Alpha 2 had this as well, which (besides Custom Combos that my friends and I never used), I loved how Alpha 2 played. The only buttons that chained for every character was cr. LP->cr. LK and from that you could do a special, or super. I’ll play devils advocate here and say I wasn’t 100% opposed to how combos worked in SF4, but (and there’s a BIG BUT here), I did NOT like the virtual requirement being you have to PLink to get them.
As someone mentioned earlier, that’s one reason I appreciate Omega mode, because links are actually way easier to do, despite me not really playing Omega mode seriously.
Lights should NOT lead into something similar in damage and/or oki to a confirm from a medium or heavy normal. Would be great for those -3 to -5 moves that are meant to be punished, but not too hard.
At the same time, DO NOT make cr.MK the end-all confirm tool like 3rd Strike. A mid range low poke should not give the same reward for being landed as a non-low with less range.
Sure nothing wrong with link from a light. as long as the hitstun on a light isn’t massive like in SF4.
People have been linking stuff from lights since vanilla SF2.
Ryu’s close standing jab…which animated as a quick elbow if I remember correctly, link into lp dragon punch.
on another note, I still demand better anti-airs in SFV than they were in SFIV.
all anti-air normals need to get buffed in V cuz they were too horrid in SF4.
every character in SFV should have the anti-air normal’s hitboxes improved or reverted back to their pre-SF4 forms.
and that also goes for its active frames cuz I know that too also got diminished in SF4. Which was…sigh, so very wrong. smh.
I like using Ryu’s Far standing Roundhouse kick as AA in SF4. It surprises a lot of people since most players dont know how to use it correctly. I dont see nothing wrong with the hitbox size of it. Its suppose to be a situational AA since he has so many AA options already. He covers a large ratio of the sky with them.
Dude just go play HD remix and call it a day. Capcom isnt going to make a game like SF2 again. SFV is just going to another SF game thats will disappoint you yet again.
I hope you two aren’t gonna start singling each other out like in the other threads.
That said, I agree that hitboxes in general are too small in IV. Stuff just isn’t as effective at proper ranges, especially when you factor the larger hurtboxes in.
I don’t why everyone thinks sfxt tekken had such long combos. Except for bob or if you spent tons of meter for a long super-scaled combo, they were generally short. Especially considering combos involved two characters.
And that was the beauty of xT combos, they meant a lot. So many different options. Corner carry combos, hard knockdown combos for setups, raw launch combos to get characters back in meter free, meter extensive combos to play the time clock, boost combos, or just going for max damage.
Chun has been a non-charge character (with the sole exception of her SBK) in alot of previous games.
Street Fighter II Hyper Fighting
Street Fighter Alpha
Street Fighter Alpha 2
Street Fighter Zero 3
Street Fighter III 3rd Strike
Street Fighter X Tekken
All of these had Chun with a HCF motion for her fireball.
People have some silly preconceived notions. Several years back people bashed Tekken because they claimed combos were too long…and then E. Ryu and MvC3 came out – and those people thought it was fine.
Hmm… I dont like the phrase “non-charge” character. Because regardless of her having a fireball as a motion input, her moveset is still mostly charge. I’d say “hybrid” instead.
She only really has one move that’s a charge, which is her SBK, that hardly qualifies as mostly, especially in SFxTK where her legs were a HCF motion as well (as seems to be the case with SFV too).
I just hope other charge characters REMAIN as charge characters and that charge characters in general are not given the short end of stick! (Buffering and partitioning please)