That’s crazy, recoverable chip damage on block… That should encourage aggressive fast paced play, that’s pretty amazing. I think they need to up the game speed though, but you can really see how much SF3 influence is in there. Did i just see Ryu and Chun li both have a super jump?
^^^Good stuff.
Seing this I definitely agree with the “Ism” theory; strongest evidence being Chun lost her power up after being knocked down and Ryu lost his after being hit once, and different meter lengths (seriously doubt meter lenght would be character specific).
Now I wonder if 3 hit hadouken is standard or only due to his chosen Ism?
I noticed that a non EX hadouken went through a Kikouken. Might be multiple strengths.
Sagats not a shoto - ever - in the history of SF.
Shoto,s fire hadous and have tatsus. Thats about as plain as I can put it.
I was underwelmed from what I saw. The game is taking too many pages from IV for my liking. I would like faster movement and revenge to be gone.
Maybe the elemental breakdown is:
Water Mode = Enhanced special moves, 3 EX Bars, Deactivated on Knockdown.
Electricity Mode = Guard Break on special move(s)/ Added Hit Stun, 2 EX Bars, Deactivated on hit.
Fire Mode = Increase Damage (?) , 4 EX Bars, Lasts 20-30 seconds. Immune to knockdown & on-hit deactivation.
It might all be character specific though. It would be weird for me to see Ken with water effects. *shrug *
Not really impressed by SFV at this stage.
I suppose the game is still in development, so commenting on the minimalistic HUD is probably useless, as its subject to change… but for the sake of criticism… I’d like that to not look like this is some kind of mugen fighter… same with announcer (please let it be female) and round 1,2 etc screens. Perhaps this the direction of the game though, which I’d have to respect and learn to like.
I’m really disappointed that the Revenge gauge has return from SFIV. Not that I didn’t like the Revenge meter (well… not primarily anyway) but rather that that is a SF4 mechanic… so I would have expected something new.
The game also feels rather slow… and these juggle combos are reminiscent of SFxT. I don’t mind it but again, its nothing new. If they could just UP the pace of the game (perhaps reduce the hitstop considerably), that would rock. Then again, if they wanted to make a game like this, you know… with sick EX moves, rushdown and combo-orientated, kinda serious but with a hint of comedy , why not just make a new VS? I digress…
The stages are LARGE. What the hell is this? I’m all for stage breaks/transitions (if its a quick thing, its cool. If its injustice-esque, kill yourself) but rather have us fight in the new environment than have this HUGE ass stage to fight in…
Its cool that the EX moves no longer have that yellow flash. I really hated that before.
The music sucks. I don’t feel like fighting to that… It doesn’t even fit in with the background.
The noodles thing is LOL worthy. I can see some really salty reactions coming from that. At least have it be breakable though, or at the beginning of the next round that the “noodle-bearer” wins, have them toss it off.
As far as the charge up moves go… Lets hope that can be canceled into from a normal like KOF… If each character is to be unique, I’d expect this to be sort of like the mechanic in Plasma Sword (June has Ring Thrower, Gerelt with Burst Mode, Bilstein with Infinity Power…)
So yeah, its still early days and I suppose we’d just have to welcome the new game, instead of going in with all this negativity. Especially since we have Charlie back, well, at least someone who looks like Charlie. It may just be a body snatch/clone powered by that Gill/Urien gem. Though this gives some hope for some faces we haven’t seen in a while, I’d like the cast to have loads of new ones…
I’m probably going to get neg-repped for this but to be honest, I think the game looks crappy. People are saying “this is what SF4 should have been”…when the real question is whether SF4’s model or this model was the one to follow from the beginning.
Get a new artstyle…remove the stupid inkblots, the music is a mixture of SFxT and SF4 and characters look like they stay up in the air for quite some time.
Really hope the final product steers far away from the current direction.
First gameplay footage of SF4 was pretty ugly. Relax people.
^this
Yeah, I loved Chun in SFxT because of her motion fireball and motion lightning kicks.
It made her a much more fun character to use.
I really want better juggle combos on jumping characters. Better to give the standing player the ability to do high damage than making the jumping player’s success rate very low.
I have a bad feeling for the revenge gauge considering that it means Urien may only have one Aegis Reflector at any given point of time, or that Aegis Reflector will be an EX Move which would make it inherently shittier since it’d probably have less hits in there.
It looks fun though, I don’t understand the hate coming from the ramen bowl considering that we’re playing a game where Blanka can wear a carnival outfit.
TK is essentially a short ranged Tatsu.
With the absence of a guard meter…maybe guard crush happens after certain amount of chipped grey health accumulates?
If it’s like this that would be kinda cool, I could see Akuma being like his Third Strike incarnation and having no ex moves but rather one large bar for supers (one bar cost for regular super, both super + revenge for Raging Demon/KKZ/Misogi).
To be honest I like the way this game is looking, aesthetically it’s clearly different to what we’re used to, but gameplay wise this game is far away enough from the norm that I’m actually pleased with how it looks so far. It’s different enough in the same way that SFIII was different, things like animations, mechanics, match pacing and so forth, that’s exactly the kind of leap I wanted this game to take so that it produces something that SFV can call unique. We’ve spent the past six or seven years with a faithful SFII clone and for the lovers of SFII it’s been great, but for a player such as my self who was growing tired of the hard discipline that comes with it, I’m really itching for something new and fresh, and I think I might actually have it here. To me the game looks fun, different but fun. The aesthetics remind me a little bit of a mix between SI and 3S, it looks like the pacing of the game flows and will have nice footsies like SFIII as well, and to me that’s a good thing. For now I’m excited and I hope they don’t steer too far away from the concept they’ve put forward here, because right now I like it.
Sf4 is not a sf2 clone. How is sf4 a sf2 clone they play completely differently? Even the returning characters are completely different
@ Necrotropic - You take the word clone too literally, as if to say the characters and system mechanics are identical, which they are not. But SFIV was massively inspired by SFII almost intentionally so to draw the old school players back to the series, this is why the game launched with the eight world warriors, the four bosses and the four new challengers with no returning characters from any of the other series, until the game made its way to consoles. It’s clear that Capcom tried to emulate the game as much as possible while still keeping it original enough and familiar enough for old and new players alike, and it’s this desire to take this inspiration from SFII which I’m glad has came to an end.
Why are people saying OTGs when what was shown was ground bounces.