Not gonna quote the whole post, but pretty much everything here is wrong.
Tatsus are totally unsafe if you crouch the last few hits (which you should be). Clap needs to be safe or else Hugo is the worst character in the game, donkey kick has a gap, etc. Every character can whiff punish Ryu’s cr.forward… Jin does just fine at that.
Ryu’s cr.fierce to fierce DP does 250, but that’s in line with the damage all the cast does off a cr.fierce opening. Ryu’s sweep is -12 or something, go punish it.
Then you later complain about the damage scaling making combos do too much damage? This is in a game with a lot of time outs and long matches. You need the damage when you finally hit someone.
There’s a lot more misinformation about Jin in this post, but I don’t really feel like breaking it down right now.
You realize a LOT of games have auto option selects on throws right? In kof your fastest normal comes out, in marvel it’s C and in st throws are also performed with a normal move.
Plus the already mentioned frame traps, you have a lot of catching up to do.
I get it, you use Ryu. That’s fine. I just want the gap for punishes to be bigger and the damage off combos to be smaller. It’d make people play smarter, which is really all I want. Unlike a lot of people in this thread I’m actually playing this game. I’m not going to defend it’s strengths or attack it’s weaknesses. What I will do, however, is offer my opinion when an invitation to state it occurs. An example of such would be the original post. #nuffsaid
I don’t know about you guys, but I’m running into a lot of situations where they’re done by the 80 second mark. No bragging or anything. It’s just a combo followed by a successful wake up. It’s over before it begins.
What character I use is kind of irrelevant (if you must know, Jin/Ryu is my team right now). You can have your opinions, that’s all well and good. But when you say Jin can’t whiff punish Ryu’s cr.MK, or a Ryu player HK tatsus towards you at the start of a round and you just wish you could punish it with a combo… I dunno how that’s an opinion. People can and do do these things.
Seriously though. These were my experiences going into the written word on the previous page. I’ll go to training and check out the whole cr.forward thing. But what I’m saying is when Ryu comes flying at me with tatsu and what I want to do is block and punish. Same with the cr. forward, I want to block and punish. And I’m saying you cannot block and punish. You have to dodge and punish. In the case of the tatsu you have to still be near them when they land in order to punish while still not being put in blockstun. And I’m saying you can’t punish a cr.forward if you block it. If you have an example or video that proves me wrong than please show me cause I’d me more than willing to have my foot in my mouth than be right about this.
It’s interesting, I can see both sides of what Raurik & Infil are saying, and there are points with both that I agree with.
In another post I stated:
I am either mopping the floor with people or suffering OMFG what the hell just happened implosion in which I am the mop. There is rarely a… I can’t believe I just came back!!! or how the hell did he just come back?! Moment, with the outstanding or dreadful feeling that comes with each that other fighters seem to have. And I can normally tell within the first 20 seconds of the match which way it is going to be…
I think that is part of the flaw of this game…it is feast or famine and there is no middle ground for solid footsies, back and forth action, with a meta game that makes you think… It’s blow up or be blown up OR get the life lead and wait it out…
I don’t feel victorious or happy with wins, and I don’t feel upset or angry at losses… I feel numb… To me, that is a MAJOR issue that is most concerning to me at the moment.
.
Yes and YES. Every time I play this game online I play for about 20 minutes before I think, “Why am I playing this instead of 3rd Strike?” Then I think, “Cause this is what everyone is playing.” Then I play for another 20 minutes and think, “Why am I still playing this?” to which I still haven’t found an answer. I can see the meta games. They’re buried in there, but right now they’re not being realized. Jin and Steve are the characters I’ve played with most and I can honestly say there has never been a more interesting character with more options and abilities than Steve in a 2D game. He’s fun, but he’s extremely hard to use. I highly recommend peeps try him. Also, he has a Charlie Nash costume. To be honest, that costume is a good 50% why I’m still enjoying it. Something about yelling “Sonic Boom!” every time I do his super.
We can’t have it so that all pokes are unsafe on block. That would make for very dull and boring gameplay. If all pokes were easily punishable people would just start sitting on down back once they get a few hits in and just wait for something they can block and punish. Matches would end as soon as someone got even a miniscule life lead.
What’s wrong about having to play footsies to punish Ryu’s pokes? A while back you said you were “playing the game, unlike everyone else in this thread”. Footsies and using pokes to control space are part of the game.
You can duck under tatsus and uppercut them on reaction. I don’t really see what there is to complain about. If your opponent keeps tatsuing in all day, just keep punishing all day.
You always know you’ve spent too much time in a forum when someone answers something you said in numbers…
Not all pokes have to be unsafe. I just wish there was 1 that was. If you go back and play lots of older Capcom games you’ll find that this is the safest game ever. In SF3 almost all attacks could be punished. In SF4 lots of stuff could be stuffed. And in both games you could do whatever you wanted to a tatsu. The game is kind of boring now so I don’t see how this would dull it any. Your poor actions being punishable sounds like it would force you to think about the buttons you pressed instead of jump-in tatsu/mk all day.
Those pokes are very strong, very safe, and very hard to punish. The footsies in this game are more like Marvel than SF. lp,lp,mp,hp,hp. or mp, mp, mp (finally hits), hp, hp.
I agree that you can c.fierce a tatsu 1,000,000 times in a row. And when you wake up from that coma…
So every time you talk about something that you feel is a great solution to something I mention, imagine an entire match where that’s all that happens. Just staying away from Ryu’s normals, cr.fierce when they come at you with tatsu, trade every time they jump at you, keep at it, etc. Then imagine spectating that match. And when you wake from that coma…
They need to change the Ranked system to only show the connection bar and hide the nickname.
It’s really frustrating when someone beats you 10 times, and then you beat him once, and he starts to run away from you.
I got to the point that I had to wait literally 30 minutes to play a game, because I was being kicked by like 6 different persons all the time. It’s really annoying.
No point in choosing an opponent on a ranked system IMO, you can choose them in a reserved slot endless room.
Shotos are an issue. You gave some characters the ability to completely ignore antiairs while having + frames on block, and are also completely impossible to beat air-to-air. Quite frankly, that tatsu shit is beyond busted.
But the main problem is pretty damn simple.
WHY ARE THE STAGES SO BIG?
Ruins the balance of the game, promotes runaway (which would fix the timer issues), and would just make for a much more cohesive experience. You can literally hold UPBACK~ 10 fucking times in a row and you won’t be in the corner.
But with a smaller stage shotos would have an even bigger advantage because they have a free corner escape.
Sidenote, I actually really like this game. It rewards smart decision making and solid play (most of the time.) I just really wish capcom would wake up with this huge-stage-slow-walkspeed phase. Also the overpowered-air-moves stage. Ken running all up in this place yelling FOOTDIVEFOOTDIVE
The bold almost made me read this like it was a period there. Holy double entendre Batman!
They need to slow the timer by 10-20%, reduce the stage length by about half a screen to a screen of real estate, remove glitches, and slightly reduce the frame advantage on many characters’ blocked st.LP. That is all.
I don’t believe the timer will change because there’s more and more matches where I can get mauled or maul the other characters off in like the first 25-30 seconds. Just plan out your team to keep pressure going and not let them tag out and I’m not even using damage gems online right now.
People don’t want to raw tag anymore, spamming Cross Rush to get out free or burn meter to get you off is pretty much the most typical thing people are going to do online.
Haven’t been back to this thread in a while, but just wondering if any suggested Pandora mode actually stopping time? It would not only increase the use of Pandora mode, but possibly help with some of the timeouts.
I’ve been playing Super Gem Fighters Minimix on supercade recently and even that game feels more balanced and fun. Plus the gem implementation is 100 times better.
I’ve been trying to think of whats this game could be better but honestly when I’m actually playing I don’t have many complaints – and I feel like most of the ones I can come up with come from those brief, scrubby moments you have when you didn’t realize something could catch you.
Some tweaks, like with the time, would be nice and maybe a universal snap back (QCF + Lights or Heavys?) – but other than that I like the game as is.
I’d say that jabs are too strong, but I’ve been playing Alpha 3 and honestly … its the same shit. I get so many counter hit jabs its ridiculous – if not for the low damage I’d never do anything else.
Pandora just seems so… So… Good plan, bad execution?
Pandora is soooooooo situational, so dependent…
dependent on time,
on character,
on meter,
and maybe once, just once, when your severely injured character lands a certain move, with 3 bars or close to 3 bars full, and the time on the clock happens to be hovering around 25-30 seconds left, you may be able to finish/follow up with a match ending move for the win!
If not however Pandora makes your character go down in a blaze of glory looking cool for 7 seconds before falling flat on their face in a loss for you…