SF4 is great because of Dimps, the only reason why I play a street fighter game. Ultras and FADC is all Dimps, there’s a similar system in other Dimps fighters. This is why I think it’s silly to compare SF4 to previous Capcom games, it’ isn’t made by the same developer.
That’s a good point. People shouldn’t love Capcom for SF4, that is Dimps. SFXT is Dimps also.
That new Strider was considered sort of good (never played it myself), however that is Double Helix.
Well I’m trying to think of the last truly original great game developed by Capcom.
Okami? (2006) Except that was by an independent studio, Cloverfield.
Bionic Commando Rearmed? (2008) Except that is a remake of an NES classic and developed by Grin.
I guess Megaman 9 and 10 were developed in house. So kudos to Capcom, those were fun. Though more of an ode to Megaman 2 and 3 than something new and original.
i know that slowdown suck too but imo its 10times better than this frameskips
i dont play these games you list ,but for the games i played(doa,marvel,sfxt) sf4 has the best netcode
also i dont get how a other netcode fix the problem since rollback ala sfxt suck imo
the infrastructure in eu,usa is simply too bad i think
also when there are no server why the different systems use different netcodes?
or is it because the ps3 has this weird system structure? i mean why psn suck so much
compared to xbl?
at least the politician in germany start to realize that a good infrastructure is important
and invest billions this year for better network
plans are that 2015 every bigger city has fully fibre optik
Am I missing the sarcasm here? Ultras and FADC are both poorly implemented concepts. The game would’ve been a lot more enjoyable without Ultras(or at least using a gauge that didn’t increase through taking damage) and if FADC was just an RC-like cancel, not an attack.
That’s your opinion, i’m just saying that it’s Dimps and not Capcom. I like FADC and I have no problem with Ultras, though there are plenty of other things that I dislike about this game.
SF4 is my first game. What this forum has taught me tho is that it is a disgrace to the fgc and it should die in a pit while we ask mercy of our beloved 3rd strike to let us play it. We are sinful and not worth it. SF4 is the punishement we have to take until we redeem ourselves and get alowed to play 3rd strike.
I don’t see that being all that bad. I see incredibly low numbers of people online playing just Super and SSF4 is going to be free on XBLA in June so that will make it even more accessible than AE on release. The game seriously need an online update for consoles and their 2008 lobby system was horribly out of date by the time MvC3 dropped.
With the majority of system changes hosting games will be segmenting the community anyway since frame data changes are far less game changing than DWU and red focus. If Capcom wanted SF4 to last they should have spent their money on getting more modern online infrastructure and not recycled characters and quickly forgotten game modes.
Seriously, look at Hugo with his massive size blocking health bars and that aggravating stomp noise every time he takes a step and even try to tell me that wasn’t a massive waste of time and money for whoever job that was.
SFxT was developed by a second team from Dimps not the same team who did SF4 , the team who did SF4 had also involved the first original creator of SF1 ( who left capcom and created KOF serie for SNK later on … ) , and i can smell Capcom hand being more involved in SFxT than it was in SF4 in term of balance/mechanic , just look at how USF4 is shaping knowing thats solely done internally by Capcom …
even if i didnt played 3s in its prime era i really love that game, i only catched seriously SF on AE2012 early era , and i love both game and i can totally understand why ULTRAS and FA are there, they wanted something close to SF2 and they couldnt go ham in term of mechanic possibility it had to be simple and scrub friendly but they managed to give it one of the deepest gameplay at mid/high level at the same time
Ono’s original vision for SFIV was to be very rushdown and offense oriented with very little turtling. I actually believe him. If you look at early gameplay vids the characters seem to be more mobile. Chun had a faster jump IIRC. A lot of it was probably changed after user feedback. Above all he wanted the game to be very easily accessible as well, so they toned down a lot of things that were deemed too good.
I could see that being true. Even in super that was sometimes the case. If you watch the reveal trailer you’ll see Cody’s crMK slide went like 2-3x as far as it did in final version.