SF4: Dry Already?

If they capped damage scaling at a sensible level, you would have some sort of reward for using a second FADC to lengthen a combo past 10 hits without it getting scaled down to nothing. As it stands the EX bar is pretty best spent landing your Ultra, and that has heavily influenced the current tier lists.

anybody that disagrees with this is probably in it too deep to know what regular people think about Street Fighter. I don’t mean that as an insult because you all obviously enjoyed a great game that unfortunately wasn’t very popular outside the core gamer group - but seriously those characters were weird. And then SF4 comes out with the same old characters but with a shiny new 3D coat and nostalgia took over. Sure there are some weird characters in this game too, but you’re kidding yourself if you think that 3S chars weren’t waaay weirder.

there is always gonna be hard stuff and easy stuff.

fighting games beyond a casual level require execution, just practice and stop complaining.

There’s no easier way to ensure that you will suck at this game than to “know” that you know all there is to know about it.

All it means is that you’re not thinking hard enough about it.

This is interesting. This may answer why you (and other top players) have a completely different view of SF4 than those of us who have never seen a SF4 cabinet.

All we have to go on is sub-par online play and the extremely sub-par online gaming community. All your experience comes from in-person play, which is a MUCH better environment. I would probably see SF4 differently as well if I had not had such rotten experiences from playing online.

Since you are used to playing in person, I can easily see why online play would be a huge turn-off (lag is a big problem, I don’t care what anybody else says). You don’t see SF4 as an online ONLY experience like I do. Sure I could dig up some local comp and go to some strangers house to play, but I’d much rather hit an arcade where I could just go to hang out.

J

Way to completely misinterpret the intent of my post. Like I said, I was just pointing out a strange inconsistency, while saying that I wasn’t afraid to adapt. If you want to chalk it up to complaining, be my guest, but I reserve the right to call you an idiot for doing so, okay? Glad we could work this out. :wgrin:

dry means turtley and boring in my vocabulary

I swear if I get hit by one more cr. roundhouse that lag disabled me from blocking… well it’ll probably happen anyway.

  1. Fuck you.

i enjoy this game.

like Garth in Wayne’s World said…“I like to play…”

  1. Word.

Yea, I have no doubt making reactions more of the gameplay would slow it down. I would rather have a slow game that the best player won than a fast game that the best guesser won though. One of the problems I see with the guessing game is that it really isn’t in any player’s favor outside of a few characters. For instance of course Zangief’s mixup game is at his advantage due to his damage and health, but for most of the cast a guessing game is about even whether the person is on offense or defense. A good guess can net the defensive player a combo into an ultra just as a good guess can net the offensive player a combo that sets up more guessing games. The advantage would be that if the offensive player wins the guess then they get another chance to guess, but that second chance to guess just gives them a second chance to guess wrong and get punished.

This is the guess loop that I’m talking about, if it was in fact true that the player that forced this guessing game had some kind of true advantage then it would be more reaction based despite the inclusion of a guessing game. The reason for this would be that the reaction based gameplay took place prior to the mixup setup, and your reward for good reaction gameplay is some truly one sided guessing. If my superior reaction play just nets me an opportunity to guess wrong and have momentum swing from a guess then that to me is too much luck gameplay.

Ive always wondered if the developers could be surprised by something that gamers discovered while playing the game.

Like, are all the combos previously known by the people who work on the game, or could there be stuff that not even Ono himself knew it was possible?

yay, sf wishlist #5000 and counting.

I love the game the way it is, I just want balanced characters, so tournaments and G1 isn’t the same 5 characters to face.

and ultra + super = ??? would be nice.

Tournaments today aren’t the same 5 characters in top 8 that they were even 3 months ago. As strong as Sagat is, how many did you see in Evo top 8?

And remember also that people will naturally gravitate to shoto characters as they have been poster children of the SF series for the last 20 years

I really wish that they made Elena in SF4… She was so fun to play…

I wouldn’t be opposed to seeing Adon in the next installment. He should take extra damage when fighting against Sagat though. :smiley:

And does anyone else agree that Guile’s Ultra animation should be changed? I dunno, to me it’s just so anti climatic. Come on Capcom, give me some shiny lights or something… anything!

Oh and multiple SAs = only ever bothering to pick the best one anyway, unless it’s character specifically beneficial.

In my book, him and Claw, hands down, have the shittiest ultras…but at least Claw has that sweet ass laugh after his. Landing Guile’s is like “Hell yea got his ass (first kick), 1 swipe multiple hits bitch ugh! (2nd kick), …:lame: (3rd kick)”

I’m telling you man.

**Adon would be the shit in this game.

You could make him a sort of a “counter Sagat”. They would complement each other well.

And his mixup game could be crazy.

He would be like a Muay Thai, faster, less shitty Vega.

Jaguar Kick :rock:

Modified Jaguar Tooth :rock:

Raging Jaguar as his anti-air.

And I got a sick ass idea for an Ultra

It would be a wall dive like Vega’s, but with a :hcb::hcb: command…**

In my thinking about the ultra i arrived to an interesting idea.
Using the Ultra meter for limited time overdrive. Instead of it being an unstoppable combo it would be a lot cooler if the ultra meter could be used to powerup the character for a few seconds, with invicibility, more damage, no damage scaling, super speed and better frames for the combos, at the cost of losing all your life when the overdrive ends. If u were able to KOing the enemy is your win, otherwise is his/her.
What would u think about this idea?
Basically the overdrive would work this way:

  • The enemy beats the crap out of you until your ultra meter is full.
  • You activate the overdrive.
  • The health bar becames full and starts emptying very fast.
  • You become yellow and have all the advantages described on the top of the post.
  • If u were able to take all the enemy’s health( and put it on KO) by the end of the overdrive is your win
  • Otherwise you lose all the health and die, giving the win to the enemy.

This way it would have sense to call it desperation move. Because, as it is now, it’s far from being like that…