Inticreates holding a speedrun competition this month for PC Gunvolt where you can win a trip to Tokyo if you got skills. Don’t let Keiji manage your flight ticket purchase though or it might be delayed.
Ken’s new design is fine. I personally would have gone back to long Alpha hair but whatever. What’s important is his animations which show off his personality more accurately than any game in the series including SF3 (which fucking nailed it). Also despite the claim that he’s not a shoto anymore (which isn’t true) Ken is still DRASTICALLY different for the first time in a very long time.
The only problems with SFV is that everyone has a super fucking hard counter to Zoning. Like everyone has a full screen counter to zoning that has no draw backs to it.
Rest is just SF4 babies crying because it isn’t just SF4.5, so they gotta learn how to be shit at another game instead of just being shit at one.
Most of those require meter though, with the strongest ones being super, which means you don’t earn it solely from getting hit. Full screen screen super that beats fireballs isn’t exactly something new the SF.
I think he’s talking about how almost the entire cast’s V-Skills are minor variations on “negate a fireball,” which is boring and uninteresting. The lack of variety in the V-Skills is one of the few gripes I have with the game right now.
Save for O Sagat when was the last time a character who’s primary tools consist of the fireball won because of the fireball?
Last time I checked
In 3s Ken was strong because short meter, 1frame super, and solid buttons definitely not because of fireball.
CvS 2? Sagat was good because Super cancel Cr fierce, godlike buttons and a walk speed he had no business having with buttons that good.
Sf4 Sagat and Ryu strong early on because of high damage abuse of the ultra and focus system with safe invincible reversals. Akuma strong later on due to the vortex and e Ryu bringing things full circle by having better ways to abuse the scaling and focus systems for damage than his predecessor.
Realistically since ST the best zoners (characters who win with zoning) in sf have been ones with safe 1/4 to 1/3 screen normals.
So Capcom should focus more on balancing their systems instead of worrying that Ryu’s with rudimentary knowledge of spacing are going to dominate too much, when players with a good sense of spacing are going to become dominant eventually it’s just a matter of having game experience to know how tools interact.
Ya know a possible good counter to the “negate fireball” v-skills is throwing a fireball when somebody is probably going to negate it(you know if they do it frequently) and right before they do it, just super cancel your own fireball and punish the vskill.
*still though–if I could get a game with some more action-packed, crazy moment-to-moment “D3 high-level Greater Rifts” looking combat…but with all THIS customization… holy shit I just couldn’t handle it… I’d pass out at the reveal of such a game suddenly existing one day…it would instantly be the greatest RPG ever produced, imo. …see, the combat in this game looks a bit stale to me… I’ll check out more vids but it is just slightly missing the mark a bit for me… it’s not some horrible turn-based garbage like from the “good ol’ days”, but it’s still just not quite what I’m really looking for.
*of course, while I’m in wishful thinking mode here–vampires and werewolves and other supernatural beings that don’t get much love in the games industry these days…gotta have those, along with factions based on them and the capacity for human player characters to be turned…(*it frustrates me to no end that Elder Scrolls is the ONLY goddamn modern rpg that is giving us that)…with special abilities that are granted once completing the transition into said beings…add in some significantly different possible story paths based on certain player choices, and there it is— my absolute dream RPG right there. It would be something that I’d play for the years and years.