Agreed. If you want story, go read the Udon comics. Got volumes 1-6 and it tells us the main Shadaloo/Satsui no Hado story as well as background bonus stories for all characters. We don’t need the games for lore. We need them for gameplay/fights.
I know Akuma is very popular, but if the starting cast is only 16. You really want 3 of the 16 to be shotos? All of which share a bunch of normals and specials? I think that is a waste. Variety of cast is one of the things that helps make a fighting game great, and this would just hurt that.
I hope that initial isn’t 16. With the amount of characters Street Fighter got it’s nowhere near enough. I would like 20-24 characters to start off with.
I still think Goutetsu is way more interesting with more story advancement possibility than a mexican wrestler whose appeal becomes a joke within the first 5 minutes. Street Fighter Assassins Fist is the first piece of the acclaim that the story has had in a while. And guess what its focused on the core shoto story.
But capcom clearly makes some embarassing characters for the many asshats like yourself out there…so maybe you’ll get lucky!
Udon bastardized the story line for their own greed. And to entertain fans who knew nothing of SFs storyline to begin with.
Also eventhubs posted an article about Ryu having a new giant fireball. I think its just the last frame of his denjin hadouken. You can see the denjin land in the original Rise Up trailer at 1:03
the more i watch of the match footage the more worried i get. it’s too slow. not just normals but the walk and dash speeds. those are huge parts of zoning and to make them useless and easy to react to is stupid. might as well take dashes out completely. jumps still look fast though.
i certainly hope this game doesn’t turn into another venture of rewarding the loser with strong shit. seeing Mike hit confirm low forward into Revenge is going to make the game play slow once someone has Revenge meter. it’s a momentum killer if the loser can land a good safe normal into huge damage which you gave him for not defending properly.
Pace seems to be faster than IV though, due to the bigger damage on everything but the supers/ultras.
That only happens once Mike is near death though, considering how slow Revenge builds. So it’s basically just like DMs in old school Fatal Fury, except if you misuse it, you’re out of meter. And in any case, a single BnB from either character seems to do as much or even more than a near full stocked Revenge does.
Well if we take the puppets pic where Ono teased Charlie, there are puppets of Akuma and Gief
But also of Shin Akuma and Mecha Gief… will be cool if Gief is in and his trigger is become Mecha Gief with steel skin
You cant say that for sure, to be honest.
I mean, dont get me wrong, I know where you’re coming from. Shotos up until now used to be really similiar, sharing the exact same specials moves except for akuma who got demon flips and teleports and all this s***.
Anyway, Capcom did boldly state that the characters will be “more unique” than ever, thus I’m just going to theorize, that maybe special moves like hado/srk/tatsu will maybe look quite similiar but will behave quite different.
With Ryu, the Hadoken ‘Master’, we already got a glimpse of this uniqueness. With every ‘Mode’ activation, his fireball gets stronger.
Also, his normals are quite new from what I’ve seen so far (especially Vesper Arcades Breakdown of SF5 Ryu is a good source).
If Ken and Akuma are equally different (ironic?) from Ryu and each other, I do believe 3 shotos will work.
What I believe the central ideas may be:
Ryu
slow
fireball zoner
heavy hitter
straight forward heavy / medium confirms (remember, really crappy slow jabs)
Ken
really fast
rushdown/aggressive
not as damaging but persistent
mixups with overheads and lows, confirms from mediums and jabs
Akuma
quite fast
balanced style with mixups
low life with high damage output
damage comes mostly from short heavy hitting combos off of mixups.
With this and thoughtful “modes” for Ken and Akuma I dare to say that shotos will play quite differently from each other. Real ‘zoning’ wont work with Ken, just as I believe that you wont really be able to rushdown someone as Ryu (except he isnt blocking, obviously)
edit:
I believe (honestly HOPE) that the puppet picture was just to tease Charlie… I dont want to see characters like dhalsim zangief blanka etc to return… I’ve seen them way too much already >.>
There is time for new characters now. They may keep those archetypes, but please not always the same characters
Gief becoming Mecha Gief is a cool idea…at least a neat visual trick like when colossus got hyper metal in xmen cota.
But I agree about wanting a change; I’d rather have Haggar in this version than Zangief.
please Capcom
remove the pp/bp point system from SFV.
please.
I’m serious.
I’m ok with people leveling up regarding the letter ranking from C to A+…though I believe master and grand master rankings should be removed and changed to S and S+ rank…but the actual point system breeds rage quiting and lag switching. ie, unsportsmanlike conduct from too many players.
not to mention a sort of prejudiced view of “how many points” does my opponent have.
which plays a part on who gets taken seriously as a player and who doesn’t.
the point system is 100% silly.
I’m not asking for Capcom to do away with ranking matchmaking. Ranked should still be there but ranking should involve just lettered ranking from C to S…and pp/bp shouldn’t even exist.
Or at least keep it 100% invisible to the players including in the player/character stats menu.
this, I believe, would greatly diminish lag switching and rage quitting and people acting crazy over useless worthless points.
thank you.
But you cant “only” have letters, otherwise the ranking system doesnt make any sense, how do you become #1 then? Everyone on S/+ would be exactly the same if there are no points to further differ the challengers.
I just want Championship mode to be THE ranking system. I thought it was a brilliant point system that worked perfectly, also “rage quitting” wouldnt do anything at that point.
On rage quitting:
couldnt capcom programm the netcode in that way, that as soon as your opponent loses connection (either through rage quit or some honest connection problem) the game keeps on going, just no one continuing to play the enemy? That way, people can rage quit all they want, I’d just beat down the “lifeless” character and get my points anyway. And people that had something like a 24h disconnect and are instantly back can rejoin the game.
Wouldnt that solve any problems or am I missing something?
Being able to cancel normals into super/ultra definitely changes the match, but I wouldn’t say it necessarily slows it down.
Of course your opponent will be more cautious after you have super/ultra stocked, but that allows you to do more mixups; and now we have normal doing gray damage too, so no-one can be too defensive.
What about a system that gives you points based on performance, such as in 3rd strike where you’d get a letter rating after a match? No penalty for loosing, but that way the people who are better will always have more points. That way rage quitting would be pointless as you wouldn’t really loose any points anyway. So in very basic terms, you get 1 point for a D, 2 for a D+, 3 for a C and so forth. If you loose you just don’t win or loose anything.
This is just me spewing out a very loose idea.