Lol, I remember I was fighting a Rashid earlier and the game SHOWED me grabbing him, but then proceeded to just register me getting hit by an SRK. Love it.
Karin is fucking great though. I’m playing her and R. Mika a lot. Can’t really seem to get a lot of wins with Necali.
Also, is it just me or do you ONLY get to play on that fucking waterfall stage during Ranked sets?
Last week in college the English teacher told some students to withdraw. It’s the middle of the first semester. Apparently there’s no way to change the grade at that point if you’re a failing student.
And I’m wondering how much more real shit can get…
(And thus this cyclical topic of SFV and its increasingly obvious issues, the addition of Karin aside, come around to the Lounge once again.)
This particular topic of discussion serves to remind me of something else I’ve been wanting to ask for a while and something I think I did ask but no one really answered: What do you personally actually want to see in a (non-Marvel-esque) fighting game (“nowadays”)? If we’re assuming that SFV will cater to the lowest common denominator among the masses like it probably will, then what is it doing wrong in your eyes?
Alternately, I could phrase the question a different way: If you were making a fighting game, then what would you put it in (and why)? Technically, this is a different question though and thus one that @Rabbit2k7 has technically already answered, but for pretty much everyone else, it’s effectively the same.
Did you play SFxT? The rollback netcode Capcom used was fucking horrible, it was the shittiest they used out of all their fighters last gen imo. It was no GGPO.
Hopefully with all these beta tests the netcode turns out good. I was watching a video the other day and Valle was talking about how amazing netcode is for other games in “e-sports” and how you can even have tournaments/qualifies online. He was talking about FPS/RTS games. Fightan gaemz are way behind the curb in this department.
Depth with easy combos and options that allow beginners to learn the game without a headache that ultimately makes them stop playing.
just imagine SF4 without 1-2 frame links and the (sometimey) difficultly of focus canceling.
if you’re winning neutral who gives a fuck how easy the combos is? You did the work to get in and get a hit, why jump through extra hoops for your damage?
Thats why i love persona and others that have that depth for high level play but have an entry for beginners. That tired mentality of hard combos and execution are a must pisses me off.
How does that shit help other than being artificial depth?
Edit: Thats why I’m iffy about SF5…they are getting the entry for beginners right, but everything else is lacking like hell…
I wait for release to see how it pans out. I don’t have optimism for gaming nowadays.