Thanks for the heads up, i was just about to spend money on that game on Steam too. it shares the same trait as almost every other party fighting/fighting game in existence, a shitty net code.
You have to be specific since most Street Fighterâs since the late 90âs have had some form of input leniency (i.e. 3rd Strike allowing DPs without crouching).
And certain things do make sense, for example, hcfs needing to start only from down back.
In the development world, 20% means the game is 20% done regardless of how much time was spent on it. It could take them 4 years to do 20% and 6 months to finish the last 80% for all we know.
And did that 20% number actually come from any actual source or was it just a random internet poster who said it? I remember reading it too but it wasnât anything official where I read it.
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Keep in mind that the concept itself of give a specific % is pure bullshit
Or to be clear, is possible know the total amount of stuff that will be in your finished product and from that number do a % based on the amount of stuff already done⌠but is bullshit, it doesânt give an idea about development progress
Though this is more of a discussion for mechanics thread, I think input shortcuts are fine IF DONE RIGHT.
Allow some leniency on DP inputs for instance.
Here is how to do a DP shortcut properly (IMO)
Allow an 8-12F buffer per input. No more than 14F IMO.
First input HAS to be Foward. Not Downforward, not up forward.
Next input can be a lenient down input. (down Back, down, down forward all OK)
Last input can be down forward or forward but NOT upforward
If 2nd input is a down forward you still need to input a 2nd down forward to get the DP. Forward - Down+forward - Down - down+forward for instance would be allowed but not Down Forward - Down - Down Forward or just Forward - Down forward + Punch wouldnât be allowed either, you need 3 input directions.
This forces a stand before DP but allows some leniency, it also allows a QCF with a forward leniency to do QCF-Upforward and get a fireball consistently as long as done during prejump frames.
System mechanics Iâve noticed so far:
-âV-Trigger/Instinctâ install
-Air Specials as enders (Air tatsu, air wheel kicks from Chun, reverse flash kick from Charlie)
So I get to asking myself: Who has an air special and an install/subsystem?
Juri (Dive/Engine super) and Makoto (down kick/red skin super)
I think these two would be perfectly suited for the system thus far. Opinions?
Well donât forget, the pinwheel type move is sort of new to Chun (new as a special but she had a similar super in SF3). No reason they couldnât add something to a char. As for installs you got Yun/Yang with GeneiJin/Sei Ei Enbu and you got A3 Cody with his Xism FF style Super though Cody doesnât have air specials (and never has) and neither to Yun/Yang. O yeah and Rose has her soul illusion thing which is kind of like Genei Jin. I dunno what theyâd do for an air special (if anything) but I could see Rose more than Yun/Yang/Cody given her ties to Bison returning as potentially the new main baddy.
I def see Juri coming back for the reasons you think, she is a fan and probably developer favorite (she appears lately in a lot of SF side projects like the new card game and the puzzle and dragons style game and the food dishes at the capcom bar ect). Plus as you said, her install super and her dive kick into wall bounce make a lot of sense. Her install super especially since in it adds something that hasnât been shown yet with Chun/Ryuâs install supers. Makoto I hope comes back but I dunno how sheâd fit into the story (yet) much less how useful her install super would be, it wasnât useful in SF3 or SF4 really.
Yeah, some characters are definitely getting new moves. I feel that they are gonna give Bison something, but idk what, maybe air scissors. You could also have Sagat with an air Knee ala LK Dan kicks and an Angry Scar V-Trigger, come to think of it.
Still waiting for Mecha Gief install with an air Lariat.
FJ MP xx Tatsu doesnât count? Or something a long those lines. If he has a natural launcher of some sort this could be in play.
Even without the air lariat stuff I could totally see Iron Body returning where his powerup gives all of his attacks 1 hit of armor which would be pretty unique and different. Air Lariat or like his Marvel 2 air grab would be like the icing on the cake for me
Well, we donât see it used in the same way as Chunâs new move.
Actually, we donât see Charlieâs reverse flash kick used in the same manner either. So itâs likely that he may not use it as an ender for an air combo at all. Air combos like what we saw Chun do might actually be exclusive to her (considering that sheâs had those kinds of combos with j.d.mk in previous SF games).
I dunno about 3S but SF4 ones vary move by move. Most are 8-12F with most being 12F IIRC though some move out of that occasionally. SPD is 24F total, double SPDs are 32F. Charges are retained usually for 12F with super/ultra charges saved for 28F (this is what allows stuff like walking supers with chars like Balrog where you can do Back-Forward-Back-Forward then walk for a short time before hitting 3P and still get ultra.
I specified 8-12F because I donât want them lengthening it. Personally I think it should be 6-10F because that removes some of the OSes but I think people would complain, 10F is more than enough for a QCF or even a half circle input. Obviously SPDs, double QCs and 720s should have more though. Half circles should be 10F, note that usually half circles are pretty lenient on the inputs and only actually require 3 different directions pressed back, down, forward. Makotoâs karakusa is a strict forward, any down, a strict back input, but ALL of Dudleyâs half circles are lazy lenient starters. So Dudley can do ducking with down back - down - forward and it works. Hell he can do short swing blow (half circle back) with Up forward - Downback - back and it works.
DPâs are usually lenient on ALL inputs and have a 12F buffer on last input you can do something like up forward - down back - down forward and itâll work.
8-12 frames PER INPUT seems too long. That would mean at least 24 frames (not counting the attack input, which bumps it up to 32).
Honestly, 18 frames should be enough for a DP, based on Mike Zâs formula of 4 frames per input, plus 4 extra frames for when two directions arenât adjacent (i.e. forward to down) and an extra 2 frames for the attack input (so it can be a bit late).
Also, for qcf vs dp selection, I prefer how BlazBlue handles it (which Arc copied from Skullgirls), where doing a qcf after walking forward gets you a DP, but doing hcf (or starting from down+back) gets you the fireball.
The KoF method (which you described) where youâre allowed 1 extra direction after the motion can feel a bit awkward and can potentially mess with any TK motions (of which I hope there arenât any).
My description of input buffer time was identical to the times in SF4 which most people are used to at the moment, I think 6-10 is fine depending on the move but most people would prefer sticking to SF4. Nobody has complained about TKing in SF4 AFAIK and if your character doesnât have a DP that is exactly how it works, if you char does have a DP than it works that way too but you have a higher risk because you get a DP if you screw up. The only thing it potentially screws up is one specific situation and that is doing an IA teleport as dhalsim which frankly should be a QCF/QCB input when airborne in the first place. DP motion in the air is dumb. No need for it, nobody has enough moves to need it and a QCF input uses the same directions anyway.
How do you guys think this game being a console exclusive will affect this games scene in Japan? The Japanese scene was hurt for MvC for it being console exclusive I believe. And most of Japanese players prefer playing in Arcades.
Goddamn this game is starting to rope in some lofty expectations.
Iâm curious about this myself. Something about SF5 not having arcade roots definitely robs it of that special sauce in my view. We also have a very active arcade scene in Sydney which will feel the loss for sure.
I may well be talking out of my arse, but my understanding is that Namco partnered with Sony to have their arcade cabinets in the past (?) driven by PS3s, so perhaps we could see a similar deal fleshed out with Capcom for SF5?
Who knows. So far it looks like consoles and PCs are their initial target market, though I really hope SF5 isnât the end of the traditional arcade presence for SF. That will be a sad day indeed.
Iâm sure there will be an arcade release, but it wonât be the launch platform for the game. The game will be released on Sonyâs PS4 and PC first, then possibly arcades. Possibly I say because Sony mightâve placed parameters in their contract with Capcom to stop the release of SFV on any other platforms including arcade.