As for the combos, there are enough small hints, stuff that people pull off every now and then, like Ryu juggling with a cr.:mk: into hadouken or some dude following up a tag with an air chain with Chun that some of us are picking up on more than the LMHH shizz. It’s a game where (at least from the builds shown) anything and everything will juggle as long as you get the spacing right.
But couldn’t that same argument be leveraged against any game that uses any variation of Capcom’s universal chain system?
I’m just saying the characters aren’t done, we’ve been told this. I’m not saying that Cross Assault doesn’t look silly or maybe damage may be too high (Fine points IMO) but saying it has no depth after spending an hour with it as most people have is…presumptive to say the least.
Also please GTFO with that FauxG “Good shit SRK”. Shaddup.
Well hopefully it shows up in NYC Comic Con so I can have more time with it. Capcom Fight Club didn’t give me no where near as much time to have a better judgement.
Sort of…
Imagine MVC3 in a mode of a 1v1 character match.(Or watch any match vid that comes down to last char vs last char)
Without the different assists and DHCs, relying only on the abilities of the characters as individuals, the game becomes pretty shallow and boring. (While Guilty Gear has always been a 1v1 “chain game” (Isuka doesn’t count) yet the result is deep and engaging.)
That’s how the naysayers see SFxT right now- As a 1v1 MVC3.
MVC3’s depth, if anything, comes mostly from the team dynamics (not from the characters as individuals), and pitting them against opposing dynamics of a rival team.
SFxT could redeem itself a bit by making that using your meter for “assists” will be more worth it than tag combos and safe reversals.
Which were pretty broken and unpolished, even if fun and cool in concept.
Darkstalker series was good for its time, and the franchise itself has a special place in a lot of people’s hearts, but frankly it’s one of the pioneers (read: alpha version) of the modern anime fighters. (considering that the same team even went on to leave Capcom and make some of those anime fighters)
So basically today you have access to the “evolutions” of the Darkstalkers style in the form of Guilty Gear, Melty Blood, Arcana Heart etc.
Making a new Darkstalkers that will play like one of its prequels today, would please the fans I’m sure, but will also be a regression from what the genre has become up until now. (But I’m sure that’s what Capcom will do because they are all about regression now)
Although Vsav started how anime fighters play today it’s still fun to play, The game has alot going for besides the magic series. If there’s a new Darkstalker game I personally want it to be like Vsav without the easiness of sf4. But back to the topic. The game needs some tweak is true that magic series alone will not make this game. It definitively need other gameplay tweaks imo. Still a fun game though.
I’ll disagree on MSH as that was one of the most balanced games on that engine Capcom put out.
There’s still a number of the old blood at Capcom (Ishizawa and, believe it or not, Ono).
Also, you’re correct in that there are a number of us who do prefer the old Capcom magic series chain system due to its logical simplicity, with variations to the chain more or less being exceptions, not the rule.
Let’s not forget that the game has more than just magic series chains. The game does still have SF style links, targets as well as Tekken strings.
yeah but I mean besides combos I think it needs more besides chain links and tekken strings. I mean like defensive option, I’m sure ppl don’t want to waste meter to keep ppl out. Also I think the majority of sf character needs some changes imo. They don’t feel right in this game.
Edit: Since throws needs to be really close why not change it to classic style. f.hp or f.hk.
What more is needed? I mean, with the way everything juggles, once someone is launched, the only limits are your imagination and execution (and scaling).
Wait, I recall suggesting pushblock months ago and people were shooting it down and saying that Alpha Counter was enough. That and that the game is supposedly shaping up to be footsie heavy - most everyone who’d played the game in a somewhat competitive context was saying that the best defense was still out poking the other guy, like in any SF.