What can Capcom's SFV learn from NRS's Mortal Kombat X

It also cut Alpha characters. Anyway, there is a lot of middle ground between cutting everyone besides the shotos and Chun Li and having to bring back all 12 / 16. About 6 in the initial roster and 8 in the final one seems reasonable to me, provided they fit the SF5 gameplay and don’t look out of place for the aesthetics.

What makes mkx so casual is the extensive story mode and the gore porn. The gore porn is what mostly draws casuals to the game especially because for some dumb ass reason they think it makes the game more hardcore.

Marvel vs capcom 3 / Ultimate marvel vs Capcom 3 is much better than MKX and SFV

ALERT! ALERT! TROLL DETECTED IN SECTOR ES EF 5! INITIALIZING STERILIZATION SEQUENCE IN 4… 3… 2… 1…

STERILIZATION SEQUENCE COMPLETED! THANK YOU FOR YOUR COOPERATION!

Most people never even played or had access to SF3 in the 90’s, so the notion that “people tried the game and didn’t like the roster” is a common misconception.

A lot of gamers didn’t even know SF3 existed. That’s not an issue of roster. That’s an issue of awareness and promotion. It basically didn’t have a real console release unless you count the super late Dreamcast versions.

Ah. So, Combofiend, a Capcom employee, said so. Without saying so. On an episode of Excellent Adventures, a show all about trolling. If you “remember correctly”.

Sounds legit.

I’m just telling the truth.,

The only thing they should learn is that GREAT netcode (not so-so, or good) is one of my most demanded demands.

Capcom doesn’t strike me as the learning type.

It’s called Gorn, gratuitous gore to the degree it’s as common as porn is gorn. And I’m not really sure of your point because a few of the long time fans are starting to get turned off. Now that Brutalities are back I fully expect the X-rays or the cinematic sequence of zooming in and showing flesh and bone bodies being maimed to either replace fatalities or add another option to killing your opponent. Really hope to see that implemented.

As for SF learning from MK, I’d say character design overall. Chun-Li actually sporting an interpol uniform still alludes her. You gotta have these characters step away from their traditional digs for once and stick to it.

You know damn well that is bullshit. That’s another stupid misconception just like “it doesn’t have sf2 characters”. You don’t need to know how to parry well to play nor does the other player knowing how parry hamper you in play this game.

Not really, parry did split the SF audience (talking about hardcore players). In terms of casual players it is a large hurdle. If you can’t parry at all, and the other person can do it well it would likely be a very frustrating experience.

As for SF2 cahracters, yeah it was a big deal. Alpha 3 was there with a much larger cast including many of the SF2 characters. It was Street Fighter 3, but other than Ryu and Ken people everyone else was new. People grow to love characters, and want them in future games.

I was there at the time, I am parroting what people of that time said.

I understand that some people may drop the game because of it, but I don’t see a shit ton of people not playing the game over one mechanic.

This makes sense to me, but at the same time, it rubs me the wrong way. People call for developers to add new characters, yet get upset over the new characters sucking or that there isn’t enough, etc. This in turn cause developers to have add less new characters and keep most of the original in to appease people. Shit, I just want to see a game when the ratio of original/new characters is like 60/40 or 70/30.

People need to understand that certain characters may not make it to the next game. In SF case, I just hate it when people say include the sf2 characters since they are the originals. Add them kills the character selection to me, CvS2 and SFxT come to mind since all you see are just sf2 characters. Hell I’m still upset that there few characters from Alpha, SF3, and other Capcom fgs in CvS2.

Hey it rubs me the wrong way too. I thought it was amazingly gutsy how they brought in a whole new cast for SF3 NG, with only Ryu and Ken returning. I think there should be at least 50% new characters in a fighting game. It makes the whole experience more fresh, more exciting. Fighting games don’t age, so you can always play your favorite character in an older entry if he/she doesn’t make the cut.

If there are 16 in the initial release of SF5, I would love to see 8 new characters, and 8 returning ones with some of those returning characters ones that have not been seen for a long time (Karin, Alex, etc.). However realistically I am hoping we at least get 4 out of 16 being new characters. I suspect it may be more like 2 unfortunately.

Lol wut?

rematch button online and actual, fun single player content is what SF needs to learn from MK

the krypt is awesome!

Regardless if you’re playing it casually or competitively you’re still buying a full priced game. People don’t want to get fucked over when they buy it. If that makes you a casual then fuck being hardcore. Enjoy being a drone.

I’m posting this here because why the hell not…

https://www.youtube.com/watch?v=Ij2Erm1cSqA

Edit- omg! I’m astounded by the number of people who ‘disagree’ with the original post, why would any of you want a shitty single player experience!!! My heart, she is broken now. BRB I GO CRY THX.

Don’t forget the funs for teh family

http://www.youtube.com/watch?v=ShL2_j8-q74

http://www.youtube.com/watch?v=hAYcabqXx7k

On topic and off-topic, outside of things Capcom can “learn” from NRS for SFV, I hope Capcom takes some things they did in SFxT to apply to SFV. And before you crucify me, I’m specifically talking the difficulty of links and some of the character designs.

I really liked how dynamic and unique a lot of the Tekken characters were translated to the “SF4” mold, so to speak. While I’m not the biggest fan of the game, the way Tekken-side was handled from a design perspective was amazing and I seriously congratulate Capcom for it. I still almost playing as characters like Asuka or Alisa.

As for the links, provided SFV has them at the forefront of the execution barrier again, I hope they at least make them “easier”. This was another thing I commended in SFxT. It still had a “linking-based” combo system like SF4, but it did it in a far superior way that didn’t make it seem as ridiculously, and arbitrarily, difficult as it was in the aforementioned. (Also, please keep Lighting Legs as a motion D;)