Nash General Thread: Charlie (Nash) finally revealed!

I’m thinking his elemental ability will allow him to cancel specials with teleports, and he’ll be able to teleport normally during the match, just not as quick. But that’s just me speculating :stuck_out_tongue:

so does Charlie showing up cancel the chance of Guile showing up, or does it guarantee Guile being in the game, even more?

if I had to guess I’d say Guile and Dee Jay are def out.

Guile would make a great rival to Evil Charlie, so I’d love to have him in the game. But he isn’t likely gonna be in the first generation of fighters. Probably second batch with Ken. I always imagined that a Deadly Alliance/Liu Kang scenario would take place and Charlie would actually kill off Guile (or incapacitate him for a game or two), start the new chapter with a bang.

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Yep. If you look at vanilla char models, and then look at the new chars, there’s a huge difference.

My biggest issues with SF4 design in general are puffy hitsparks that give no sense of impact, sound design giving no sense of impact (go back and listen to Alpha 3 sound effects, seriously, meaty as hell), and movement of the camera during command throws giving no sense of impact. When Hugo grabs you in 3S, it’s immediate, you get the feeling of the height he rises to and the acceleration he reaches when you come crashing to the ground, and in SF3, it’s the STAGE that shakes, not the camera, a HUGE distinction when you want to convey a sense of impact.

In SF4 there’s a pause, a little spinning sound effect then a really dull thump, the camera following you all the way so the feeling is completely lost.

Hearing ya on the sound (hey neat, puns). They started out strong with the vanilla arcade release and it’s been downhill since.

I also feel a lot of impact effects are piss-weak. Some attacks have very minimal hit-stop (see Ken’s HP SRK, Guy and Guile’s c.mk, Sagat’s EX uppercut, etc) that make them seem flakey and pitiful. After vanilla, they also significantly reduced the impact shaking attribute when normals and specials connect.

Vanilla’s meatier sound effects combined with the larger impact shaking effect gave that version a much meaner and visceral feel that was utterly lost in subsequent versions. It blows my mind that Capcom would actively seek to reduce these effects. The negative effect their sound changes had on projectiles alone was obscene.

Stranger still to me is how a sizeable amount of people didn’t pick up on this stuff. It leaps out at me and it’s a huge bummer.

It’s for these reasons that I actually like some of the earlier footage of SF5 having a lumbering and ‘heavy’ aspect to Ryu’s normals. While its obviously still heavily under development, it suggests to me that they are paying attention to this kind of feedback which is pleasing. There seems to be a few place-holder sound effects in action right now though. Some of the fireball effects have the treble way too jacked.

I also really hope whomever works on sound for this is NOT the same team that worked on SFxT. Man that game had some awful sound effects. Fireballs especially were just pathetic and I was genuinely surprised half of that crap was given the thumbs up for release combined with somebody actually being satisfied with their work.*

  • The sound designer of SFIV insisted that the sounds were not “changed in anyway” in an interview for the home/console releases which is just mind blowing. I unpacked the arcade datasets for use in my sound mod and if you can’t pick the difference you need your ears checked. And that guy is a sound designer! Stranger still is that these watered down effects were subsequently rolled back INTO arcade releases! Ack. Sorry, but this shit just irritates me and at this point I’m both ranting and derailing and potentially inviting d3v to call me on my bullshit.

Yeah, as chara design the different in animations was more subtle, but still evident
The point was show Charlie as a way more skilled and technical version of Guile, so you have him do backwards acrobatic flash kicks, one-hand sonic booms, a more “martial artist” stance (compared to Guile’s badass boxing one), new shit etc etc

Maybe they wanted increase the difference as much as possible radical changing a signature move like the flash kick (and adding fuckton of new stuff like teleport,tackle etc), because in future they plan at some point to have Guile too… and knowing the dude he’s likely to be the usual dude with many normals, one classic sonic boom, one classic flash kick and no bullshit :smiley:

Lol, only now i recognized the deja vu, dude got the BlackJack treatment :smiley:

It wasn’t his take, he created the flash kick and sonic boom then taught them to guile.

that upside-down spread eagle keyframe is tough though
I hope they work the og animation in somewhere

Well, Guile’s second flash kick in U1 is basically Charlie’s version

https://www.youtube.com/watch?v=ZY9cUGjr7BE

The news of Charlie returning at last made me super hyped for SF5. He’s one of best charge fighters in SF history.

Too bad he doesn’t play anything like Charlie.

Wish Guile’s U1 was better, it’s one of the cooler and more satisfying looking ultras in the game.

I think that’s a little presumptuous. We don’t really know how he’s going to play at all, just that he has two new moves and one might or might not be a command grab.

I just want to know what happens if you do that cracked out banana kick as an ambiguous jump in.

I really don’t care how many of you disagree with me but there are actually people out there that don’t want to play as Charlie as long as he looks like that.

If you are WTF marking me you are most likely the retards I’m referring to. So great job telling on yourself.

That is true indeeds

Calling people that disagree with you retards, I’m sure that will encourage civil debate…

They’re not leaving a whole lot of room to indicate that a civil exchange would get through let alone a debate of any kind.

Sorry but I’m not trying to convince anyone that he’s a badass regardless of his looks I’m just tired of the unnecessary PMSing.