SFV Lounge: Cammy at the Falken bottom, Makoto is in final phases, Leo Alex is broken

Competitive NRS players whine too much for Noob to get any more experimental

My assumption when they said that was that it would be like MKX. The variation was never my favorite Thing ever really, mostly it just meant you used the “best” version, which made the whole thing feel pointless much of the time.

As another thought. Smash 4 had a custom moves system, but the moves where somewhat themed. For example, you could switch around different versions of Mario’s fireball, but never replace it outright. This allowed for some degree of stability in these situations. (I know the competitive scene banned these moves outright)

Customisation of moves in fighting games don’t make sense to me.

Giving Cammy an SPD and fireball sounds wrong.

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Divekick and an SPD?

Somebody make that happen.

It would be more like, giving her different versions of a dive kick. Not a completely different thing.

At least in the smash 4 style system. MK11 is still mystery meat at this point.

Yun & Yang.

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banderas

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Yeah I can’t see it working for fighting games. Imagine going to punish something and failing because they swapped it out for a different version. Just learning mu in general would be tough too many variables. For single player campaign it’s fine.

To play devils advocate.

How is that any different than learning to punish anything else? Provided it’s clear which version it is. You wouldn’t complain that punished spiral arrow is different from bull head?

My only hesitance in saying it will just be like MKX is that, at least with MK, the studio has never done things the same if they did it before. But, I could be wrong here.

When I played with the kustom moves, it was sort of like that. SZ, for example, had a shoulder barge that you could use to replace slide. It did more damage and was safer, in exchange for not being a fast low. But I don’t think any move replaced ice ball, and his additional abilities were moves like an ice dagger projectile that did massive chip damage and a more standard projectile. One move did allow you to amplify the ice ball so you could use it to eat other projectiles and combo off of his overhead string.

Moves also have points associated with them, with a limit of 3 per character. Ice Orb, which is kind functionally similar to Ice Klone, cost 3 bars, so it would take up all your slots to have access to a really powerful move. Amplified ice ball was 2 slots, as well.

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So it’s kinda like allocating stat points in an RPG? You can put all your points in magic middle and shoot a ton of bolts, or spread them around for more options?

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I think even giving variations of the same move is going to be a massive headache.

We’ll need to take account of the differing on block/on hit/recovery frame data of the variations.

And that’s just for 1 move.

I’ll scream if Sf6 features customisable normals, specials and supers.

I’m a fuddy duddy when it comes to fighting games too. Lol.

Now you’re thinking. Geras has one that takes up 3 slots but is incredibly powerful: he will zoom backwards in time through 4 seconds, totally invincibile the whole time and able to execute even while in hitstun. Very very powerful, but because it takes 3 slots you won’t be able to use other moves that might be useful in certain ways. He has one that is 2 slots that can either add or take 30 seconds from the clock, one that is a projectile counter, another 2 slotter that lets him essentially “cancel” what he just did by going backwards in time. Example: he does his f1 shoulder barge, it whiffs, but he cancels with this move so he returns to his original spot

Like I said, you already need to do that with different moves anyways? How different is this really?

It’s not like you aren’t going to know what move just happened.

I don’t actually have a good answer to that.

Games in like 10-15 mins?

I will be an hour yet if you are still around.

Tax clients are all idiots.

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Appreciate the insights, and that last bit makes plenty of sense.

I think one of the reasons NRS has had financial success with their games is that they don’t approach those projects like other companies do with fighting games. Broadly they seem a lot more interested in appealing to a wide base and what features/how can they build their game to do that.

In that way they are definitely more in the OW/Fortnite lane of things. Not necessarily looking to make the most highly regarded competitive product (I don’t mean this to sound negative; it is not about lack of capability more a shift in focus) but a product that a lot of people are interested in and will pick up and play for at least a little bit, that also happens to have a competitive side.

One of the most interesting things about the current FG climate is seeing how the bigger companies are choosing to tackle the market.

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I really did it. I actually did it.

I’m so happy right now. This is something I couldn’t imagine doing just a few months ago.

All it took was a shift in my mindset and things really started to fall into place.

For anyone that feels like they plateau’d: never give up. We all get stuck at times, but that doesn’t mean you have to remain there. Just keep fighting. Watch your replays, be okay with losing, and always think of better approaches to difficult situations.

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Oh my god. It finally happened!

I did a think!

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Sort of replying to @Vhozite by way of your post: I’m looking to hop on tonight for games but its not gonna be for another couple of hours unfortunately.

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