Hey, watch your mouth! That’s a sexual deviant you’re talking too (besides, that’s not him in that pic).
But all jokes aside, it’s a damn shame it Ryu has that kind of walk speed. Out of the game that man is in; I really hate his MvC3 walk speed. Now that feels like walking in molasses. Also, did Charlie ever walk in the trailer? Nevermind, he didn’t. Guess we got to wait on actually gameplay to judge his walk speed.
Rose’s c.mp wasn’t as crazy as people made it out to be. Chun’s c.mk on the other hand was so annoying. Better hitboxes would be good though. Most of the older game’s had that one move people hated.
Lol that’s not me kid. Also you admitted to liking SF X T which is already means you are infected with the disease known as “Taste Cancer” I recommend 20 ccs of Guilty Gear Xrd, 3rd strike or Tekken to fight these effects.
Dude, seriously. It’s not a terrible game, it’s alright at best. Good alt. game if you don’t like SFIV. Still, I don’t get all this crazy hater this game gets
I think it would be great if characters had more of something to go for. Sf4 footsies are hard because most of your opponents normals are bad so it becomes arbitrary what they’re going to do. I forget how Sirlin phrased it, but rock/paper/scissors is more interesting if one of the options is worth more.
Also, Even if you do know what’s coming your own normal is likely to be too shitty to risk a counter poke. Something about sf4 normals seems off for sure. Maybe I just suck though.
I just hope they take a lot of risks, and don’t get cold feet because of us internet idiots. sf4 is just too sterile.
After what we have already seen, all I want is reduced reversal window to 2 frames and lack of autoguard. SF4 feels like if you’re the one mixed up after knocking down an opponent or getting close after hitstun or blockstun ends and extensive knowledge of situational tech must be researched and known just to alleviate it because the feeling never truly goes away.
As for high damage, I’m against it. The damage output doesn’t truly change the offensive or defensive nature of the game, its other stuff like overall invulnerability, safety or unsafety of moves what influences it at top play. On the psychological level, it will encourage deffensive play on most players, which will be staying away waking for the opponent to make a move first.
Also, high damage makes adapting difficult and impacts the game in the same way short sets feel compared to long sets. When playing online ranked, gives less chance to study the opponents tendencies and encourages more guessing and less reads.
Punishing players for buffering DPs or Ultras against a true blockstring is a good reason already. Offense gets better by making more viable to mix pressure between frame traps and true blockstrings.
I can certainly see why you are not a fan of high damage. And while I do agree with you that it promotes defensive play, I am actually the opposite. When I play a fighter with high damage my instinct is to capitolize on it by going in, immediately. This would hopefully throw off my opponent where I could find an opening and win before they can make a strategy. That is also why I like high damage: it promotes thinking on your feet and coming up with strategies on the fly.
Low damage, is what I am actually against. Because it promotes long combos. Which I dislike.
The problem with low damage is that it compromises footsies by minimizing the reward for good reads and fundamentals. With low damage games, there’s a higher emphasis not just on combos, but on going for setups over good footsie play. While the games seem exciting at first, you eventually realize that they can get a bit predictable as players end up going for the same setups.
The other issue I have with low damage is that it just encourages sloppy play. There’s just less risk involved with doing stuff (unless we’re in a highly combo-centric game). The only reason this wasn’t the case in Alpha 3 was because of V-ISM and the CC infinites, but then this still ties in to my first point as the game then becomes more about setups to land those combos instead of footsies and fundamentals.
Make Chun Li play like SF2 Chun but with decent Anti Airs and Reversals. Keep her SBK and Upkicks and Super/Ultra a charge but not Kikoken (also no half circle inputs fuck that).
Sad thing is, Sako is pretty much right. Nothing really stands out or looks impressive with SFV. If we remove the fact the game is the new Street fighter and all the attachment people have to the characters, it just looks meh. Shadow Charlie is a cool take on the character, but how slow everything is, how it looks, even the elemental power up thing…just really fails to impress. They have a lot of time to ‘make it good’ as Sako says, just don’t know if Dimps is capable.
To some extent I agree, and it’s not the graphics because IMO they’re great at the moment and will only end up looking better. Instead I believe it’s because SF4 is still alive and fresh in our memories and SF5 isn’t different enough (yet) to warrant oodles upon oodles of excitement or anticipation. Compare this game to MKX which has the mainstream in the palm of its hand at the moment waiting for its arrival. MKX hits all the notes, everything is NEW NEW NEW but familiar enough to get everyone who has a shred of history with the franchise interested. Great marketing at play here and it’s a very hollywood approach to gaming (like a good popcorn flick, a lot of flash with just enough depth to sate the ADD generation).
However, we ought to keep an open mind and be fair to Capcom because we only saw 1 incomplete stage and 3 incomplete characters play in a game that is probably 20 percent complete. We have no idea what Capcom has up its sleeve for both the single player and multiplayer experience. But yeah, Capcom really has to bring it with SF5 and we’re not there yet.
Yeah I’ve never been an MK fan, but MKX…just looks incredible. They are doing a fantastic job promoting it, and it seems like a dream come true for fans of that franchise, as well as something that could draw in nonfans as well. The sales are likely going to be through the roof, and it at least seems like Netherrealm is actually trying 110% to make it the best game it can be.
It is true SF5 is at such an early state. I am hoping Capcom or should I say Dimps? are taking it very seriously. Obviously this is a much larger budget project than a new edition of SF4, so it will have to draw in a ton of casual players to make money. To do that, it needs to appear new, like something amazing that can’t be passed up.
It might be cool if they have a “clash” sort of mechanic where if two hitboxes combine without the hurt boxes touching, the moves just clash for a second (kind of like swords clashing).
They could expand this by making a stronger move clash with a weaker move cause the weaker side to reel back for a second and be at a slight frame disadvantage.
I think it looks absolutely atrocious, just like their previous efforts.
The guys at NetherRealm Studios cannot animate well and it shows in all of their titles. It’s a shame because the art direction (despite being hilariously tacky and corny) is at least consistent. Capable animators would actually breathe a lot of of life into an otherwise stilted and awkward looking collection of games. I thought they may have upped their game with X in the animation department but it seems this isn’t the case.
Yeah the animation is awkward, but I was more talking about how fun it looks to play. The extensive in depth story mode, the character variations which seem very different from each other, etc. It is getting tons of hype and attention from even people who don’t play fighting games.