I don’t really look at any of that silly stuff. Kind of crazy that people just dropped a character with that many tools. Might be that Akuma just outright does a similarish role but excelling at all the other things.
Might have to pick him up though. Necalli still a monster full of tool.
Yeah most of the pros just dropped Necalli for Akuma because he’s even a bit better and more fun. Necalli might do slightly better vs Birdie than Akuma, but other than that can just pick Akuma and have more fun.
If they’ve learned from the SF5 experience, then SF6 development would be something like:
2020 last DLC plus development for SF6 starts.
2021 Announce a rebalancing for the next year.
2022 Announce SF6 at Evo, playable at Capcom Cup.
That way you have a proper 2 year cycle to avoid the nonsense that seemed to have happened this time around. Although I think this one was a 2 year cycle, might need to stretch out one last hurrah of DLC on 2021 then one last rebalancing that way the initial SF6 package is awesome from the jump.
Feel how you may about the gameplay, Capcom has done a lot of great things managing SF5. The way the balancing is done wiht one big patch and one secondary patch is a great set of expectations for people (even if we don’t agree with the balancing). Dropping characters every couple of months gives people something to look forward to as the year unfolds. The big change from last year to this year was once I pushed from the beginning (just reveal all the characters from the jump) which works out way better than random odd surprises.
The fight money system needs some reworking altogether. The prices for costumes is kinda ridiculous at times too. Releasing seasonal costumes in small batches is pretty neat. Less heavy handed on chun would’ve worked better but it is what it is.
Focusing on improving the netplay infrastructure needs to be the big focus for SF6. SF6 should be a lot of resources on casual shovelware fluff and then a dedicated group of people working out gameplay. Bring in pros periodically just to work out initial gameplans and then see how characters are developing gameplay style. you don’t want them to “solve” the game for you. Just to give you an initial feel for feeling good or bad etc.
At this point having somebody who can sort out input lag would probably add a lot of marketing value to the game.
People will realize how silly this character is next season. He didn’t get big nerfs nor he has bad matchups since S1. Necalli is definitely boring, but at the same time he’s extremely versatile and easy to use. How many times we’ve seen Daigo get grabbed 5 times in a row? How many times we’ve seen Infiltration and Sako obliterated 3-0 in top 8 with Menat at the same tournament? Ask Phenom. Atm using someone like Akuma is the best thing to do, but Necalli has AGAIN the possibility to get unscathed by the incoming nerf train in S4.
Sort of silver lining is that it seems like the netcode may actually be fine-ish; it seems like the biggest problems come from how they’ve configured rollback and how their matchmaking is actually set up. Oh and whatever is causing the PS4 to have that fucked up input lag cycle.
That uh actually sounds way worse all typed out at once.
Point being, in the magical land of fairy dreams where Capcom can and will address some/all of this stuff, the online play may get substantially more stable without them having to re-engineer the netcode itself.
Its probably an engine specific bug. Some weird confluence of UE4, PS4 specs, and how they engineered the game.
The upside is with it being such a regular occurrence, it should be easier to track to a root cause (would be a lot worse if it was just raw, rando input lag periodically). Downside is that who the fuck knows a) who at Capcom knows about it, b) out of the people that know about it, who can diagnose and fix it, and c) how long will it take to fix.
Something like this should get a big fat high priority sticker on it. But Capcom’s dev team for this game feels like it is already swimming upstream without having to fight off big bugs. Hopefully they can at least fix it by the time S4 rolls around.
Laugh all you want but the way they’ve handled season 2 to season 3 is night and day. A lot of other changes have been made at capcom on a company wide scale too.
There was some type of shake up that is moving the company for the better. Whether it’ll trickle into fighting games in the way you think it should is another matter entirely.
Capcom is in their redemption arc right now. After the launch of SFV and MvCI being a cluster fuck Capcom knows they can’t get away with another one. They came out guns blazing at E3 and people were saying Capcom is finally back.
Like Pertho said whether or not this trickles into their FG division is another matter entirely but they are trying to mend those burned bridges.
As a former Ryu main, my problem with his buffs are that they don’t really help. Don’t get me wrong, some of them are pretty nice. But they’re the kind of things that would be more appreciated if the character already didn’t have huge problems like he does.
Stuff that really matters is making his MK tatsu hit crouching like it did during the beta, giving him a frame 1 strike invincible DP that’s unique to only him, or dropping down his total fireball frames from 47 to 44. Instead he gets stuff like a tick throw with st. jab or a juggle ability with CC st. HP into st. HK in the corner. That kind of stuff doesn’t play to his strengths. And is a big reason why we see so many crazy online Ryu’s dashing in all the time.