I could’ve sworn the process to readying yourself for DWU was to whiff jab, since if your character’s jab is 11 frames, that’s the same amount of frames DWU is delayed to. So you can still OS against it, you just have to be a little more attentive.
Not what we were talking about
Or, just take away hard knockdown on anything except super.
Removing hard KDs would work as well. It just wouldn’t have worked for sf4 because it was going to place many characters at serious negative frames for landing sweeps and throws
Being a new game, they’d wouldn’t be tied to old animations.
I think hard knockdown was a concession to loose reversals. This game would probably feel more street fighter if there was less dependency on p, what do the kids call it, set play? Not sure who thought eating a bunch of set ups was fun but they got that part wrong.
SFIV for me feels so “bipolar” at times. It wants to make it easier for folks in terms of execution, yet it actually has a pretty high execution requirement. It wants to be a defense heavy game, but it also has a heavy set-play element.
honestly that’s why I am looking forward to what game-play element they implement in SF5. SF4 definitely felt like it was trying to be its own game but at the same time be SF2 and I feel their focus on trying to develop a SF2 really sort of chaotically affected the game-play. And the execution problem in SF4 was just handled poorly with them choosing the wrong areas to adjust.
Its so weird that they wanted the game to feel like SF2, because they failed pretty spectacularly.
Vanilla was a good start, then they decided to just go full fanservice. Which is good I guess, since it drew in a lot of people.
I’m going to assume SF5 will actually focus on being a tight game where things don’t seem to be all over the place, and there’s continuity among the characters. Not saying they should all have the same options, but it’s pretty dumb when characters like Blanka or Honda for example, only have like 3 hit combos with no practical means of landing their ultra, then you got a character like Yun who can do everything.
It seems to me that most of the options selects are a result of a dumbed down engine, which is sort of ironic.
The original intent of plinking was to give a frame of lenience when hitting two buttons at once. This is also why kara throws work. Jab/sweep option selects are a result of the arbitrary canceling options in the game (that doesn’t really help new players, I’m not sure what the intent was). Jump in OS is because you can buffer inputs super early after a jump in .
My point is that if they want to clean up the OS’s, they sort of just have to make a good game without shortcuts or it will happen again.
One more thought, I would be okay if reversal inputs were still easy (on wakeup anyway, butter churning is just silly). The actual problem is the reward. You should be trying to escape at best, not do 50% damage.
Yeah Bison has more moves than he’s probably had in any SF game and looks to have more than 5 hit combos. He may not actually get rekt by a Sonic Boom character this time.
Somebody said starting round with meter, and I like that idea.
I hope they keep the plethora of taunts and give them meter increase. You know Ken’s “you can still win this!”, how can you NOT want to use that?
Bison is a bit weird honestly, as his archetype changes heavily from game to game. He started out as a pressure/combo monster in SF2, became an extremely poke-based character with few combos in Alpha 2, returned as a space control character with completely insane combos in CvS2, and ended up as a reactive, sit-on-your-life-lead-type character with low damage in SF4 and SFxT.
Not quite sure how this version of the character is yet, but I’d love to see something closer to the Bison we saw in SF2 and CvS2.
ATM we have 2 characters with a sort of teleport and those 2 are historically charge characters. Capcom have time to fix some things, but just for that point I don’t think their teleport are there for free.
You can kara throw in games that aren’t SF4 where plinking isn’t a thing.
You can jab sweep option select in most capcom games that don’t have a magic series. Chaining helps but using the blockstop is the important part. I low short os sweep with Blanka and he doesn’t have chains. The important part here is that you wouldn’t chain OS in most older games because there are no invincible backdashes to hit, so you’d do something like OS dp instead.
Jump in OS is once again because of the blockstop/hitstop. “built in dp” has been a known concept since Hyper Fighting
https://www.youtube.com/watch?v=kqjFWzPY9s8
tl;dr your understanding of OS’s isn’t quite right
You tell em Ves
I want safer normals than those you find in 3S.
Replicating the feel of 3S normals is a bit of a challenge since aside from hitboxes and framedata, you also have to take the priority system into consideration. Some moves were made better simply because the system made them beat out a move that would have otherwise beaten them based on hit/hurtboxes and framedata alone.
My post honestly made little sense. I meant safer on block than in 3S. More accurately, I like how in SF2 most normals are safe on block and I would like to see that in SF5.
gimme cvs2 frames, i want jabs to be +9 on block