I like the latest patch nerfing damage after invincible move xx KA. I feel it still doesn’t go far enough. I want them to just remove the ability to KA on block, make it on hit only. But for some reason they are really reluctant to do it.
I used to until I realized it was SFIV with robots.
The low execution barrier is great if you don’t have a lot of time though.
Even the difficult stuff has a reasonable amount of repetition requirements in order to get them down to muscle memory.
Uppercuts shouldn’t be in that game though. Used to play Chel and even though I love to make people hate themselves with that character, I feel invincible uppercuts are way too fucking cheap in a game with 1 button specials.
Playing Chel is like playing a Ryu with the defensive capabilities of a SFIV Zangief. It’s fucking dumb.
Have they optimized the game yet, or does it still chug at 720p and above on a 650?
I used to think that it was just the invul backdashes and FADCs, but it’s definitely more than just that. Something about how the game moves and feels makes me think that the game was specifically designed to appeal to SFIV players.
Gonna have to disagree with this. If your gameplan involves betting on the chance that your opponent will fail to do something (e.g. I’m gonna jump in/press buttons and bet that he’ll drop the input to reversal), then there’s something wrong with your gameplan.
Rip out all of the Street Fighter 4 shit. FADC, Breaker, back dash invincibility, slow walk speed, etc. Rip all of that out and tell Seth “No!” Just keep his ass out of the design process.
I don’t know what you could do about the ground game because one button DP is extremely effective. It’s like fighting the A.I. in ST it is rare to score a jump in against a character with a DP. If that’s the direction they want to take then they better go the SF5 route and give every character a good move that bypasses fireballs.
I think that’s going a bit too far. My suggestion:
[list]
[] remove KA on block, make it on hit only
[] reduce or remove invincibility/armor on reversal specials.
[*] add a glow effect indicating fireball invulnerable and throw invulnerable moves.
[/list]
The reason for invincible backdashes is because the walkspeeds are so slow you can’t get OUT of poke range without it. If the walk speeds didn’t suck ass, you wouldn’t need it. The game would operate like ST, you know, SF4’s original concept.
But that’s a completely asinine reason because any reversal special move becomes an armor breaker. If that’s really why they did it, then Dimps is a worse developer than I thought since they already had a way to deal with that situation.
Not everybody has a good reversal though and they’re still in invulnerable. Hard knockdown in the game takes so long that it’s possible to time a level 3 FA so that it’ll, at worst, trade with a reversal.
In any case, proximity guard makes “walking out to get out of poke range” somewhat a non-issue since in some of the other SF games, especially the more buttonsy ones, you’d still get caught by proximity guard trying to walk out of some of the pokes in those games if you weren’t walking back from the right ranges. In fact, they probably extended the range of the proximity in SFIV due to how invul backdash affected this (not that I agree with this, but there is some sort of twisted logic to it).
But you don’t need a good reversal to beat a focus attack, you just need it to HIT. Like, most things should beat meaty level 3 focus no problem, you just have to challenge it. And the idea with fast walkspeed is that you would be out of range BEFORE they push the button. That’s kinda the point. You walk in to make them think they can push a button and then walk out when they try to react to that range and punish them for it. You can’t do that in SF4 because you just simply can’t move fast enough, so you need an invincible backdash to get you physically through the poke otherwise you could not challenge midrange buttons.
But that still happens mostly at long range, ranges you don’t really see in SFIV due to the shorter hitboxes. All invul backdashes do is affect the game negatively from the ranges where walking out would still result in you blocking in the older games. It’s part of where the game stops being Street Fighter and becomes “Option Select Fighter IV”.
That’s it? They show this game off and talk about it like it’s going to be this big thing and then they just ditch it while it’s in alpha?
If they don’t even have faith in their creation then why should anyone else? They talk about how they’re moving onto a new project, but they’ve shown they don’t care about actually finishing their projects so who could possibly care?