Gotta stay loyal to Yun and Viper, made a pact, if they are bad, then screw you and Capcom! O_O Doubt Yun is even gonna be in the game though, doesn’t look like his type of game, Viper has a good chance of returning cause she can probably play a big factor in the story line, and is unique enough (that’s right you bastards, don’t care if she’s not true SF) to get a spot on the roster. Makes me cry when Tali isn’t a character loyalist. Q.Q
i played ken from super to 2012, from ultra to present i swapped from ken to poison, and stuck with poison after the inevitable knee jerk reaction nerf. I am loyal to a degree, but playing and having fun is the most important part, and ken, or any character that you play for multiple years exclusively gets boring. Man now with edition select, im mad i never got to play with 2012 Cammy or any prior Seth at a competitive level since i kept being loyal to ken’s flaming uppercut and would have had much more fun with them.
Don’t matter, this is still a step in the right direction for USA’s internet infrastructure.
Wooo my hero again! O_O hehe’ That Poison 950 health nerf tho, crazy to imagine she had the big 1000 for a female. That Evil Ryu health nerf was needed, now more people have a reason to play Ryu again with the 100 health difference once more, and the Ryu hadoken buffs in 1.04.
In regards to the netcode, maybe it’s because I live in Italy and the internet infrastructure here is garbage but SFxT online is unplayable for me, yet SF4 plays fine. It’s not even the rollback netcode because Skullgirls and 3S online both run significantly better.
Maybe it’s just my experience but I don’t think using SFxT’s netcode is a good idea at all. Why not straight up GGPO?
Game still looks too slow. Early build or not, the game looks really boring.
Luckily, there’s still plenty of time, so hopefully they genuinely consider making it so that the game’s pacing isn’t akin to watching ice melt in a freezer. This is the same company that made Alpha 3 and 3S, so I don’t know why the concept of making a faster-paced SF seems so foreign to them.
Sfxt on steam and on console are two completely different beasts from what ive heard.
I can confirm that sfxt netcode on console was the best non skullgirls netcode out there on a new game.
As far as the speed of sfv goes, yeah its slow. But it IS mostly the character animations combined with lots of frames of animation of recovery. In example: chuns st.fp very clearly retracts slowly on block. It seems overanimated and contributes to the overall sluggish look of the game.
All in all the overanimations plus chuns SUPER SLOOOOOOW jump speed make the game look very slow.
It looks like the normals feel just like tatsuno versus capcom. Slow and overanimated, but because of the chain system in that game alot of that feel is gone on contact. But is highly noticeable on wiff.
It looks like this game is looking to punish wiffs alot more than normal, which is a huge mistake because pressing buttons is what you want game players to be doing… Not conserving button presses. All in all the game looks like as it is it will be a very defensive game.
Offensive games do less to punish button presses and have lots of forward moving rush moves. Hopefully they pull it in.
I’m not worrying about balance now - it’s the last thing they set up, they’re still working on the engine right now. But I’m disappointed how it still looks so slow and clumsy, even if the animations themselves are really beautiful
Not sure if I agree with that logic, because pressing buttons is one of the prime ways to keep people out, and whiff punishing into a knockdown is a great way to get in. If I make someone whiff a button in front of me and I sweep them for it, I’ll be right in their face when they wake up. On the other hand, if people are so scared of whiffing a button that they’re not going to push a button at all, then I can just walk up and throw them.
If you’ve got some further explaining on how making whiffs risky makes the game defensive, I’d love to hear it, because from my perspective it’s not the case at all. I usually have a far easier time punishing whiffs in 3S than in SF4, and the former game is far more offensively oriented than the latter(admittedly for several other reasons as well).
I’ve discussed this with MikeZ before and he thinks companies not using GGPO is more to do with companies thinking that they can create good rollback. The concept sounds simple enough to create that they believe it’d be easy enough to do on their own. It’s less about being cheap more about being arrogant, they honestly think they can make GGPO quality netcode on their own.
The other factor is that it’s simply not a matter of just plugging in GGPO most of the time. It’s not like a magic fix, you gotta actually implement it right and often it’s best to do so or at least plan for it early in development, especially in a 3D game I imagine. I remember hearing about 3SOE having some GGPO issues early on that needed to be hammered out and 3rd Strike is already got GGPO for arcade version done fine. That should tell you something about how it doesn’t just automatically fix everything.
Anyone else finds it sad though that SFV basically confirmed that the 2D sprites fighting game era has definitely ended now in terms of Capcom fighters?
I had the slim hope that SFV will be using the same technology Xrd uses with their character models.
I really like the 2D look of SF and find it sad that it’s gone forever now.
Basically, pressing buttons is offensive, whether it keeps you out or not, you are doing something offensive by pressing those buttons.
If however you make pressing buttons… Kinda bad, then the only thing left is using movement for offense. Assuming that movement options will be as weak as they are in sf4, this will lead to alot of… Nothing.
As i said in my above post, this can be remedied by putting in good rush moves. Which 3shas via super fast dashes.
In 3s, dashing in and throwing/going for a mixup is very strong, so strong that players use wiff pokes to preemptively beat out dashes. This leads to a basic but sustainable neutral ground game of dash or poke or wiff punish.
If sf5 doesnt have a super fast dash then the system breaks down and becomes overly defensive.
But like i said, i already mentioned that in my above post
Isn’t not pressing buttons the hardest thing to learn in SF since SF2 and a trademark for fighting games that you can’t just mindlessly press buttons (unless you play Fuerte), or you get punished big time?
I don’t know if I want to play a fighting game where button mashing is encouraged.
You actually thought Capcom would put that much effort and use blood, sweat, and tears as their artist stayed over time drawing the ultimate sprites (with their God given hands) that they are ever so passionate about, over using the cheaper alternative that is unreal engine 4 and 3D models? Weird.
For me there is something magical about hand drawn art and stop motion animation. I dunno what it is exactly but those art forms always give me more “wow” and general warm fuzzies than CGI. I mean I love Pixar movies for example, I love what Xrd did, they are beautiful. But something about the hand drawn stuff just draws me to them. Wallace and Gromit’s slightly clunky stop motion is so damn charming. Even if the sprites aren’t as big or as flashy. It’s one of the things that is drawing me to Yatagarasu a lot, even if they have a headswap character in it.
swoon
Certainly not, but even it’s not economically sensible we can still wish more companies would do stuff like this for the love of the product they are making now can’t we?:
Has any of you “omg the game looks slow” thought about a reason why Capcom would slow the game down?
It seems that all of you automatically think that fast is better than slow, just because it fast. Kind of reminds me of amateur piano players who tend to play the songs way too fast because they think that it sounds cool and professional.
But nope, I seriously think that slowing the game down is a good thing. It just means that there’s more stuff that you can react to. I think that even SFIV is a bit too fast right now. Movement could stay fast, but the attacks itself… it’s dumb and unnecessary that the only things you can react to are the harder hitting attacks. There are not many normals that you can whiff punish in SFIV, for example…
Seriously, do people not think of these things properly? Or do people just generally disagree that the game being more intuitive is a good thing? They’re like chopping the speed down to a level where player’s actions have higher priority in literally everything, instead of the attacks just being lightning fast 6 frame actions that don’t further affect the match in any way.
to sum it up, i think that slowing the game down essentially makes it more skill-based instead of meta/luck/mash based.