Well, that was pretty shit. It was probably the same build shown at capcom cup though so I’m not surprised. But it just looks so clunky and not fluid… and slow…
The thing with animations is that it’s not necessarily badly animated, it’s just that the moves are ugly looking.
I really wish the two of them would agree to let the other one get chipped out by a fireball because as-is it’s still hard to tell if you can get chipped to death or you just have a magic pixel of life left. Still looking slow but I see what they’re going for, trying to emphasize the power of the strikes. It needs to be maybe 20% faster.
1:58 shows a special hitspark when Chun jumps in.
2:11 shows another special hitspark when Ryu hits Chun with a st.HK.
When they got hit they lost a significant amount of unrecoverable health. Looks like a Counter Hit.
The only gripe i have with this game, is that it is too slow. Movement looks slow and clunky, animations looks good, but still…slow, eventhough i’m thinking it is probably the same startup frames on a lot of these moves compared to SFIV.
Chun Li being able to release v-trigger kikouken again when the previous kikoukens are still on screen is too much lol.
Another new thing you can see Ryu have his SF4 arms/forward throw
So the one seen in previous videos (judo style arm throw, but throw you back, closer and animation is very different) is a third one or replace Ryu’s classic leg/back throw
Personally i will like see Ryu (and/or other characters) get all 4 ranges options: f close, f far, b close, b far
Right now he have f close, b close… and if he get his classic leg/throw, b far too
People are comparing SFV animation to NRS games…and i guess they are right. Why do the NRS games look like they have bad animations, if you look at Injustice and now MKX a lot of the moves/strings by themselves they are actually animated well. So how come it is percieved by so many it looks clunky and bad? I’m thinking it is the transitions between the animations that makes it look bad, but it might be something else.
Guess i was right, they actually did show us basically the same thing, using Ryu and Chun on the same stage, what a surprise, good thing i didn’t get my hopes up. Still not impressed not one bit, only so long can they hide behind “still in Alpha”, well see.
It’s cause NRS games look super stiff, and stiff is not appealing to most people. People that can’t dance and look loose are considered bad dancers, get what i’m saying? It’s not appealing to look at.
Yeah I saw that too and was about to post it, it was a bit too much. Like the fireballs are one thing but she seems to gain the same amount of meter per fireball she does normally during the omega mode or whatever it is called (they kept saying omega mode during it). That resulted in gaining around 2 1/2 bars back and she might have gotten more.
However I noticed that the meter gain for fireballs on WHIFF was fairly low. Actually the metergain on whiff in general was fairly low seeming for special moves. They gained a bunch on hit/block though.
That is what i said, but WHY does it look stiff, a lot of the animations are fluid and nicely animated…yet it still looks janky/stiff whatever you want to call it.
its like was running at 30fps , or the machine was slowing down when hit/combos connect
anyways its just too slow for my taste, and ryu animations look too weird, also any info about who is directing SFV ? we know ono is on production but they didnt say anything about the director