a year to get up.
Also, Normals being as good as they were in ST would be nice. In SF4, there are more OK normal moves than straight up good ones. Case in point: Clawâs far standing forward. Startup is relatively slow at 8 frames. In ST, startup is half that, iirc.
This so much.
This is probably another good reason why SF4âs pacing is so freakin slow. Get the action moving faster by speeding up knockdowns like in older SFâs.