The game looks slow, very slow.
I still can’t tell if Chun’s fireball is motion or not. Lightning Legs look like a mashing move still? That’s disappointing.
The game looks slow, very slow.
I still can’t tell if Chun’s fireball is motion or not. Lightning Legs look like a mashing move still? That’s disappointing.
This game looks like shit
After thinking about it, I highly doubt they’re gonna change much of the current build. In fact, I wouldn’t be surprised if this is the actual game we’re gonna play. Sure the lighting, the speed of the animations, some details in the models, various effects and whatnot may change, but it seems like the “major” stuff is already done.
SF4’s initial builds were terrible looking too but that was mainly because of the lighting, color saturation and the character’s faces, which have definitely improved over time, but the vast majority of the animations and assets haven’t changed at all and the game we ended up playing was pretty much the same.
Same for SFxT. In fact, I remember the early builds of that game were A LOT better than the final game and the graphics also looked better.
Marvel 3, same thing. The game almost didn’t change at all between the builds shown, maybe some details and sound effects, maybe some moves properties but the game was basically the same.
This “it’s just an alpha” excuse is just not doing it for me anymore. The more I look at it, the more it seems like the dev team has no idea what they’re doing. I mean, do they even realize how bad their own game is looking? Or they think that shit is okay?
This place is depressing to visit. Geez
Thats what I was thinking, but the point that striked my mind was that, nobody had problems regarding those games’s speed ever since they were demonstrated, but look at SFV, you see everyone having the same opinion that SFV looks too slow , even Daigo said it, theres no way Capcom can ignore a huge complaint like this , plus as Ono said it, game’s development is still at early phase so I believe they still can address it
I dunno man, maybe i could be wrong, but hopefully Capcom sees it
Yeah, that’s what I hope. I can’t stand people telling others to shut up because “it’s an early build”. I mean, that’s exactly why we have to be vocal, this is the best moment to submit feedback.
I don’t know anything about game development so I could be totally wrong but my fear is that they have a development schedule so tight that they can’t afford to make changes on-the-go based on feedback. It would be ridiculous if you ask me, but eh… Capcom…
Yeah gameplay/character moves need to be sped up in general. Chun Li’s fireballs are looking like charge to me still… not sure on the lightning legs special though. I will mention though that in SFIV omega mode, her lightning legs only require 4 kick inputs instead of 5, so it’s possible they went that route as well. The powerup fireball spam from Chun looks like a grappler’s worst nightmare, but I’m sure these things will be addressed. I don’t know if they’ll be able to change the awkwardness of Ryu’s animations (I think Chun’s look fine though).
Those are my impressions so far.
Just some Chun Li observations from the video
Wish gamerbee wouldn have stopped jumping so damn much and used Cr. Mp to go under fireballs but whatever guess he didn’t watch any previous footage to know it works since he only did it once.
Her kikoukens are totally motion based and sadly they’ve decided the trade off will be ass for range Lp verison didn’t even go half screen example of this can be seen @ 1:03 BUT it goes even shorter @ 1:49 barely leaving her hands and it did not hit Ryu
Her Speed seems good but I agree with everyone that the moves overall seems way to slow.
D/F LK looks like a nice Anti Air option
LLegs are likely still rapid tap, many people hate that - I love it and hope it stays. I’d rather piano/slide than do motion legs.
@:30 seconds She attempts to nullify Ryu’s hadoken with B+Hp like Omega Mode Chun
@:39 Seconds CAPCOM! Seriously Fix that J. HK NOW! No way in hell that shouldn’t have hit
@:52 Seconds Chun does a J back HK. but the jump back only goes about 1/4 distance it normally does
@ 2:00 Chun’s J.Hk lands a counter hit and Ryu spins around leaving him really open
@ 2:50 Kikouken barrage, LOL Daigo could have gotten around it but his mind was too busy going WTH!? LOL
@ 2:58 Chun posing for the Kotobukiya statue (seriously its the same kick) Is this launcher or something? I’m very curious what the properties of this move can bring.
@ 3:10 Chun’s new looking Hosenka caught Ryu in recovery after the blocked Hadoken, but no reversal poped up. What does that say about Super/Ultra start ups? The really don’t seem to do much damage right now either
@ 3:30 Chun tried to Air Throw
Just some early observations. Take them for what they are worth.
OH BTW - Ono tweeted he had something ‘new’ in his bag?
What was new? We got a video of two players fighting but…yeah; nothing revealed or explained?
TROLL!
I have no idea what any of you mean when you say the game looks “slow.” I just hear a bunch of imprecise criticism with no thought or suggestions for improvement. Its literally just a gripe-fest in here.
Imagine I’m a member of the dev, what the hell am I supposed to do after read these glorious insights? Now for an actual attempt at thinking about the new footage.
ROUND 1
At the start they both back off which is standard for new games. Good rushdown is the last thing to get figured out. Fireball spam from fullscreen which shows chun still has faster fireball recovery than ryu, she recovers several frames ahead each time.
Daigo tries to air tatsu in but the trajectory pulls down pretty hard so he whiffs. This isn’t going to keep happening. Instead of getting in and starting pressure, we get a scramble situation where Gamerbee gets a random counter hit off cr mp. Then they both whiff normals and back off again.
Chun jumps in then backdashes the srk, so backdashes still have invincibility. But he had no punish ready, he just whiffed sweep.
Chun kikokens on nearly the same frame Ryu jumps and chun easily blocks. So fireball is super safe even with a predictive jump.
But even though she took no damage, the grey life is about 2/3 of a hadoken on hit. Ryu doesn’t press the advantage to get that life or pile on more grey health so she recovers it. But you can bet that eventually that meta is certainly going to become a motivator for offense. Also just noticed that chip builds revenge meter as well. Dunno if that’s new information. So people who say that revenge is just a reward for getting bopped can now stop complaining. You can get full revenge just by being good at defense.
Something I’ve notice about the whiffs, is that they are “accurate” often people complained that moves that looks like they should hit don’t and vice versa, moves that have surprisingly large hitboxes. Ryu tries to sweep (36s) chun and gets hit with a fb during recovery, but I was surprised the sweep whiffed. But it could be the case that hitboxes are truly accurate now and doing actual collision detection that matches the geometry on screen. Or it just be the case that sweep has a really shit hitbox.
Chun gets a free jump in on Ryu and presses hk too early and it whiffs. Again this won’t keep happening.
After an ex srk anti air, Ryu does meaty cr mk xx hadoken, which chun backdashes and then gets air reset. So the backdash mechanic is essentially the same as IV. Invulnerable frames, airborne frames, then grounded frames.
Daigo backs off and whiffs a couple air tatsu which build like no meter. After anti air hadoken approaches and attempts cross up tatsu, which doesn’t work because he stayed in front because of bad trajectory.
Daigo anti airs with ex hadoken and only gets 1 hit, so that seems like a bug to me. Death in corner by baiting a jump.
All the evidence of this round points to two players who don’t know their normal ranges and don’t have a firm gameplan. They are just freestyling. This says nothing about the system, whether the game is slow or not. They just are whiffing a lot of normals and not punishing hard. You can’t say the game is slow based on this gameplay. It’s ridiculous.
ROUND2
This round they both jump in and do not back off. Gamerbee gets some chip and grey life but doesn’t press it again. Seems like it takes 1 second to start recovery and 1 second to finish. So life recovers pretty slowly and you could build a pretty large amount of grey life once people know good rushdown.
Gamerbee gets counter hit j hk which causes reeling animation. He was definitely not reading for that, because he did some shitty jab string into lightning legs.
Daigo throws fullscreen ultra which Gamerbee walks into, but had it been closer it could’ve been a punish even with the absorption of chuns kikoken. So that might mean that ultra has a much faster startup than metsu hadoken. Ryu does like 5 dashes to get in, which look like IV dashes, about 20f a piece.
Daigo gets counter hit hk which causes reel and he chooses to sweep. He doesn’t pressure on wakeup and chun just backdashes anyway.
Chun does ultra and ryu lets her live and then we get the vtrigger kikoken barrage. Daigo chooses to back off and hadoken, which is definitely the incorrect response. Even though 1 kikoken is safe from a jump in. The pair aren’t. If he had continued to the close the gap it would have been a free jump in if she tried to double kikoken. Instead he hadoken’d the first, then blocked the second. Chun has already thrown 2 more by the time he recovers from blockstun. He late hadokens the third and takes damage from the fourth. Chun throws 2 more which he blocks both. I don’t think he had to block, it looks to me like he could’ve jumped over the pair to advance forward. But thats not what he did. During the block stun of the fifth Chun throws 2 more. He tries to throw a hadoken out of block stun but just gets hit by the seventh and then blocks the eighth, and yes, there are 2 more kikokens right behind those. He jumps the ninth and tenth, blocks the 11th through 14th, hadokens the 15th, jumps the 16th and gets AA’d by the 17th which causes air reset! so he has to block the 18th on landing. Throws late hadoken at 19th and thus is hit by 20th.
So while it seems dumb at first. Daigo made many bad decisions during the barrage. And its definitely not soul fist level zoning.
ROUND3
Daigo does vtrigger at round start, which sucks Gamerbee because threw ex kikoken. Vtrigger seems to have frames pre and post, I’d guess 15 and 15 from chuns animation. Since he didn’t get a flash, the hadoken’s dont gain an extra hit. So its important to actually make sure you have the space to truly activate to get the bonus.
Next sequence is weird, Daigo gets cross up mk, cr mk, into nothing, but then goes for another cr mk, which is definitely interrupted by Chun’s cr mk, but there’s no counter hit notification. Bug? Or some normals don’t get counter hit bonuses now?
Chun hits ex legs and then does kikoken, double dash before ryu even gets up, ryu didn’t have to block the kikoken but once he did it seems like the jump was a block string but daigo made no attempt to mash out a reversal.
Another non punish by Daigo on the whiff launcher by Chun. Daigo starts zoning with hadokens and then on block Chun does ultra. I think this is a punish, i don’t think Daigo allowed this to hit like Gamerbee did earlier even if he intended to. Looking at the frames, it looks like Ryu was still in recovery. So this is more evidence that ultras have faster startup IMO.
Chun sets up meaty kikoken which really has massive advantage on wake up. Chun has nearly recovered by the time ryu wakes up, it looks safe even ryu tried to do something projectile invulnerable. Throw tech then hadoken which hits and is super negative even on hit.
Daigo does vtrigger which actually activates this time and he gets a guard crush but dashes and whiffs an srk for some reason. No punish of course.
Daigo gets a counter hit on cr lk, so its like not weak moves can’t counter hit. So what is going on with Chun’s cr mk? Chun throws a kikoken that goes like nowhere, super short range kikoken seems weird. Daigo chips with ultra and the finishes with 2 hit hadoken which Gamerbee walked into since he probably forgot about vtrigger. Think how much better ryu would’ve been that round it the first vtrigger hadn’t gotten interrupted.
THOUGHTS
Game doesn’t seem slow to me at all. It seems like 2 players who just don’t know what they are doing yet, making obvious mistakes and not playing close to optimally. To say the game needs a massive overhaul is just ridiculous.
I saw Gamerbee back dash an uppercut. So invincible back dashes are still in. Next we’ll probably see some character with EX armored moves to deal with fireball spam, and the song remains the same.
It’s probably the exact same build as we saw on Capcom cup.
Honestly, almost all the issues I have with the footage stems from Ryu. He looks slow, sluggish and stiff as all hell. Chun, on the other hand, looks a lot better animated and seems to be far more mobile.
That being said, I do think they need to up the overall speed of the game by quite a bit. And, like I’ve said repeatedly, I’m fairly certain that’s one of the things that will be fixed in later builds. I’d also like to see normals have longer range and larger hitboxes than they seemed to have in the current build.
I think this too. When Combofiend and Mike Ross played, it didn’t seem anywhere NEAR as slow as this new footage does. They must’ve played/tested it more than Daigo and Gamerbee got too.
Looks like a slower, more annoying version of SFIV.
right now it seems like ryu combos = impossible to do
even daigo cant get any 3+ hit combos down
@jaRedpill
I don’t think it’s the matches themselves that are slow, but the overall presentation. IMO, imprecise criticism has to do with the fact that most of the gripes are towards a) the flow of the game, which is made up of many things and it’s impossible to say exactly what’s making it feel so clunky, and b) the animations, which are impossible to describe with words.
Sure the players had no idea what they were doing but I don’t think the clunkiness comes from that, and even the Mike vs Peter match left me the same impression. To me, characters feel extremely heavy and the time they take to cover even short distances is frustratingly long, I dunno why excactly but it’s just frustrating to watch.
The animations like I said are not badly made, but the moves are just ugly, so it’s more about the artistic direction than the technical aspect. The way normals chain together is also not fluid at all, again it’s hard to describe but it just doesn’t feel as satisfying as say marvel 3.
But even without considering all those gripes, the game just doesn’t do enough to impress me. Which I think is important for a big next gen title like this.
How so? Do you say that because you think mashing kicks takes no skill? (cause it does when you’re trying to combo into it) a QCF motion would make Chun’s combo’s super easy mode, but then again that’s the goal, to make the game easier.
I dont understand this
why didnt they give daigo & gamerbee an hour or so to practice so they could actually do some basic combos or use new mechanics?
the same as the capcom cup presentation where mike ross didnt know what he was doing. its like capcom wants this game to look crap.
Short rant.
Why is it that scrubs seems to be so scared of big damage and claim that people will turtle just because counter-hit combos can take around 1/3 life? It’s like they never played older Street Fighter games (oh wait, they probably haven’t).
I’m pretty sure Mike had time with the game seeing as how the match looked rather staged.
I remember when they showed SF4 in the beginning. They had two retards contantly jumping at each others not doing anything to show the game off. Sometimes Capcom works in strange ways.