And I hope not everyone and their mother has a mk crossup. Or at least make it so that they can’t hit so deep and carelessly. Although the whole deal with crossups might just be an adaptation to the general system of the game, that i’m not sure of.
SF2 had unintentional cross-ups on release but they were far from OP and certainly not stupid. It only took a few minutes to understand how cross-ups worked in SF2. It wasn’t until ST where purpose-built cross-up attacks were added (Ken’s j.mk being a good example) but due to their intentional design they weren’t exactly stupid. They made sense. Players could properly identify and defensively react to cross-ups in SF2’s various incarnations.
Perhaps the main issue with respect to cross-ups in SF2 (i.e. ST) was Vega’s walldive crap, but normals certainly weren’t an issue.
Really ambiguous cross-ups I personally see as an SFIV engine issue which stems from wonky hit and hurt boxes and I’d like to think that for SF5, Capcom ought to have a good handle on this bullshit and bring back some clarity and consistency to how they work and are identified.
Yeah there’s certain weird shit that crosses up in SFIV like Ryu/Ken j.HP. They never move behind you but their fist hits you in the back and causes a cross up LOL. I think Fei Long’s j.MP does this also. Another product of the strange hit boxes in SFIV. Hopefully like I said earlier they hit boxes fit more in line with the earlier SF games and there isn’t character model/costume specific issues like that anymore. No more feet clearly inside of characters but still having the hit box whiff.
As far as dizzies go I’d really like to see the that shitty damage scaling retention go away. SFIV is the only SF game that retains all scaling from whatever combo you stunned the opponent with. Forcing you to reset the opponent to stun them or reset them AFTER you stun them to get any decent damage off a stun. If you go for a multi hit combo that stuns the scaling is kept and the damage you do after the stun isn’t even worth the effort. That’s just stupid and needs to go.
No point in having a stun system if the damage scaling continues to carry over. Just remove the stun system and just let the matches play out on their own. The dizzy system forces incentive to not get hit by multiple attacks in a short period of time and you should be rewarded for that. The defensive player should have to change up their gameplan to not get stunned, but the offensive player shouldn’t have to reset and stop combos to get effective damage on their stun.
I hate the damage scaling and combo system in SFIV in general though. It’s way too Guilty Gearish where only hard hits do damage and the stun system compounds the issue. They can find a better medium for the combo/stun system like in the older games hopefully.
I wasn’t looking to link anything, just wondering if you’ve seen any of the mind-warping cross-ups I’ve seen that game show to be capable of. Not that SF4 is much different. Capcom just likes adding in or taking away cross-ups now (RIP Seth j.HK) where before they didn’t seem to care as much.
Capcom just listened to “the fans” for Ultra more than any other edition, and IMO it’s the worst version of the game so far. I have to play Omega Mode if I want the game to make sense anymore. It’s like that disgraceful for me to bother with Ultra.
DevilJin is on point 100% about the stun system. Like the only incentive to get stuns anymore calls for intentionally dropping a combo to reset the scaling before the stun takes effect. It’s kind of fine in that regard, but sometimes it’s hard to tell how close you are to stunning somebody when 1: there’s no visual stun indicator, 2: every character has different stun amount. 3: they keep adjusting how much stun X character deals with X move(s) so it’s like I can only be in a state of confusion when it comes to trying to stun anybody. Either I stun somebody because they’re ass, or because they’re pretty much already dead. so pointless.
One of the issues with the SFIV engine that Mike Z pointed out once some other folks data-mined it, is the fact that there is a separate cross-up flag (instead of just making cross ups happen naturally).
good to hear man. Yeah Eugene is still holding up. People come and go all the time it seems though. Anyway, don’t mean to off-topic. I guess the air-teching effect is more fitting to a particular games overall mechanics. Like SF2, everything already did good damage, and turtle-style play wasn’t really possible in that game so you could do more than throw to crack people. Alpha though, it was a bit more refined and had guard break so players were rewarded even when their pressure was getting blocked. So I guess as long as a game has other mechanics to account for, throws don’t have to be untechable or lead into set play to maintain safe pressure.
Like even how Omega mode redid knockdown functions, wasn’t all that imbalanced seeming. Not to say it’s a 100% legit mode, but the fact that it encouraged more footsies over set play makes it worthwhile to me. Seems like anymore when I hear “set play” mentioned on a stream it’s like a running joke.
I thought CvS2 had a good scaling system and you retained the scaling on dizzies, just nowhere near as bad as SF4. CvS2 isn’t a genuine SF game though, so yeah in core SF dizzies meant death.
I hate hate hate, how the hitboxes are tied to the reeling animation. I really miss the 2D hitboxes. Shit was standard, you know a combo is gonna work. SF4 has dumb stuff like do a jump in then having your s.fp whiff if you don’t wait a split second, or not being able to combo certain buttons at all. The only time you ever really had character specific combos in older games was on fatties like Gief and Rolento, only when crouching etc.
To be fair, I actually admire how Capcom brought back idle hurtbox familiarity to the original cast members in SFIV (crouching and standing). Anyone familiar with SF2 would have immediately recognised the age-old hurtbox traits of Blanka, Sim, Gief, Fei, Balrog, Sagat, Bison, Chun, etc - they all reflected their hurtbox dimensions from the older games in relatively accurate ways in SFIV.
The problems began to stem from the reeling animations you guys have pointed out, combined with some truly weird hitbox dimensions for various attacks (and also some questionable proximity triggers). But those aspects aside, Capcom certainly carried over the familiarity of the older cast members in this sense which I thought was a cool thing to do.
I’m actually curious if we see this again in SF5. At the same time, some of the ideas others have pitched re: simply having a standard template for hurtboxes (or perhaps classes of small, medium and large) I think is a good idea to establish some sense of consistency. Character specific combos/whiffs/impossibilities are a real annoyance in SFIV which as I understand it, isn’t an issue at all in KOF for example due to it having a one size fits all hurtbox standard. Still, my concern is that by doing this, it might introduce a homogenous aspect that might detract from SF’s traditional feel and expectations. Retaining some aspects of the series’ age-old familiarity I think is important, provided it is handled properly - I feel the reeling animation aspect definitely hurt the SFIV series and introduced an otherwise preventable irritation.
While teaching a friend how to play Street Fighter (he’s very new to SF in general)
So I played him several games where we didn’t use specials or FAs just so he can learn footsies and spacing.
Then later we added specials but left out FAs and that was a lot of fun! Amazing how good Sf4 is without FAs. Really felt like I was playing SSF2.
How’s about a career mode in which you create a street fighter? You would unlock moves which you could assign to your fighter. Fight for prize money and status so you can enter tournaments. Special fights in which characters make request to challenge you or assist them. I.E Chun Li requesting your help with an Interpol job which leads to a special fight, or Ryu hearing of your reputation and wants to challenge you.
And then Sanford points at your character from the crowd and asks for the FT5. If you win a round Sanford gets knocked into the corner where an innocent arcade stick topples onto his head and stays on through the next round.
And then Spooky calls it off round 3 because you colluded.
I’d really rather not see that ever. Why have people waste playing with something that will need to be banned in rank matches and any serious offline play. Two random players in match with custom characters (move combinations and hitboxes you’ve never faced) isn’t even a measure of skill. Waste of money and resources developing that.
And then Low Tier God insults you in one of his videos he makes and you challenge him to a FT10 set and gets knocked into the kitchen where jars of salt fall over him and he is covered in Salt in the next round of the final match
And then you get a special cutscene where you can choose from various lines to REK him verbally lel
Man Career Mode sounds awesome for Single Player content :3