But, Sen parries sound a lot like Soul Calibur parries…meaning they only sound risky if you use them at the wrong times.
I’m sure that throwing out random parries would get you killed. But, if your opponent is just mashing the weak attack button, then parrying sounds like the answer.
Maybe parry was designed to counter the “weak attack spamming” problem you describe below:
Do these unblockables travel full screen or something? Can’t you just run away when you see these activated like in Soul Calibur, Tekken, or SF4 (focus attack)? What about side stepping them?
In the Ukyo v Hanzo video I linked earlier, the two liked to stay pretty far away from each other, so it didn’t look like they were being forced into close range… http://d.hatena.ne.jp/video/niconico/sm4232261
Can these unblockables be parried?
Rage sounds like something you activate after launcher, hit stun, or knockdown. Basically at times when you’re guaranteed damage or a mix-up opportunity in the next few seconds. Doesn’t sound too bad to me…just not central.
Reminds me of supers in SF4. People use the meter for other things instead of the actual Super.
[media=youtube]K-vYDQ0CxnM&feature=channel_page[/media]
Here’s a perfect example where Genjuro needs to PARRY MORE. Ukyo keeps spamming weak attacks…because Genjuro LETS HIM. It doesn’t have to be like that.
Ukyo, on the other hand was pretty good at parrying…and he benefitted from it.
I did, and the only point I’m trying to get accross is that if you don’t like the game…say you’re point and move on. I understand sites like these are for the purposes of open discussion in a public forum and not just mindless adherence to conventional wisdom. However, the arguments are becoming protracted and any meanifull progress of the thread has been intervened…let’s just agree to disagree on this game untill we actually have the chance to play it for ourselfs.
I am moving on, I see many different comments and info being presented in the thread as we move on, and I’m learning information. I think the fact the thread grows and more people contribute to the discussion means the thread is progressing very well indeed.
I said in an earlier post that I would reserve final judgment until I play it, but honesty I don’t know if I will have to…playing fighters for as long as I have I can usually see how a system acts and what it emphasizes after watching it in action. As much time as I tried to play the crappy tekken 5 I’d think I’d know a similar system when I saw it. Its the same with Tekken 6 - I didn’t even have to play it to know I’d hate that game.
I’m a bit bias here, I’m pretty awesome at the Tekken series and know my way around it. That’s why I’m hughly in support of this game because I know it will be familar and IMO I can smell qualiy a mile away with this one.
>Rage sounds like something you activate after launcher, hit stun, or knockdown. Basically at times when you’re guaranteed damage or a mix-up opportunity in the next few seconds. Doesn’t sound too bad to me…just not central.
Its default function of Rage Explosion, which was present already in all SS games starting from SS4. Its just in Sen they made it that Rage Explosion is the only way or rage activation, but is repeatable, while in other game its alternative, “emergency” way of rage activation that can be used once per whole battle
Im about as excited as certain group of MK fans on MKO were when they heard that MKD will be first MK game with online play (since that will finally prove all their theories of MKDA engine gameplay failures to worldwide audience, and will open Midway’s eyes on the all engine problems the said fan group spammed them with)
Also wonder (but dont hold much faith though) if game still holds some cool features/special moves that we havent saw yet just because japanese players that record Sen fight videos prefer not to use them.
Im still positive that this game can be called the game without supers, because those Ikari Waza (Rage Technique) bonus special moves available during Rage just dont deliver it. Rimururu’s is a forward dive jump with slash which is blockable, and Hanzo’s is a fireball… really dunno what to say… maybe they wanted to make SS1 with juggle combos?
I wonder if they’ve adjusted anything from the arcade version.
Anyways, it looks like the gore factor will be present, so this actually may have a chance at making some money in the states…especially with online play. Hope it comes to PS3, as well.
Well, thinking about the States, Mortal Kombat series are successful there, and their advertizing is based on gore and they have netplay (recent entries at least). On other hand I think Mortal Kombat cast is more recognizable and has bigger variety of special moves than SS:Sen (the number of “special” special moves in which gets close to zero). If Sen will rely on gore to promote itself it may lose to MK, if it will rely on that new gameplay, it will lose to Soul Calibur and Tekken, and it cannot rely on own storyline too because its trashy. That leaves us good graphics and sound (that are present in other fightings nonetheless). as well as atmosphere and nostalgia factor - these two affect those who previously were SS fans I guess, but most SS fans I know dont like Sen because of gameplay so I wouldnt say Sen’s chances are big. Hopefully it will gather enough money for SNK to make next samsho, but not enough for SNK to think that this game is OK and next ones should be done in same fashion.
There are alot of people who try to justify Sen’s gameplay flaws by saying there was no way to smoothly translate elements of SS’ 2D gameplay complete with special moves and their commands, so thats why Sen was forced to go VF/SC/Tekken route; but those people obviously didnt saw SS Asura Zanmaden videos, it was released 11 years ago in 3D and its gameplay beats Sen completely (video feed can be found at www.samurai-shodown.com). On a side note it was the game which introduced the arm-cut-off finisher which Sen now uses. Seeing how SNK made all move motions in Sen oversimplified, I think they just tried to dumb down gameplay to appeal to casuals and cash in onto SC/Tekken casual fan crowd
SNK’s fault wasnt that theyre didnt used 2D sprites - in fact, they reused them in 5 games already since the 90’s and in SS6 sprites looked pixelated compared to highres backgrounds (and doing new highres sprites would be very time-consuming plus they already were busy with that for KOF XII). Their fault was that they werent true to 2D SS gameplay and instead threw almost everything in a window; and classic 2D SS gameplay CAN be preserved while using 3D models.
Here, I thought I will drop some youtube videos from SSAZ so you can see and compare. SSAZ is basically the closest thing to 3D SS4 you can get. I put more Galford videos because derkoi asked so I wanted him to see how Galford was done in 3D before.
[media=youtube]_KEDTY7gns4[/media] Haohmaru -Rasetsu- vs Asura
[media=youtube]1fcFQrKgenA[/media] Haohmaru -Shura- vs Genjuro -Shura-
[media=youtube]-XoOO6mafH8[/media] Hanzo -Shura- vs Kazuki
[media=youtube]X7ImrYqdb3E[/media] Hanzo -Shura- vs Galford -Shura-
[media=youtube]8UI0TM47ls8[/media] Suija vs Galford -Shura-
[media=youtube]nC267iyekDc[/media] Ukyo -Shura- vs Galford -Rasetsu-
[media=youtube]wcuweHw6Gw0[/media] Hanzo -Rasetsu- vs Kazuki
[media=youtube]Q02-YJtU-Hs[/media] Galford -Rasetsu- vs Hanzo -Rasetsu-
[media=youtube]8D6lAlk6Wlc[/media] Ukyo -Shura- vs Enja
[media=youtube]nyt1bv6Lcoo[/media] Suija vs Kazuki
Ok and now Sen videos to compare gameplay
[media=youtube]30tEJh3jsOQ[/media] Takechiyo vs Kazuki
[media=youtube]MgxW73Sh3Js[/media] Sogetsu vs Galford
[media=youtube]TRT7Tm3rjE8[/media] Takechiyo vs Galford
[media=youtube]QaIHnLEv2mc[/media] Galford vs Jubei
[media=youtube]ls0R6bvk8vA[/media] Sogetsu vs Genjuro
[media=youtube]O1-wtPCG1ng[/media] Kazuki vs Sogetsu
[media=youtube]5VTyySldKYE[/media] Kazuki vs Hanzo
[media=youtube]QOpKnpUx6B0[/media] Kazuki vs Haohmaru
[media=youtube]2GUfMCHergo[/media] Ukyo vs Nakoruru
[media=youtube]FJduXq6NQ2o[/media] Jubei vs Ukyo