ugh! this is gonna be crap. this game should have added 10 new characters and added 2 new different “grooves” then I would have paid full price for it. But im probably just butt sore that nothing as great at CVS2 or 3S will ever come around again… sigh…
I don’t think its a good idea for 4 to have more mechanics. The reason 4 was so good is because what was in the game worked. (outside of balance issues and broken stuff like unblockables) You had supers, ex moves, Ultras and focus attacks. The roster is starting to get a little silly too. Thats a lot of matchups.
The reason I personally never liked SFxTK is because it crams WAY too many mechanics into the game and has too big of a roster. Switch cancels, cross rush, cross arts, cross assault, ex moves, super arts, chargeable moves to ex/super, Pandora, Gems… game was a mess because of being focused on too many ideas and having boost combos which led to every character playing almost identically early on. Yummy jab pressure.
Hopefully Capcom take what is a great game and polish it without changing it too much or becoming bogged down with mechanics. This whole ‘will have a fresh feel’ is a little worrying, but I’m probably over reacting.
Unless someone is talking about Vega’s cr lp links, it’s hard to sympathize with those whom are advocating for 1f links to be removed.
is not the strongest argument in favor of their removal their tenacious difficulty?
Evil Ryu’s combos can have anywhere from 3 to 5 one frame links in a combo; they are difficult to pull off but with practice I hit even the longest combo with a satisfying rate of success.
what excuse is there?
Practice up!
With everything else “scrubby” that street fighter four has to offer to those who play it, combos are one of the only things that are sometimes difficult. They should be celebrated as they’re one of the things that separate very good players and everyone else.
ofc it will change if you count them as " FPS " but the base numbers are the same , for the speeded up engine nothing change, not even the frame data, the frames are just playeed " faster " for the game engine ,they do not change because of the speed, however if you count them based on the normal speed and human perception yes they do change , only for " perception " part ,or just to count them
and no the game engine is not limited to 60 FPS ,it can run upt 300~ in benchmark mode for the PC version ( at least for me, i think it can go higher ), its just a matter of unlocking it
its not a matter of your hand being too slow or execution problems, its how fast your brain send the information to your hands to make an Ultra AA, Ultra > hadouken, Jab >Knee press or react to counter hit ect … and playing a faster game WILL NOT help you, you can see Mad kof and Kensou from cafeid getting bodied in SF4 , while Kensou have very good reaction time with his Rose because of Kof speed, that didnt make him win any SF tournament and SF4 is slower than Kof
Also in regards to increasing the FPS: Not all versions of SF are run on PC. The console version retains 60FPS because of hardware limitations. As it is there are reports of frame drops on PS3 and 360 on specific stages. When you increase the FPS limit it means it would lose stability. 360/PS3 are likely incapable of running at 120fps or 90fps constantly.
Lastly unless they increase the FPS to a divisible value to a refresh rate you will get screen tearing:
90fps on a 60z refresh can cause screen tearing to occur if you don’t turn on Vsync. Which guess what that does? Vsync locks your FPS to your refresh rate and can introduce input lag.
yes and thats another reason for not doing it, unless they make a next gen port ( very unlikely ) we’re on the same understanding , its me with my very bad english :x
If you run the game at 120fps on 60hz it results in dropped frames as every other frame is dropped since the monitor can only display 60fps. That results in inconsistencies in gameplay. You think people bitch now about monitor lag imagine when half of the displayed frames are lost.
New mechanics and new characters means that they will need to do a version 2014 or 2015 balance update to the game cuz there will be some op/up shit… in which case they will add 2 more characters so you will have to pay $10. But then the two new characters will either be too weak or too strong and then they’ll have to release a version 2016 balance update… in which case they will again take the time to add 2 more characters so you will have to pay $10. But then again the two new characters will either be too weak or too strong and then they’ll have to release a version 2017 balance update… in which case they will again take the time to add 2 more characters so you will have to pay $10. But then again the two new characters will either be too weak or too strong and then they’ll have to release a version 2018 balance update… in which case they will again take the time to add 2 more characters so you will have to pay $10. But then again the two new characters will either be too weak or too strong and then they’ll have to release a version 2018 balance update… in which case they will again take the time to add 2 more characters so you will have to pay $10.
Then they will release a full definitive version that includes all these characters and call it Double Ultra SF4.
well thats true for console players playing on Tvs, but for pc players like me having a 120hz monitor is becoming standard, most games on pc can run higher than 60fps
hmmmm.
From looking at the vid, it seems you lose all your ultra meter once ultra is activated. and if full ultra does 50% damage presently in AE…from looking at the vid Rufus seems to do only 25% life meter damage from a full metered ultra!!!
which makes the 2 ultra option laughable if you lose all your pain gained meter for max damage 25%.
its not the damage output that’s the problem as the whole act of gaining meter by pain and bruises to your character and having to wait a great expanse of time and loss of your life meter just to gain that meter back.
and if you launch it at half meter then what?
12.5% life meter damage?
so you have to lose 25% of your life meter to get an ultra that takes 12.5% life meter of your opponent?
I wouldn’t have a problem with this if my opponent wasn’t using just 1 ultra instead of the 2 ultra option…so…
lets say i’m using juri with 2 ultra option.
my opponent is ryu using classic 1 ultra option.
If meter building isn’t faster for me to gain back ultra meter than my opponent…
there’s no way 2 ultra option is viable.
no fucking way.
the only way to make the 2 ultra option viable as something worth choosing is if
a)you gain much more ultra meter from getting hit than you normally would than with classic ultra option we have now
or
b)the video isn’t reflective of the new 2 ultra meter option and its actually how I mentioned before about being able to launch an ultra where you spend half your ultra meter to do 25% life meter damage(just like how it is now) but the ultra meter doesn’t drop to 0% if it was at 100% initially.
only 50% of a full meter loss with every ultra activation for 25% damage output.
then its viable and worth picking.
I think a turbo mode would be greatly sought for. Oh the wonders of such possibilities. But let us not sully, Capcom have turned from them days. Change is horrible with Capcom, just look at RE6.
But then again, RE4 was the perfect example of good change.
Perhaps we may get something good after all. And perhaps not…
with the new 2 ultra activation
if one loses ALL their ultra meter by each ultra activation instead of just losing partial ultra meter AND we can only get back by getting hit WITHOUT it gained backed faster than our opponent who has the classic one ultra choice then 2 ultra option is 100% useless and isnt worth picking.
ever.
The only way for it to work if 2 ultra option allows for much faster ultra meter gain. hence, getting hit=much more meter increase than the single ultra option.
but I think Capcom should just make it so one’s ultra only drops by 50% of a full ultra meter that does 25% damage with each activation. regardless if its at full or not.
meaning anything from 50% to 100%…only 50% meter is used up by ultra activation.
that way ultra meter gain remains unaffected no more faster or slower as it is now, one can do the two ultras without getting murdered by an opponent who chose the single ultra option, and balance stays the same regarding ultra factor.