Dont forget that Capcom recently joined Team Sony -> TSony|Capcom
I think, that could help Capcom out and be a little more creative with their character variations, instead of clones everywhere, which kind of was the theme of sf4
Switching gears here a bit from character theories (though I should lobby mine more, and pray for them to add King Cobra), I’m curious what you guys think about the “block strings taking off damage” mechanic.
I know it’s an early build, and that may change, but I’m seriously not a fan of regular attacks taking off damage, albeit recoverable. Recoverable damage worked in Vampire Savior, and even in KI (2013), but I dunno how I feel about it in SF5 right now. It changes the pace of the game yes, and tips the scale in battle which could potentially make it faster, but for me it kinda takes away from strategy, and I like SF being more of a “chess” like match. Just not sure this is a good idea right now.
I find it to be an interesting change to say the least. With the way the damage regenerates, I believe it’s more to encourage people to play a more active defense than just sit their and block.
That said, I am personally hoping that lights do little to no chip.
judging from the speed of ryus cr.jab, blockstring-madness wont be a thing in this new fighter.
And since you cant spam jabs, walk up, throw, frame traps will have a huge role in this fighter, especially with recoverable health taken from normals.
So you get rewarded for being extremely offensive, while staying defensive can get busted easily.
It makes the game way more aggressive and with that, faster paced.
It also looks like blockstun is very low, which means you need to take risks in both, attacking and blocking
See, and this is where I’m a bit concerned. SF has morphed over the years to become more of a blockstring, “pressure”, handful of combos kinda game with the addition of some characters having chains (Gen, Guy, Ibuki), to where plinking became a factor (which I can’t effectively do to save my life). In Alpha 2 and 3, the only 2 chars with chains were Guy and Gen (not counting the LP->LK chain everyone had), but in SF3, they gave just about each character a 2-4 hit chain to perform. This moved over to SF4 where some have chains, others have links and/or both.
If they’re changing SF5 to remove that, I think that’s a step waaaaay back to SF2 days, while yes, grey/recoverable health will make it faster and force players to be aggressive. People like combos – personally I prefer chains. But to implement that in a game where everything takes off health in some way, that can be a problem. That’s one of the reasons I was never a fan of guard break in Alpha 3 or us believing it would be here (and thankfully it’s not, except what we saw with Ryu).
I’m just a bit concerned how this plays out if it’s kept in.
I’m as big a bruce lee fan as anyone but Karin (gameplay wise) is easily the best rekka character Capcom has ever created. To the question about what is the big deal? It is about the gameplay to me, though I can’t deny that there are probably quite a few who get off on her look. So…
-An outstanding set of varied normals which serve different purposes
-Many rekka variations, some juggle the opponent up, some have delay to bait out opponent counter, some end low, some end high
-A 360 grab
-Gouken style high/low counters
-The video shows a lot of this, but basically she is diverse and a ton of fun to play in near any gameplay situation (defense, offense, air to air, etc)
As far as Oro, he was a good design, but yeah…maybe different clothes. However about ‘junk’ I don’t see the difference between him and Urien or Gill. I definitely don’t want to see almost naked thong wearing muscle men. Gill should keep the cloak on, Urien should keep the business suit on.
In regards to elements and abilities being character specific as opposed to element specific, CFJ was a bit like that, how only characters belonging to that particular series had access to that particular system. Would people be okay with it being like that? For example, one character has guard crush, one character has chains, one character has crumple, one character has parry, one character has custom combo, and so forth? Looking back, would people have preferred CFJ if it was a groove system as opposed to series specific? I find it an interesting comparison, and if they do go with this approach SFV might be a similar challenge to balance.
Stupid question.
If Sakura is Ryu’s disciple, and Karin Ken’s disciple…er, why is her moveset rekka based and not shoto?
What exactly is Ken teaching her now? Cuz its obviously not Shotokan.
don’t reply with anything sexual now. Keep it clean folks.
Karin isn’t Ken’s disciple, and unless I missed something, Sakura isn’t really Ryu’s disciple. As the story goes, Sakura looks up to Ryu, and Karin looks up to and respects Ken after they finally meet, but neither Shoto actually took either under their wings. Unlike Sakura, Karin makes no attempt to emulate Ken’s fight style, but strives to surpass him, whereas Sakura saw Ryu fight, admired him, and want[ed] to be just like Ryu. Sakura WANTS Ryu to teach her, but he’s refused. To prove her worthy is why she is basically Dan’s disciple instead (of all people). Once she learns enough from him and proves to Ryu she’s better is when he would teach her. That make sense?
Another thing that I found interesting is that Chun Li will no longer be a charge character, which I’m happy about since that I won’t have to worry about how in the world am I going to get used to playing her by holding buttons for a certain amount of time, but I wonder what made them decide that for her character infrastructure.