With jr, i can maybe beat him 2 out of every 5 matches. The lemons are a hassle to traverse. Cg gave up on the character.
Now again i honestly havent played many games with you. I dont really know your playstyle. So if your patient and are a player who can play the opponent. Then beating po should be a breeze for you. Sorry po but thats your flaw you have a very flowcharty playstyle with MM.
Yooo dat Night Watch trailer finally some game play footage, the mechanics with the heart beat, the hiding out of sight and sound, and collecting items all culminate into a very cool horror/exploration game I’m so fucking excited for this game is it getting relased on U.S. PSN same day as Japan? I really hope so.
That’s interesting, the mecha koopas and side B don’t go through lemons? Thought they had no impact. A shame SRK GD Smash community died my prediction unfortunately came true =/, well hopefully my return and the Po match will revive some lingering interest to keep the weeklies going, I haven’t played much Smash the past few months, but I’m getting back into it.
Prediction on Vega: there’s gonna be so much salt from casuals complaining "he’s too hard too hit because he jumps around too much :’( "
that they’ll make him a charge character again.
Whatever SF5 turns out to be my prediction from years ago will stand true: The game play difference between SF4 and SF5 will be much much smaller than 1 to 2, 2 to 3, or 3 to 4.
SF4 is the skeleton Capcom will be using for the next few SF’s most likely, of course I’d like to be proven wrong but early SF5 footage of the way attacks combo and the way matches play out indicates I won’t be, tt the very least Capcom is willing to make big changes to the original cast’s moveset so that’s already a great step in the right direction. Mainline SF is the sacred cow of the fighting game genre, it is looked to as the benchmark for what fighting games should fundamentally embody mechanically and philosphically design wise, so when SF4 chose to lower it’s barrier to the level of the masses rather than expect the masses to rise to it’s challenge of mastery many were disappointed, I’m hoping Capcom makes SF5 a game that does it’s own thing mechanically and isn’t worried about how acessible it is or let sales figures affect it’s design, but we all know that most likely won’t be the case.
Sometimes people are so into the meta they miss the actual game it self
Look I know its normal for the FGC to talk about the Meta game, but when everyone gets into character tiers, re-balancing, input lag ect…
You forget about why the game is good or bad in the first place.
oh yeah getsbenst said they need to change the input to raging demon because the only reason it’s been kept that way was for tradition alone.
LOL
Go play rising thunder
If you can think of a game design reason for why the Raging Demon needs to keep its current input, then go ahead and tell me. It’s in the same territory as the mashing inputs, which SFV (and BB beforehand) have gotten rid of.
I do. It’s always been my complaint with Arc system games. The roster of Blazblue will be 30 characters deep in the next game and Tager still the only grappler the game has to offer.I have no confidence in them providing another grappler other than Pot in Xrd with it’s future updates. It would be nice to have a secondary for both of those games.
That’s ridiculous. Characters feel PLENTY unique while still having the same special move inputs. INPUTS do not make characters unique. If they did, then they’d have to create new control scheme paradigms just to REALLY make characters feel different.
Both Sol and Ryu have QCF+P and they both do VERY different things. Sol can’t even use his as a long range attack and is actually meant to keep the opponent grounded, whereas Ryu’s is basically the opposite.
Even in SF Ryu and Ken do not play the same even when they have all the same inputs outside of like the first SFII iteration, and once you get past that into 3S and Ultra, and even moreso in SFV, they get more and more different.
Edit: speaking of Potemkin, he and many SNK grapplers for that matter, don’t even use 360 for their 360-like command grabs, and it doesn’t cause ANY problems or imbalances. Granted, I do think the overall power of the move needs to be considered with ease of input for balance sake, but that’s all it is, balance. And that can be solved in many ways, like in Rising Thunder’s case where they simply gave moves cool downs. Having a single button 360 or 720 obviously needs to be balanced for that, and if that means reduced damage or added cool-down or something else, then fine. If you just don’t like that then sure, that’s up to you and your taste, but if the designers goals don’t match up with your pre-concieved notions, that’s NOT a problem, you just don’t like it, THAT’S ALL.
Mashing moves, the Raging Demon, and other Darkstalker-style supers are the only moves in the game which have more than one failure state that commits to an attack. A double quarter circle has failure states all throughout the directional motions to the button press, but as long as you don’t press the button, you don’t have to commit to anything if you fail midway. Meanwhile, Kick x 5 has you commit to a kick if you don’t mash fast enough, and the Raging Demon can at any point, have you commit to an LP, LK, or HP if you don’t hit a button at the right timing. This makes it so that these moves require an incredible amount of precision, especially mashing moves, which are a great FOO strategy for newbies but very difficult to execute when using it in advanced techniques.
Plus, using a raw Demon requires you to throw out a jab or two before the move comes out, which seems like an unnecessary requirement for something that’s essentially a slow moving command grab.
Unless you can give me reasoning to the contrary, there’s no real reason for the input to stay there besides tradition. And as Gasaraki said, inputs don’t really have that much of a value in making characters unique.
Bullet has three command grabs and is getting a fourth in CF. And she has a myriad of strike throws. She doesn’t count?
So in Europe, Fatal Frame V physicals are all limited edition, so the game is somewhat an eshop title. And it’s gonna be “free to download” which allows you to play the prologue and 1st 2 chapters then you decide to purchase the full game if you’d like.
I hope America gets the same…lately when I see cool Nintendo announcements it’s always for fucking Europe. Hopefully Fatal Frame gets a physical release here.
Also in Europe, Xenoblade X is getting a wii u bundle, special edition, and the OG Xenoblade is being put wii u eshop.
Let’s see what America gets…i can come back with the links later but im on mobile and tab switching and etc is too much work
You can’t just keep repeating yourself without explanation. I already gave very clear examples of why you’re wrong if your statement is simply that “different motions make characters feel more unique” Because it doesn’t, at all. Even if every character only had QCF, QCB, and DP, as long as the actual attacks themselves were different, they WOULD STILL BE DIFFERENT AND THEREFORE UNIQUE.
If you can’t understand that then you are simply being irrational and want things to stay the same simply because that’s how it has been.
I don’t count Bullet has her game plan doesn’t resolve her grabs or fear of being grabbed. Her grabs compliments her combos and set up drive follow-up. I like her she can get big damage with simple combos. It’s the reason why I play grapplers in these type of games.
ok so you’re telling me if we take a game like rising thunder and alter the inputs of the characters specials moves to have sf-esque inputs it wouldn’t change any sort of aesthetic feel for them?
it’s a game which requires input from the player to be played.
change the inputs (how you play the game) you change the game.
kararaging demons are much easier and faster to perform with the inputs as how they are.
i main e. ryu and doing forward mk plus light punch double tap mk + lp at the same time then shifting to the down forward position into lk + hp at the same time is much easier and faster than say forward mk double quarter circle forward punch
No, that IS NOT what I’m telling you. What I’m telling you is that everyone having the same inputs is NOT boring or bland. That doesn’t mean that having more varied inputs is not variety. What it means is that just because the inputs of the moves are the same, does not mean that the moves themselves can’t be different, and therefore have variety.
You are wrong to say “everyone having the same inputs for everything is boring and bland” which is what you said.
Different inputs only really create a different feel if they are extreme, like the difference between charge moves, short motions, extended super motions, and 360s. And it’s fine for moves to have different inputs as long as it’s balanced for them, just like it’s fine for them to have the same inputs as long as it’s balanced for them.
What matters is the intention of the designers and whether or not the final product matches that intention. They have already shown that Vega’s moves are actually different so that should make it plainly obvious that they have considered this. Now, maybe we’ll see that they didn’t consider it strongly enough and it might cause some balance problems, but you can see JUST FROM WATCHING THE VIDEO, that Vega still plays nothing like Ryu, Ken, Chun-li, Birdy, Cammy, Nash, or probably any other future character.
Edit: “it’s a game which requires input from the player to be played.
change the inputs (how you play the game) you change the game”
This was not the problem you originally presented:
"why does it need to be changed?
edit: here’s one, to make characters feel unique."
It doesn’t “need” to be changed, it’s changed because that’s how the designers intended it in this iteration, and they changed not only the input but the actual move itself.
Of course having different inputs changes things, but having the same inputs STILL allows for things to be different also because we aren’t talking about giving characters the EXACT same moves.