Its difficult to assess the gameplay at this stage as these guys (Daigo, GamerBee) don’t understand how it is played. This reminds me a lot of when those of us had the chance to fumble around with the SFxT betas. I remember playing a build of SFxT here in Sydney and it felt very strange - many of of us who had the chance to play were a bit lost so the gameplay on display was a bit stilted as a result. We’d try things that simply didn’t work or panned out differently from other SF games. The new game’s nuances (SFxT) at the time just weren’t known.
It was a little bit frustrating as one always felt that you needed a few more shots at playing the game to better understand how things worked. Given that Daigo and GamerBee are likely in the same boat, I’m seeing a very similar result on display here. Its obvious that Mike and Rosas by comparison (Rosas especially, obviously) had a little more time prior to get a few basics down so their demo was a little more interesting.
Looking back at SFxT and considering how janky our beta experiences were compared to how the final gameplay panned out reveals the same game (sans subsequent tweaks) being played quite differently. I’d like to hope that’s we’re seeing here.
Its for this reason that I’d like Capcom to just cut to the chase and release a formal demo video of the game being played internally by their guys. They don’t need to expose anything new that they want to keep under wraps for now, moreso just demonstrate properly what we already know in a fluid set of matches played by those who actually know how this the game is ‘supposed’ to be played. I feel by doing this they might ease many complaints by people that might well be based on assumptive conclusions from what we’ve seen demonstrated by exhibition players who quite simply don’t know what they are doing yet.
A good example is when Capcom released that video for SFIV before release that said “Lets see how this new focus system works!” which then ripped into applied demonstrations of various characters focus absorbing attacks and dashing in, focus absorbs into crumples, performing focus cancel combos and then capping it off with focus cancels from specials into Ultras which really showed the intention behind the focus system beyond just our initial “oh it just allows you to absorb one attack like a poor man’s parry.” The point is that they showed the intention behind what at the time wasn’t properly understood by those of us anticipating the game.
I’d like to think that the slower paced and lumbering style of Ryu is wholly intentional and we’re yet to properly see the design decisions of this change in action. Clearly Ryu has seen some dramatic changes to his long accepted style, whereas Chun seems quite familiar. I really like Ryu’s new style (its almost as if he’s borrowed yet again from Gouken), but I also want to see their intentions play out in a better light.
The big thing for me is walk speeds. Ryu looked like Super SF4 Cody walk speed, not even AE2012 or USF4 Cody, old 0.35/0.2 speed Cody. He looked really slow. Chun looked like average walk speed, like the speed I’d expect Ryu or Ken or maybe a character ever so slightly faster to be. She didn’t look FAST like say ST/CVS2/A3 Vega just maybe a tiny above average. She didn’t even look SF4 fast to me.
Well, after this one extra video, and nothing new of significance to report on it, I just need to see more. We probably won’t see anything new of significance or importance until (my guess) Final Round in March…maybe. By then, the game may be between the 40-50% threshold. I now understand why the game appear[ed] slow to me before, and figured out it’s mostly because of the recovery of just normals (really…it shouldn’t take that long for a cr.MK, or st.LP to recover to neutral). But I just need to see more than just 2-5 mins of singular gameplay to determine if the game really is slow like some are freaking out about, or if it’s just nitpickiness, so hopefully we’ll see more in a couple months.
It would be nice to have 2-3 more character reveals at least, and maybe a sampling of the soundtrack for the characters.
I think most people generally agree the whole game needs to be sped up, once again too early to judge. I was thinking yesterday, you don’t make a fighting game deciding how fast you want it first, you make the actual core game, then worry about that stuff later. Even if you started from scratch saying " I will make the fastest fighter known to man " you still have to make the actual characters and the rest of the game first, or until you eventually hit the “pace” part of it in development. Think of it like this, you make the game, then slap on the Anti Aliasing/Texture filtering near the end to give it that clean, crisp, polished look.
In regards to charlie not appearing in SF4 yeah, but given they ALSO said the cast would be kept somewhat small and the reasoning behind not including Charlie in SF4 was the inclusion of Guile it’s almost guaranteed that Guile wont be in SFV. The cast is not big enough to include both given their similarities.
I wouldn’t be too worried about Chun Li’s fireball barrage, considering that Ryu can stack hits on his fireballs and probably be able to take out most of what Chun can put out once he has 3 or four hits on his.
Kind of disappointed they aren’t flat out going with GGPO but trying to create their own likely worse but possibly better version.
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Okay i guess i didn’t mention that above. cough
So it’s a modified version of SFxT’s… I own SfxT on PC, but only played a few matches of that game, so i can’t really compare it to SF4 (which i own on 360 & PC)
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Okay question for you people who have played SFxT on 360, is it actually better than SF4 on 360 online? **
Cause of SFV’s netcode ended up being even slightly better than SF4 in 360’s netcode i would be happy, but of course being much better is always nice.
I’m less concerned about Ryu and more concerned about how it would play out against character archetypes that tend to have a hard time dealing with just a single FB let alone 3-4 on screen at the same time. It just seems obnoxious, like something they would tweak before the official release, but I’d shamelessly abuse it if it stays that way and it does turn out to be extremely difficult for them to get around.
-Walkspeed/covering ground stands out to me as slower than even SF4 (which is one of the things I wanted to see sped up in that series), so hopefully that concern reaches the development team and they tweak it to be faster. Watching that Mike vs. Combofiend video at 1.25 speed is a little too fast though imo.
SFxT’s netcode is MILES better than SF4’s. It still needs work to take full advantage of rollback but for a first attempt on a homebrew rollback it was a good job.
I feel like I’m in the minority thinking that the game looks really promising already. I agree with the sentiment that it currently looks a bit on the slow side, but maybe a 15% speed boost would be enough to put it over the top.
that fireball barrage didn’t look OP at all, there was a big gap in between each pair of kikokens. You can empty jump land and block no problem. Say if you had a horizantal special move that was projectile invincible you could definitely blow through 2 kikokens no problem.
it looks like a double edged sword to be honest. At close range or if you corner an opponent, chun li probobly gets dumb poison/ juri level pressure with those fireballs, but from every where else it looks like you could jump over and smack her in start up. Think about if SF4 DJ or seth could only ex fireball, how shitty that would be mid and mid far range when you have to throw 2 fireballs
interesting concept, and i like how she doesn’t lose it from blocking a hit