I was reading a couples pages back and saw someone say in sfxt that boost combos limits the buttons used in the neutral, which confused me a little lol. First off, how can a combo system that allows damage/knockdown on almost any normal in the game limit your buttons? With My main character Christie I use every normal but st.lp and cr.lp in the neutral. Secondly, many fighting game characters have only 2-3 useful pokes in the neutral, that does not make any specific game worse then others.
I saw bison was used as an example where you use limited normals in the neutral. Then they listed a lot normals he uses in sf4. You wanna know how many normals he really uses in sf4âŚ0 lol. He uses scissor kicks and focus. Most of those listed normals are used after scissor kick pressure and thatâs not the neutral lol. Yea he uses a couple normals in his favorable match ups but guess what, itâs the exact same two normals that are really strong in xT. Sf characters in xT use pretty much the exact same normals as they do in sf4, if not more⌠A couple differences people see and then claim that these characters use a 2-3 normals are seeing cammy playing footsies instead of abusing bs divekicks and fadc forward, or rolento poking instead of abusing his knives and rolls. Even vega uses the same normals but doesnât have to rely on 1 frame links. All of those differences sound better for xT than sf4 to me.
Sf4 canât even compare to the footsie game of sfxt. Talk about a game with a limited neutral game, sf4 is probably the worst culprit for that. Focus attack alone limits your buttons in the neutral immensely. Justin Wong and Chris g did well in a couple xT tourneys without much practice because of how strong their fundementals are. There is a lot of strong mixups/shenanigans in xT that they prob have no idea about and still did well in tourneys⌠That shows you how good a strong footsie game can be in xT. Now if someone tried to play sf4 in a tourney with not much practice, they would get blown up because not only can a strong footsies game get blown up by a well placed focus attack but pokes barely do any damage in the first place.
You should get a bonus for the next round if you finish off a character with a super. Like give you 25% increased damage for 20 seconds or something, kind of like your fighting spirit is high for winning with a powerful attack.
This would make supers more useful and encourage people to try and go for some hype kos with them. Iâm just basing this off of SF4 where supers barely get used over focus cancels and ex specials. SFV may be completely different where supers get more use, but I doubt it since it looks like instinct mode requires super meter.
Supers barely get used in IV excatly because there are better things to use meter on. In V, there is nothing else that is powered by the same meter. EX and âV-triggerâ are on a separate meter.
This is exactly what I mean (note I said that they are âon a separate meterâ, not âon separate metersâ).
V has basically taken out the distinction between Ultras and Supers with them acting more like the former now.
EX meter is now only really used for 2 things, which are EXs and âV-triggerâ. This means that your choice is just whether to use EX, or to save it for âV-triggerâ.
Compare this to USFIV where your options opposed to saving meter for super are EX, FADC, Red Focus, and EX Red Focus. With all that, youâre obviously going to get more utility by not saving for Super (unless youâre using someone like Rose that can quickly build meter, and deal alot of damage off it).
I think youâre probably right Daemos, if not Iâd like that idea. It increases the usefulness of V-trigger (if that ends up being the name lol, I like how weâve all adopted the rumored name from something that IIRC was debunked unless Iâm thinking of a dif false rumor)
In SF4 EX Moves and FADCs usually do as much stuff as a super while also being cheaper in most cases. Having v-trigger power up your super while also itself being a powerup might help make V-triggers more appealing and help balance them against EX Moves strength vs cost
What? If we must have a comeback mechanic, it makes more sense that way. Otherwise it just becomes what SF4 had and itâs a horrible system where at least half the cast have no practical means to land Ultra, and you almost never see Supers because EX meter is too valuable.
Besides, V-trigger gives your specials like mini-supers.
No, itâs a lazy âfixâ. There are a good few characters in USF4 that have very useful supers as well as useful EX moves. Adon, Balrog, Chun Li, Dhalsim, E Honda, Evil Ryu, Fei Long, Gen, Hugo, Rose, Ryu, Yang and Yun all have at least strong situational uses for their supers.
Itâs so gross to me that theyâre removing the old super system in favour of a fucking comeback mechanic, just because they canât be bothered to make them work together.
And how often do you see the supers being used? I rarely saw supers being used in recent tournaments. Especially with the addition of Red Focus. Supers are like a luxury now.
I think thatâs the point heâs trying to make, that they donât work in the current system and the new system doesnât âfixâ the issue, rather just brushes it under the carpet with the facade of it being fixed.
I could be wrong, didnât read all the way through, just quickly skimming through to see where people are at.