No, the point was to say that they’re coming from different places. The shoto archetype is about the moveset. Take those out and they aren’t shotos anymore.
I’ve always considered them shoto, but they’re movesets are distinct enough for me not to consider them “clones of Ken/Ryu”…which is why I didn’t mind them in SF4.
Fair enough, but I was contrasting the amount of effort NRS put into making its clone characters more different and unique from another with Capcom’s equivalent of clone characters. Your point regarding all MK characters sharing normals only further contrasts this amount of effort.
My point being that I was hoping Capcom would put in a bit of that effort to unshoto the shoto characters.
You all know he is my boy, but with Guard crush confirmed I really REALLY hope they include Cody (or Guy). They do so much better in guard crush games.
I loved the natural evolution of some of the characters moves. Chun Li’s crMP has a sort of slide makes so much sense for instance.
Cody - Stone, Wind, or Blood?
Guy - Wind or Lightning again?
Haggar - Steel?
Rufus - ???
Sakura - Flowers like sakura petals or something?
Lucia - Fire?
Karin - ??
Fei - Fire again?
Gouken - Light?
Dan - Farts?
The problem is that “unshoto-ing” the characters is a nerf. The shoto moveset is the most fundamentally perfect movesets in 2D fighting games of this type.
I really liked the animations and pacing of the match.
I’m absolutely in love with Chun here. She has so many awesome combos, and looks fun and fast.
Do you guys think she’s a motion character? It looks that way, but I’m not sure if she charged her fireball.
I hope not, I don’t want capcom dumbing down execution for basic stuff, especially since this is a direct sequel in the street fighter series. Plus with Chun’s 3 hit St. MP, you have all day to buffer all 5 kicks for lightning legs.
I’m curious what’s in store for sf5 as time goes on. Ono said that they’ve been reading everyone’s speculation online and gave the example of guard crush (which it looks like we don’t have). I wonder if some of the ideas in our speculation might make into the game. I’d prefer guard crush replacing this chip causing normals bs, I also want characters to be able to die from chip again.
All the potential negatives have been mentioned, and I agree to all of them, but again, I still think this looks very interesting. Just make the game faster and I’m in.
Also, Chun played out like SFxT Chun, aka the most fun version of Chun since ST. I think I’ve found my main in this game already.
He shows a lot of new stuff since he goes frame by frame.
V-trigger disappears when the character is knocked down, also looks like it disappears when V-trigger is interupted on start up.
Ryu’s cr. Mk xx fb (not v-trigger) is a 4 hit combo. The fireball itself can do multiple hits, Joe was speculating maybe it’s dependent on the button strength.
Ryu’s v-trigger St. MP (I believe it was during V-trigger, I’d have to rewatch), causes a long stagger on counter hit. So much stagger that Ryu has enough time to walk up St. Hp xx dp.
Ryu’s V-trigger fireball guard breaks on the last hit. Chun blocked the first 2 hits but the 3rd guard broke.
Joe speculated that the stances (Ryu’s lightning, Chun’s water) may become ism’s for people to choose from.
I’d be all for that honestly, lighting could be for CH combos and a certain special guard breaking, water could be improved specials for better zoning and combo possibilities. I also take back what I said, and think that Chun’s lightning legs should be an input; confirming cr. Mk xx legs will be very important with her I feel. Currently, since normals do chip damage and we can’t die by chip, I can see this game being very quick paced and whiff punish/hit confirm heavy
Drumming with 3 and then 2 fingers over Sanwa buttons is not much harder than doing HCF+K.
On a pad on the other hand pianoing is not really feasible.
But I can understand someone used to the classic input doesn’t want it to change.
Yeah but that’s just one application of lightning kicks.