Get calIed a scrub for complaining about vortrxes. I agree a knockdown should be a big disadvantage. I dont agree you should be able to damn near end the match on a knockdown. Hard knockdowns are that hard to come across. All you need .to do iss sweep And even iof you ca’t os off a hard knockdown, some charscters still get 50/50s. I consider my defense above average. This doesnt mean an ambitious situation is seeable. It’s a guess. You can only really guess and hope your instinct is right. You think blocking is a solution? Play Guile vs Akuma or Viper or Seth. You can literally outplay them the whole game, and they can win on one knockdown. You can block right onces or twice, but eventually you will guess wrong. And let’s not fools ourselves these blocks are guesses.
I personally think a vortex should be a guessing game for the attacker like it is for the defender. That way autopiloting mixups don’t become too good. I mean I wouldn’t even have a problem with vortexes if grapplers had them. I wouldn’t have a rphlem with high mobility characters having vortexes if they died getting in, or had terrible wakeup when they got knocked down. But really vortex characters habe superb wakeup, can’t be pressured well, and has too much probablity.in their favor for guessing.
Lets say my vortex character has 850-900 health. The average anti air to air to air punish is 100 pts dmg give or take. They have roughly 7 to 9 guesses. From some ranges they have 3 ways to jump in at you, 4 if you count empty jumps. You have 1/3 chance of guedsesing wrong. If they score this jump in this is probably easily 300+ spending on meter. Vortex pressure can see them get another chunky combo on reset. What game is this? It’s s numbers game. You can try to guess right wo times on defense, but that’s not going to happpen. Risk vs reward is horribly imbalanced.
Sorry I’m at Starbucks typing from my phone and the new HTC sense sucks for forum.post. bear with these spelling errors l. Auto correct and HTC sense ui on the fly changes makes for an annoying time writing forum post.
I dunno, I think he has a point. Some of the animations are fairly goofy looking and while I wouldn’t suggest trying to make it more realistic, it would be more aesthetically pleasing to me if I didn’t have to watch the dumb look on Yun’s face as he sticks his tongue out after being shot out of Hakan’s ass into the screen. (Yeah, I know, Hakan’s supposed to be goofy. I still wish he was Alex - Dan is enough goofiness for this game, but that’s another matter entirely) I mean, it’s a really minor nitpick and obviously if I was offered the choice of having slightly less silly animations and giving Yang his crossup back I would choose the latter, but I don’t think it’s fair to say that asking for a little bit less silliness in a game about beating the crap out of one another is a ludicrous suggestion.
The dumb looks on the faces are the least of my concerns. Before we touch stupid stuff like this which can pass as goofy, can we fix characters hands and feet to not be gigantic?
juri comes to mind with the feet. i don’t understand how her feet fit those alt shoes at all. it always did bug me lol. but idc because man she sure is sexy in that alt. i should consider maining her again lol.
i think your issue is guile gets fucked up by those characters. he has one of those unblockable friendly wake up boxes, and his reversals require charge and arent that great anyway. he also relies on normals for AA, and thats tricky against characters who shift trajectory. they are really counter designs to guile’s character in this game. he’s the epitome of SF, and seth/viper were designed to get around basic SF
in reality they dont run the mix up train against everyone without taking a fair amount of risk. its easier for them against guile, but for most characters, if you break from the traditional mindset you can turn the tables on their pressure in 2 good reads. like against seth if you do silly shit and just randomly jump at awkward times while under pressure you’ll catch him doing either tanden or spd. normally thats a terrible gameplan, but if that happens more than once per round, you usually win.
same with viper. if you just dp/reversal a bit more often when she’s getting cute with feints and TK strings/overheads/whatever, then all of a sudden she has to run a more traditional form of pressure. the burn kicks are still going to hit you in bullshit fashion, but its the thunder knuckles and FFF shit that does the real stun
at the end of the day, i think their character design is silly as well. and im not minimizing how good those characters really are, but i dont think 2 characters is a reason to kill the offensive options for all the other characters too
If that’s the case Evil Ryu and Oni would be rocking the charts and tier listings instead of their somewhat lower placement. Super Sayian aura and all.
Actually it isn’t just Guile. Most charge characters get destroyed by this. The thing is charge characters all have poor wakeup, bad crossup defense, and are vulnerable after hard knockdown. I also have a real issue with vortex characters having more wakeup options than characters designed to be defensive. That my major gripe. These characters have everything, but they have tons of anti pressure tools. You can’t just maul Viper like she can maul you because she’s going to something on wakeup you have to respect. You can’t maul Akuma or Seth either. I think if these characters have the ability to fuck you on one knockdown, it should be a two way street. It’s not, which is the most annoying thing about sfiv character design
i’ll concede your point about most charge characters getting mauled by the same kind of offense, and them having similar shortcomings
another thing to take note of is that, ironically, viper gets blown up by OSes. she gets away with a lot of stuff because most players in america dont OS
that brings me to my one gripe with the game. you have to get to a really high level of character control to deal with all the “randomness” and bad habits that the game allows players to get away with. you need really precise offense to control what is sloppy defense at higher levels
on the flip side, and in combination with your issue, your neutral game needs to be superb to control the sloppy offense that some characters have
sf4 lets you get away with a lot of really fraudulent shit at anything but the highest level
yeah he gets mauled by viper/seth style offense too
and you need OSes to cover all his dumb wake up shit. that also leads to my point that the real issue people should have is with those characters and not the OSes themselves
Well yeah, lots of characters lose to Seth/Viper. But Bison doesn’t have bad wakeup by any definition of the term. Some characters can OS some of his options, but he still has like, what, 6 things he can do with 1 bar on wakeup?
It’s funny how people just pour that “scrub” word out of their mouths when someone says something they don’t like. So funny. When someone says things like that, only then you realise he/she has nothing really to say and just vomits the childhood anger. I guess it will take some years for them to see how comical this attitude looks while the other person just smiles and shrugs.
Did I say anything about the mechanics? I’m pretty content with the mechanics. That’s where MK sucks. It is just too casual. But SF is pure strategy and knowledge.
I’m only talking about the looks.
No.
What I want is that when the char hits the other a little splash of blood must come out like in the previous SF games.
What I want is not to have a man, after hit by the metal pipe of the opponent to fly to the other side of the screen and crush there all stretched as if he swallowed that pipe and then fall down. Or a char squeezing the enemy and makes him splash to the screen with a ridicilous face.
Take Tekken for example. They never went all gore like MK, but never went to childish points like SF4.
I was talking about everything. Actually. Not just the blood. The blood can make a game look childish, especially when it is overdone. It works for MK but it wouldn’t work for SF.
I like the more serious look myself, I agree with you there. I liked the look of many of the characters in CvS2 for instance.
Yeah, like the aftermatch looks of the SF2 chars all bruised and scarred. That was hilarious to have.
I read somewhere that this huge contrast is why we will never have SFxMK. Cause they won’t agree anywhere.
MK was really comical with that excessive gore previously. But in MK9 they have taken out the funny parts and it became pure brutality. I think I would prefer that, I don’t know. I didn’t play MK9 as I don’t have console. I think SF is a hugely superior fighting game when compared.
But one thing is for sure: MK9 stages just are much much better than SF4 ones.
MK does some things better that I like. In terms of a fighting engine it is inferior, but I do like the huge number of options in terms of modes of gameplay so it isn’t the same thing over and over again. You can mess around and do different things. That’s what I also liked about Alpha 3. MK also places more of an emphasis on story.
SF has the better engine, but I wouldn’t mind characters taking damage, or clothing damage (doesn’t have to be extreme stuff, but just look worn). I would also like them to have more modes of play. Sure versus is fun especially when you want to test skill in a neutral environment. But I also like team modes (which have more strategy) and dramatic battle, which is just fun.