Your idea is so BAD ASS! Anybody remember Ace from the EX series? Or A3’s level up travel around the world mode? Or dare I even say MOTM’s special move unlock by completing nostalgic trials. but then Capcom will give us online, no ranked BO3, training mode, vs and arcade.
How would people feel if otgs werent just limited to Specific characters or to v-trigger? Its looking like this may be a combo heavy game, like the game might have a little bit of the marvel series steez when it comes to combos.
I personally dont mind if single hits still have decent damage
Since people are talking about the single player, I’ll chime in by saying my thoughts on how fighting games tend to handle single player campaigns:
The single player almost always sucks sweaty donkey balls.
The two main ways single player is handled in fighters is either with an arcade mode, which is by default less interesting than playing against another person, or badly handled story modes of the kind Netherrealm games have: linear series of cutscenes broken up by some token fights against the AI. I want to play a game, not watch it. Bleh.
There are really only two traditional fighting games I’ve really enjoyed playing single-player (not counting training and trials), and those are the World Tour-mode in Street Fighter Alpha 3 and the Weapon Master-mode in Soul Calibur 2. Both of these had a bunch of different scenarios between each stage and allowed you to customize your character, albeit slightly. It mixed things up to keep the fights interesting, and had a bunch of gameplay rather than boring, non-interactive cutscenes. I genuinely enjoyed them!
Smash Bros also has some pretty okay single player campaigns, which utilizes the platform-part of being a platform fighter decently. I also know Tekken 3 had an different-than-usual single player mode (I believe it was called Tekken Force or something like that); while I have no idea how good that mode actually was(I tried it for ten minutes back when I was 9), it still seemed far more interesting than what the usual fighting game story mode tends to offer.
Point is, if the single player is to be made entertaining, a story mode is not enough by itself. You need other features, otherwise it’s plainly not fun. Capcom has managed to do this before, I’d love to see them actually do it again.
edit: replaced about ten instances of the word “interesting” with other words. Geez that was overused
I’d to see some single player modes that can also be doubled as couch multi-player modes that offer casual yet long-duration fun. World-tour mode (like alpha 3 max), tekken ball (like tekken 3), test your luck (like mkx or smash with random items).
Story mode, imo, should be added; but I don’t think it has to be anything over the top. Fighting games at their core are multi-player so any other modes that reward the player with fun for playing with people is a good thing.
If there’s a single player mode, it better have tutorials across the way that teach you all of the basic stuff and end with the more complicated tech, aka p-linking, option selects, frame trapping, etc etc. Learning doesn’t have to be a chore. For us who have been playing SF for years, these mechanics are all 2nd nature but it’s quite daunting for newcomers to get the hang of a game this technical.
I’ve tried that, it sucked. Due to Rose only being able to perform her projectile reflect on the ground and her projectiles only moving in straight line. Now if she could do her reflect in the air and toss projectiles at different trajectories like Hsein-Ko in Darkstalkers, then hell yeah that’d be fun. Lei Lei ball is the best! lol.
Well considering Rose’s debut was in Alpha, which allowed air-blocking, it wasn’t all that problematic she couldn’t reflect in the air. Even as she is now in 4, she isn’t hurting for some air reflect (as much as j.HP looks like it could reflect things!) because she can abuse focusing fireballs too, and should. Not much reason for her to jump against fireball characters.
I’d rather SF5 either cuts out, or drastically reduces the efficacy of plinks and OS. You might not realize how obnoxious it is when somebody gets on your ass about using plinks when they themselves drop their plinks all the time. I just think it’s beyond stupid for it to be something to have to learn to be good at the game. It’s not necessary, it just makes people feel more secure in doing combos.
I’d rather have a Final Fight beat-em up mode instead of any advanced tutorials.
Plinking is specific to SF4 and SFxT (and UMvC3?) due to how the game reads inputs. It’s not sure we’ll see it again in the new engine, and frankly, I hope the combo system doesn’t require it even if it makes a return. The only reason it became a thing you needed to learn in SF4 was because of how tight the links are even in basic combos in SF4, while in SFxT you didn’t need them.
Same with OSes. There will always be some kinds of OSes, but I sure hope people won’t be reliant on them to do even basic offense like you have to in SF4.
I’m also completely for a Final Fight-style singleplayer.
I wasn’t saying Rose needed to do that in fighting. Just that if you’re playing ball with reflect characters, it’s better with characters like Hsein-Ko who are more versatile with such abilities.
yeah but darkstalkers and mvc3 had plenty of air-fireball action so Hsien Ko is more suited for those games. I anticipate (hope) there won’t be more than one character with air fireball in SF5. It just increases the advantage of fireball zoning so much.
Agreed. Street Fighter is not a fighter designed for every projectile user using air projectiles. That would be a nightmare in a game like Street Fighter.
Pianoing is just a way to do certain inputs more easily. Plinking actually takes advantage of specifically SF4’s inputs system to give you a larger window for certain links.
Here’s what I remember about plinking off the top of my head:
Essentially when you do that kind of input (mp~lp) in SF4 the lower priority button gets counted twice(mp+lp and then another lp)–this is why it seemingly makes a 1 frame link into a 2 frame link. The other SF games don’t read inputs this way, so plinking doesn’t work.
Oh I was just throwing terms I could think of at the moment. I’ve mentioned a few times before and how I would get annoyed at all of abel’s p-linking requirements for his more advanced combos. I don’t really care if plinking comes back or not, as long as the game is less reliant on 1 frame links. I’m not a big fan of them at all. As far as option selects go, can you even get rid of them? The way they work is just something that universally built into SF games. Whiff a normal, and your buffered special won’t come out…connect the normal, and the buffered special comes out. I’m ok with option selects, I don’t see what’s to be gained by somehow losing them.
some OSs are okay, some are dumb, and some enrich the game. it’s better to discuss on a case by case basis than to say “please remove OSs from the game.”
it’s not like dumb OSs are a SF4-specific thing, though that’s where a lot of people know them from. Chun stand strong or throw OS in ST is pretty silly.