It will have online multiplayer. Just the overall online store will no onger be supported. So if you want some DLC alternates buy em before GFWL shuts off the store section
The gfwl is actualy shutting down july 1 2014. not just store. capcom confirmed they’ll be switching to steam aswell as trying to solve the dlc issue so you wouldn’t have to buy standalone game.
Problem with Steam is that you have to type the name of each opponent you play in order to add them as friends. While GFWL, despite its shortcomings, had a player history. Much easier to add friends.
Also on Steam you cant message a player unless you add them to your friends list. Very inconvenient. I’d hate to add a new friends whenever I wanted to say “GG”.
I dont have that many people in GFWL so it will not cost much. At least those annoying GFWL crashes are history.
You can go to a persons profile and click “send message” and it will attempt to initiate a chat with that player even if they aren’t on your friends list, though the other player can decline.
Also you can go to “view - players” to see people you’ve recently played with (though that feature only works with steam works multiplayer games, so you wont see GFWL players or other networks like Uplay ect. I’m not even sure if it works for peer 2 peer games like SF4 where you connect directly to your opponent.)
Steam has those features, they just don’t make them easy to find / use
*You either must be (steam) friend with the person you are trying to send a message to or be in a same group with him/her and the group must have less than 150 total members.
*
There is one other way actually for things where you are in a group with a large number of people. You can send a direct message to someone if both of you are in group chat for that group. Also, there is the steam community option of course which is an open forum.
I love SFxT as much as everyone else hates it but I wouldnt want tech rolls in USF4, it just wouldnt fit the game.
Id just shorten the length of hard knockdowns - there is no reason you should have the spare time to whiff normal(s) and only after that jump in after you score a throw if you want to approach via air. Downtime after Cammy’s forward throw is perfectly fine as it is for example, downtime after Cammy’s back throw on the other hand is absolutely not.
Honestly this game’s a whatever for me, new characters or not. Too many fighters already on my docket. I got SSF4AE dirt cheap and still feel like I can put some miles on it without being over it. No need to shell out another 40. I enjoy Tekken MUCH more anyway, and I’ll get my fill of “new” Street Fighter with 3rd Strike, which is new to me.
I think the knockdown time is perfectly fine. Changing that would be putting a temporary band-aid on the problem until the community figures out new unblockable set-ups, and then we’re back to square one. Tech rolling nullifies the reward you earned for knocking them down.
I was just about to post pretty much the same thing. This game gives you such a false sense of having good execution and timing for DP’s, supers, ultras, basically any move that requires a motion with the stick. And being able to roll the stick up and down constantly and mashing punch or kick to squeeze in a reversal if the chance happens while getting combo’d, or blocking a block string is pretty lame.
It promotes being able to be lazy with execution and timing… You (Well at least, I) have to play other fighters in between this one just to make sure your execution doesn’t go to shyte.
Funny thing is (and we’ve actually discussed this to death in FGD), SFIV is actually a somewhat high execution game when it comes to shit that matters. Heck, push come to shove, 3rd Strike actually has a lower barrier of entry for important stuff - want big damage with Ken, just toss out two crouching shorts and then super, same with Chun who can hit-confirm her best normals into 50% damage with minimal execution. IV as a whole on the other hand keeps the initial barrier low but actually hides the good stuff under a pretty high barrier.
The most ridiculous thing ive actually needed to do in this game execution wise is Juri’s low fuhajin FADC Ultra 2. As much as ive practiced it i can only do it 1/15 times in training mode. Dash to double qcf in that short of a timespan is such a bitch for me. I havent really felt an execution barrier on much else in AE