Sharnt
121
SF4 is a good game. But a bad street fighter.
I’m not even going to spend the $5 it costs to upgrade this weekend. I’ve gone without Street Fighter for a couple years, I can go another 8 months. I’d rather go hungry than eat dog shit.
Step up your shit instead of complaining that the combos are too hard, fucking shitty ass scrubs lol.é
Naeras
125
Yeah, I had a similar realization yesterday. Right after a long session of 3S, which had followed a long ST session, someone invited me to play some SF4 for the first time in three months or something, and I said yes because hey, why not.
Everything felt completely off. What would be well placed pokes in the other games would get eaten by focus attacks. What would be reasonably safe offense in the other games had more holes than swiss cheese, and I had no chance of getting my opponents to respect simple offense. The anti-airs were garbage (and this is after I complained on this very forum about how I fucked up all my AAs in 3S and needed to rethink how I AA in that game). I think most of my damage when I was playing Ken was from punishing dropped 1-framers from the other guy, because even if I was beating him at the ground game I’d do no damage.
In comparison, in ST, getting the tiniest bit of momentum would translate into huge damage unless the opponent picked the correct option, jumping was a really bad gamble every time, and good use of normals could completely shut an opponent down. In 3S, whoever was the best at using normals would win the match with ease because you’d lose 30% health if you whiffed a c.MK, but eat a dash-up throw if you hesitated for even a second, and get parried if you were too predictable. Both games were really tense, where it felt kind of… well, kind of meh in SF4 (I can’t really describe it otherwise =V ).
Sharnt said it well. Ultimately a good game, because in spite of all the shit I give it I’ve had a lot of fun with it during my time, but not a good SF game. I do not like how it plays anymore, and I doubt I’ll be playing it again any time soon unless it’s the only game available.
Seems like people aren’t really excited for SF5, they are just glad that SF4 is gonna die. Still that doesn’t main it will be a decent game, it is made by the same company. It still has input shortcuts and and it still has a big reversal window.
Except Capcom has already shown us that they’re changing the design philosophy of the game. SFV isn’t perfect but it’s much closer to the heart of SF play than SFIV was, and that’s a big improvement.
Speak for yourself. SFV is the game ive been wanting for 15 years now.
The potential DLC costumes excite me.
d3v
130
Maj explains it best.
We’re kinda tired of this.
Here’s the thing I don’t know if SF4 ever felt like street fighter. There are many superficial things in common with the earlier street fighter games. However it feels absolutely nothing like any of them, even with all the returning characters and their moves. As different as SF2, SFA, and SF3 are…they all feel like Street fighter. I can’t even call SF4 the black sheep, it doesn’t seem like it is from the same family at all.
Naeras
132
The input shortcuts and reversal window are both fairly minor complaints in the grand scheme of things. The KOF-series usually has an even larger reversal window, but that stuff isn’t a problem, and there are games with even more silly shortcuts than SF4 afaik.
Capcom/Dimps seems to have learned their lessons, and seem to be trying hard not to repeat the mistakes they made in SF4. They will make new mistakes, of course, but that’s just how it is.
Shorcuts and easy reversals allowed many characters to mash out of pressure and make their reversals safe on block with FADC, which then forced a mixup on the aggressor. FADC also allowed them to convert their mashed reversals into big damage on hit. Since SF5 doesn’t appear to have anything similar to FADC (knock on wood), shortcuts and easy reversals will be a relative non-issue. I’m sure SF5 will have plenty of bullshit, but hopefully none of it will be as egregious as the focus attack system.
d3v
134

Data_Beast:

AlexTheKing:
Seems like people aren’t really excited for SF5, they are just glad that SF4 is gonna die. Still that doesn’t main it will be a decent game, it is made by the same company. It still has input shortcuts and and it still has a big reversal window.
Shorcuts and easy reversals allowed many characters to mash out of pressure and make their reversals safe on block with FADC, which then forced a mixup on the aggressor. FADC also allowed them to convert their mashed reversals into big damage on hit. Since SF5 doesn’t appear to have anything similar to FADC (knock on wood), shortcuts and easy reversals will be a relative non-issue. I’m sure SF5 will have plenty of bullshit, but hopefully none of it will be as egregious as the focus attack system.
The big issue with the shortcuts and reversals wasn’t actually the shrotcuts and reversals. It was the game’s low blockstun and the fact that most characters only had 1 true blockstring, which meant that it was easy to mash out of anything else.
Ken’s new look.
tbh this game is coming out at just the right time. i didnt like sf4 and fadc bullshit, and other games i play arent captivating me like they used to. im excited to get back into sf for the first time since super
Yeah, the lack of hitstun/blockstun (especially the latter) and pushback along with the abundance of gap closers and combos that convert off of LK or LP means that much of SF4 takes place in leg-humping range.
The funny thing is that Daigo thinks SF5 has too much blockstun, which goes to show you that good players don’t necessarily make good game designers.

Data_Beast:
Yeah, the lack of hitstun/blockstun (especially the latter) and pushback along with the abundance of gap closers and combos that convert off of LK or LP means that much of SF4 takes place in leg-humping range.
The funny thing is that Daigo thinks SF5 has too much blockstun, which goes to show you that good players don’t necessarily make good game designers.
I wouldnt go that far about Daigo’s thoughts. The guy has been playing SF4 for 7 years now. Hes used to a game with little blockstun. Of courses hes going to think that in comparison to what hes been playing. That doesnt mean he think its a bad game design.
Wait, which one is better - short blockstun or long blockstun? Isn’t making it shorter = faster recovery = faster replies to opponent’s attacks if you have appropriate normals/specials?
That’s not what he said. He said the game’s pace felt too slow because of long offensive sequences that forced one player into blockstun with no options until the other player stopped pressing buttons. He feels that if either player goes for too long without pressing buttons the game becomes boring. And, he thinks that players should not be able to just hold down back forever with no penalty.
If you put this and the rest of what he said into context, it’s pretty easy to understand what he is talking about - he wants Alpha 3’s system. You can’t block forever because you will get guard-crushed, and to prevent getting guard-crushed the defender can perform an alpha counter.
The fact that Capcom are taking a better approach to this game in general and arent trying to put that crap they did with the SF4 series. i.e No SSF5 in the future and in game earnable DLC.