4f reversals are tough to safe jump without auto timing with stuff you can’t mess up. Not a huge deal considering there’s only a handful of 4f reversals in the game. Guile, Blanka, Guy assuming he goes back, DJ,…?
Honestly I think the players haven’t figured it all out yet. And even if they have and the game is just slower paced and more defensive in general, that’s not the worst thing in the world. Its still far enough away from xT to still be fun.
Oki is still there. Fireball and defensive characters are good. Rushdown characters are good. Vortex characters still vortex. Reversals are worse. Red focus adds new footsie threats at neutral. At this point the game is playing as it should from my point of view. AE 2012 with worse reversals, slightly less emphasis on set play, and more characters with real threats from neutral
the adjusted set ups i have seen so far have all been weaker in some way than if the offensive player had his full options available from 1 wake up timing. not only that, but i doubt every character will have an adjustable frame kill. thats not necessarily bad. i dont think anyone will argue that viper or yun for example absolutely must have safe jumps for them to function offensively. those 2 characters are extreme examples, but my point is variety. every character runs canned set ups in 2012
so DWU theoretically means weaker set ups with less characters relying on them, while also being insurance against anything particularly dirty on either single timing.
it only becomes worthless if every single character develops equally strong options adjusted for either timing
That’s where we differ. If this game becomes slower than what it already is at the moment I really don’t see myself playing it for very long. It’s not just the slow pace of the game, it’s that there’s no tension in a significant number of matchups any more. Vanilla had enough BS to keep the game interesting without oki. Those things were removed ages ago, and while there will undoubtedly still be some fun stuff in this game, overall it’s just a blander version of things we’ve already seen before.
The bottom line is that many matchups are now going to be slower and less tense, and there’s virtually nothing anyone can do about it.
To be honest, once you start playing offline, you notice that there’s a ton of slow and tense matches, and once you play in a 10 minute 2/3 match in a tournament, you see the beauty of it.
My problem with DWU still is that the risk/reward is shit towards the guy that got the knockdown.
Not really. I don’t even play this game online any more because I’m so bored of it. I’ll play it at offline sessions, and mostly when I’m helping people with matchups.
Some people just have a higher threshold for these things than others. If some people like the even slower pacing of USFIV, good for them. I on the other hand think it’s the one of the worst things that could have happened to this series.
I agree that it’s not for everyone, but this game has been slow for years, DWU is going to make it slower in certain scenarios but outside of that, you knew what you were getting into when you kept playing.
DWU destroyed my hype for USFIV. Another reason I stopped playing. I see myself playing Edition Select offline more than USFIV once I’ve played around with the new chars.
Everyone thought it was a godsend when it was supposed to fuck vortex characters over, but now it’s bad because it “slows the game down.” What they really need to implement is a “Teach Me How to Block” mode.
To me if Capcom removed unblockables their is no need to have the DWU mechanic. Players only really started bitching about vortex setups when unblockables became prevalent like infinites in UMvC3.
For the record, it’s not delayed wake up per se, it’s that they didn’t give characters enough buffs overall to compensate for the nerf and to maintain the pace of the game. I said way back that everyone should have received similar buffs to Ken, Viper and Makoto (better mid-range tools, better damage, more combo options). This didn’t happen. You’re basically going to be playing a more defensive version of AE now. What’s there to get hype about?
If they did a combination of these things you would not hear me complain about DWU again:
nerf reversals after DWU
better walkspeeds
higher damage/stun
smaller stages
better meter build on non-zoning characters
more combo options
stronger (and faster) throws
faster ultra animations
No they didn’t. I don’t know why people keep thinking this is the case. DWU was one of the most complained about additions since it was revealed, even in Japan.
Damn i must be reading the same forums as Phantom, cause i remember everyone saying it was a god send since there was no way they could have removed unblockables without destroying hitbox and hurtbox data.
I’ll give a free steam code to anyone who makes a prediction now ( not a super obvious one) about the next bitchy topic! (seriously remember i said this)
In the meantime lets talk about Akuma’s sweep and how it performs in USF4.
I hadn’t heard any complaints about DWU before the recent discussion on whether or not there should be an indicator for it. Granted, I haven’t been keeping up with the game’s development beyond this thread, but you’re going to have to show me some proof of DWU’s complaints before that.
I was referring to st.lp, not cr.lp. Both are unplinkable in any case. I certainly wouldn’t risk it against a 4f or even 5f reversal if it’s something like an Ultra.