Well since they are changing the way supers and ex work - i.e. separate bars for both - might as well change the way stun works.
Instead of the opp being imobolized in one spot for x seconds. How about if they are put in a special mobile (block, jump, attack, whatever) state for 5-10 seconds where:
their hitbox becomes susceptible to left-right unblockables(*)
they are more susceptible to being guard crushed
they have extra frames on block and hit stun. Say if you normally get 2 frame adv on hit, once you put your opp in a dizzy state you now get 3 frame adv. Kinda of like a 5-10 seconds of counter hit status
more susceptible to being juggled. Say after Ken jsrk he cannot juggle again, once he puts opp in a dizzy state, he can then srk them again
their throw tech window is significantly tighter
their reversal window is significantly tighter
their tech windows for anything is significantly tighter
their meter gain is stopped or significantly slowed
no trip guard
they take 10%-25% more dmg
slowed movement(?)
Basically they are in a really bad situation for 5-10 seconds.
Flaws, the hits after the dz state are not guaranteed. Opponent may be able to sf4 shoto runaway, but that depends on the stage size, systems and sp. move attributes, etc.
Theyâd better frontpage that shit again when itâs done, d3v youâve been warned yo.
Hope you will include what happens when command throws (including ultras and supers and anything else with throw properties) collide. Btw, can command throws throwtech normal throws (but not the other way around)? Iâve heard they could in 3S, donât know about SF4
Fair enough, I had shitty reasoning and am willing admit to that. The only other argument I can think of as to allow air teching is that it is access to knockdowns from AtA situations and very few characters can do something about when your in a situation where you have ot consider one other than stuffing an air throw attempt. Normal throws can be teched, back dashed, or neutral jumped to consciously avoid them and command grabs only loose one of those options to defend against from them, teching.
Theyâre also really badly implemented in SF4 being animated strikes that can âtradeâ dealing no damage similar to moves like Guac. Leg Throw, Back Breaker, and Falling Sky.
i hope plinking and option selects, come back
i am not to good with both but i like the mechanics
i like when a game has a long learning curve and its near impossible to master thats why i also like 1frame links
sf5 should be easy to pick up but near impossible to master
1 frame links suck. I prefer to master the strategy of the gameplay rather than wasting my time learning to push a button to 1/60th of a second. Iâm sick of people in favor of this crap.
This is what you get when you get players whoâve only played SFIV and think thatâs what it does is what a good Street Fighter game should do, when just about everyone whoâs played any other SF game will tell you otherwise.
More universal mechanics. I donât like how SF series always define character by giving them certain mechanics instead of their play style. Game arc game and plenty of other have proven that homogenize system doesnât ruin character identity.
Chain combos,
Air throw,
Additional/extra normal.
Feints.
I think it possible to give every one one of these but make the cast still have variety. just make the rewards different.
Not sure what you mean by âcertain mechanicsâ do you mean like command throw / dive kick / fireball? Because yeah thatâs true. But in terms of system mechanics or unique to them tools itâs used less often actually whereas most ArcSys games and recently NRS games have a completely unique to the character mechanic for MOST or ALL characters.
SF
Rose - Reflect / Orbs / Illusion Install Super (Alpha Rose)
Cody - Knife / Badspray / (A3 Cody: Dodge + Beat em up install super.)
Gen - Two Stances
Hakan - Oil
Yun - Genei Jin
Yang - Sei Ei Enbu
Makoto - Tanden Renki
Vega - Claw/Mask/(old Vega: Fence Climb)
Dan - Command Taunts
Gouken - Stun on block for Denjin (Also done with Codyâs Badspray)
Juri - FSE / Fireball stores
Thatâs pretty much it for SF characters in SF4. Not even 25% of the characters, and most of those mechanics are supers/ultras and/or extremely situational. Meanwhile every character in Injustice has a unique button that gives them an exclusive mechanic to them. Persona has tons of unique mechanics. Almost every character in Guilty Gear has a mechanic unique to them.
what is the problem when i only play sf4 and like 1 frame links ?
why 1 frame links suck ?i am casual player and can do them not 100% but i am not a pro
so basically you say i cant do 1 frame links, better players who spend more time can do 1frame links
i understand your point you have more fun when u dont have to train 1 frame links
but the better player gets faster bored also in sf4 you dont need them and you can plink
also for me this is the difference between fighting games and other games you need physically skill
its a big part to drop combos under presssure this is why fighting games are fun and its a part of separate pros from casual gamer if erveryone hits all the time ervery combo its boring
also your point that wifi is good for fighting games and that rollback netcode is the way to go is so stupid
only because in america the network is not good
please accept other opinions
i like the way sf4 is you can go for 2-3 frame links and get a bit less stun and damage
or you can take the risk and try the 1 frame also many people say that the reward in sf4for 1 frame is to low
and its true its not high so i dont understand this crying about 1 frame links
and plaese its only my opinion i accept yous to (except for the wifi bullshit)
I highly doubt you can do 1 frame links consistently, as in really consistently. Dropping combos is actually fairly common even at the highest level of play.
yes this is the reason why i think 1 frame combos or overall hard stuff is improtant for a good game
if everything is easy and erveryone can do it its boring
i agree that 1 frame bnb are stupid but to take them complete away its not good
drop combos or if someone pull of very hard combo with multiple 1 frame links its very good for the hype
look at players like sako or even chris g
As a smarter man once said, SFIV got it wrong, combos should be easy and reversals should be hard.
The problem with 1-frame links and all the other crap in SFIV is that it takes away from the real core of any good Street Fighter, which is fundamentals and the interaction between two competitors. With arbitrary 1-frame links (and I use the term arbitrary because thatâs what they are, artificially added in where past SF games didnât have them) as well as plinkingm bad input leniency, and all sorts of bogus OS means that more focus in SFIV is put towards execution over actual interaction. The IV series actually champions the mechanical aspects of the genre over the competitive.
Now letâs compare this to 3rd Strike, a game that is famous (or even, notorious) for championing interaction between to competitors, putting a high value on âyomiâ - the ability to "read the mindâ of your opponent - via its mechanics, such as (but not limited to) parries. What does it usually take to deal around 40% or more damage in a single combo? A single hitconfirm into super, thatâs it, one low forward and you have half your life gone, and thatâs via a cancel even, not a link. More importantly, the fact that the match ups in the game revolve around powerful meter fueled options (Super Arts), tied to a fast filling meter mean that certain fundamental qualities are emphasized - donât loose the footsie game when youâre opponent has meter, donât get yourself in certain situations or spaces on screen when they have meter, put your opponent in certain situations or spaces when you have meter. Combine that with parries, which make it so that no option is truly guaranteed (something focus tries to do, but ends up failing at due to a) not having a high/low component and b) only working against one hit).
3rd Strike is a game where you can learn all the combos that you need in a short span of time, but still take forever mastering the game, because what youâre really trying to master are other opponents. Players come back to the game not because of trying to master combos, but because the competition remains fresh and the challenges keep coming as they face new competition.
An officially supported route for modders in SF5. Steam workshop integration! Even if itâs only available to PC users because of Sony restrictions itâd be cool to let people make costumes / stages / gameplay mods using unreal 4âs tools instead of having to break the EULA and reverse engineer the game to mod it.
imo what you say makes no sense
first we all progress we need hard stuff
and for sf4 you dont need 1 frame links they are not very rewarding
also everything else not go away because of 1 frame links
you still need fundamentals and everything
again i like how sf4 handle 1 frame links except for 1frame bnb and the reward
i get what you try to say but
you compare parry system with focus system
imo parry system is much harder than focus system and good players can shine with the parry system but not with the focus system
thats why i like 1 frame links in sf4 yes players with bad execution dont like them
but the same goes for a hard game system like parrys or whatever new hard mechanic
but a good exciting game what wants to survived long we need hard stuff like that
and i like links for combos thats it