I’m all about that Guard Break.
different game. Vega is a different beast altogether.
I don’t have a problem with GC. could care less. as long as Ultras and Focus Attacks are removed entirely once and for all…which they wont be. Since those gimmicky bullshit additions in IV make sense to remove and this is modern day Capcom at the helm who were the “geniuses” who put them in in the 1st place.
Thank you. I already refuted his point but apparently he wanted to copy and paste it again.
Anyway, I can’t believe I didn’t think of this sooner. What if this whole guard break mechanic is implemented similarly to SF EX2+? There would be no guard bar but instead a specific move, with a slower than average start-up, that’s able to break through guards? IMO, it was implemented very nicely in EX2+. This probably didn’t happen in the trailer when Chun’s guard broke. It looked like a regular cr. mk to fireball string that broke it, but I still think this is a possibility. This would be nice for those who argue that guard break and bar is unfair for charge/defensive/turtle characters (even though I think they’re very wrong…)
The interesting thing is that we have only seen Guard Crush in a powered up state and that power up might be the only way to do guard crush damage. Maximilian did a video where he talked about how these powered up states offer different properties to at least specials and Ryu’s lightning seems to be focused on anti-defense by increasing the number of his on his Hadouken for more damage and more chip as well as being the only time we’ve seen a guard break happen. These elements might even be selectable like grooves are isms where “water” extends block strings or adds juggle potential, lightning adds chip and guard crush or a guard crush bonus, and the inevitable fire will probably be raw damage.
Hard to say what the mechanics are and if it looks good or bad until at earliest Capcom Cup with the supposed first alpha play test.
While I can see the concern, you’re assuming Vega will have no invincible wakeup. Ya’ll gotta stop thinking like USFIV. This is not SFIV. Its SFV. Its possible ALL characters could have invincible reversals. (lol)
Seeing how vega might not even be in the game, cause I heard it might take place after sf3. And we all know that SF3 series did not even have almost any characters from sf2 series. Vega still could be good in SF5 though, if he is even in sf5, you should will have to play by out poking people. You do not need to sit and block everything also, that is a good way to get thrown. Just learn to poke more.
Seriously, seems to me like people see a mechanic or 2 and apply it to SFIV and complain. OF COURSE GUARD CRUSH WOULD KILL DEFENSIVE CHARACTERS IN SFIV, but this game is most likely completely different. For example, SFIV has hard knockdown on a lot of moves including sweep. A designer might elevate this if there is guard crush, consider a wake-up closer to 3S where most knockdowns are soft except for supers? There are so many variables we don’t know that could effect the Guard-Crush mechanic.
Video Games, especially Fighting Games, are an ecosystem of mechanics. We need to stop looking at these things in a bubble. Not until we see how all the subsystems interact with eachother can we start complaining or praising any particular mechanic. Dunno if you guys have forgotten this, but this is Street Fighter V, not an iteration of IV, it’s a whole new game. I have a feeling that anyone who hasn’t played much of any other Street Fighter game might be in for a shock when we see some matches at Capcom Cup, this might be Street Fighter III syndrome all over again.
Can’t wait for 5 to come out
Everyone who only plays 4 will suck and then bitch and moan that 5 isn’t exactly like 4. They’ll write essays on how X mechanic ruins SF fundamentals and we should only play pure SF, aka SF4
Basically they will be Viscant
C’mon man, I would not put someone who started with and only plays 4 in the same category of a Viscant. The guy understands SF in a way that those guys will not.
He’s referring to Viscant’s legendary rant posts regarding 3rd strike.
There were wall bounces in SF3 and there were launchers in SF4. I really think people are making a bigger deal out of ground bounce than they need to.
That’s basically every argument regarding 3s or any SF thats not ST from what I’ve seen.
I just see kids whining about a mechanic that has worked effectively in past games. Capcom has successfully implemented in the Alpha series, and it added layers of depth. These panic-button concerns are made by kids who have never really played a game to a competent level of skill. Just deal with it. #insertyourfavoritecharactergettingbutthurtbyamechanic
keep in mind they are making changes to character’s normals so she most likely wont have those same exact blockstrings though. Assuming Juri makes it into the game. Her crouching mk or mp or cl. st. mp may get victimized.
I gotta agree with MikeZ who feels it’s weird that you get punished for doing something correctly. The guard meter in Guilty Gear is cool, guard crush I do not like at all as a concept. I don’t like one frame links either and still like SFIV, so that’s just a minor thing that won’t keep me from buying and playing the game.
Haven’t seen a perfect game so far, so I’ll probably cope with it.
The reliance on good blocking is necessary in SFIV because of weak anti-airs, hard knockdowns, and complex option selects that severely limit your defensive options. I’m guessing the designers tried to alleviate a lot of this by making the reversal window huge, allowing for input shortcuts to easily mash out of pressure, and giving players invincible backdashes. Do you see how the ecosystem of mechanics works? The game is a system with many mechanics that work in unison.
What Guard Crush should tell us, is that they are willing to dramatically change the whole system. Guard Crush tells me that we may just have better Anti-Air hitboxes and damage, they may choose to get rid of hard knockdowns to allow players to quickly set up their defense. They would in turn have to buff offensive options to balance with the improved defensive options. Think something like faster walk speed, a shorter stage, a quicker forward-dash. Combine those buffs on offense and defense and you get a much quicker game that could still be balanced on both sides.
I’ve never played any games with guard crush. What kind of characters benefit the most from guard crush? I guess characters who just pressure relentlessly but are not mixup heavy. Bison and Balrog come to mind. Would these characters excel with guard crush?
Well, in Alpha 3, if I remember correctly, different characters would do different amounts of guard crush. For example, Charlie (generally a keep-away character) would do massive amounts of guard crush, while someone like Akuma wouldn’t do nearly as much per hit. This could work in a keep-away character’s favor. If you tried to go in too hard on Charlie and were forced to block, say, 2 or 3 standing roundhouses or something like that, you would be in serious danger of getting guard crushed.
I wouldn’t necessarily say ‘characters’ benefit from guard crush so much as ‘players’.
Guard crush probably benefits a more active, more experienced player. It also forces the other player to become more active, resulting in a more hyper game overall.
I like the mechanic. As much as I enjoyed watching Snake eyes at evo, SF4 is still kind of a yawn fest. Giving players tools to break defenses (or interrupt offenses) is always welcome in my book. Anything outside of mashing during block strings is a nice game feature.
And I don’t really understand the argument that guard crush blows defensive characters out of the water…
You can play defensive characters and be very active with them. The argument probably comes from players who just don’t like pushing buddons… I likey to push buddons.
Dear Capcom,
Reintroduce the importance of whiff-punishing. And making special moves actually costly. Bring in an economist to consult on incentives if you have to!
@General_Awesomo I agree with your idea in your original post but not what would be your vision of execution. I do not want parries in a SF game every again unless it was only ground parries or something stupid like that, and even that is too much IMO. Killing jump ins is stupid, but whatever.
Anyway, who is to say he wouldn’t have a reversal, or other options like Alpha Counter? IMO, SFxT was so close to a perfect SF game but had Tekken characters and chain/launch tag combos that took away from that. The fundamentals of the game was extremely solid though, you had plenty of options on wake up to work around stuff like that. As it looks from the video, it seems they’re following in the footsteps of that. I’m guessing as many others have that guard breaking comes from powered up mode, which isn’t all that bad if you think about it. Use meter on EX moves, alpha counters, or choose to save it up for powered up modes. Who knows? There are lots of ways they could alleviate the defense issues in SF4 in a completely new game.
If it’s done right I’m totally down.