You need to play other games.
i agree with op 100%, you can still play footies in both sfxtk and sfiv, but god damn its boring to watch and play because of the walk speed, its just too sluggish
yep, new account dont mean shit. i knew about srk since its inception but i never bothered to get an account til '06. doesnt mean that i was new to SF in '06.
but lets face it, op is probably an alternate account of someone, perhaps a top player, perhaps a well known poster that didnt want his perm account associated with these ideas. still, good sense is good sense.
-dime
I know that but still that is a great first post after being a lurker or returning member. I’ve said what he said before but his is way better because it isn’t going in too hard but not too soft, has video examples, and written in an easy to digest manner.
It’s one of the main reasons I’m probably gonna get rid of this game; none of the characters really appeal to me gameplay wise, and these slow ass walk speeds are a big reason why.
Serious answer here…
Capcom designed this game around their shitty gem system. There are speed up gems…
Get it?
When you’re not scared to jump in on a dp, why would you expect footsies in the game. I saw someone jump 5 straight times (it was only 5 times cos he hit on the 5th attempt). Doesn’t matter how fast you walk if you can’t keep them on the ground.
The effect is only temporary, so it’s only a temporary fix like tape.
Ugh, speed gems are such ass to begin with outside of certain shenanigans. I would genuinely hope Capcom didn’t intend speed gems to be used in that regard, or I guess I should say hope they didn’t tone down walk speed to compensate for what people might do with a whole gasp 10-20% increase in speed for 1/5th the match.
Besides, as many people have stated before we are the minority crying about such an unimportant thing like walk speed. Walk speed doesn’t sell games, none of the shit we want sells games. We just gotta accept that Capcom games are gonna be entry level trash with hopefully some unexpected depth they didn’t account for(to be patched out later though of course).
Because it’s a different game?
SF4 countered the slow walk speeds with focus-dash mechanics, attack feints, and EX moves with armor properties, which gives rushdown characters like akuma and adon ridiculous pressure opportunities against characters with a shaky footsie game. There’s also the prevalence of characters with unique/special attacks that have large amount of lateral movement, like Dictator, Boxer, etc. The end result is that the footsies remain important, but other aspects of the game are allowed to shine like zoning, counter-strategy and the wake-up game.
The real answer as I’m sure somebody has already said is so that the game is more accessible. You don’t die as fast from longer combos, you have gems that will tech throws and block for you, you have a large stage for you to run away if you’re being pressured, and you have slow walk speed so you have more time to see what’s going on. The whole game is slow, I remember this being a real turn off for people when vanilla SF4 was first coming out.
ST didn’t have dashes, SFA didn’t have dashes, CvS2 only had dashes in certain grooves iirc (right? Or was it just rolls, I dunno, been forever since I played it). So while I get the point of showing them, they had to have fast walk speeds because there was no dash mechanic to help you get in. Their smaller stages also helped keep the fight hectic and cramped. 3rd strike is probably the perfect example of what you’re trying to say though, right? But this is a new game, and we all know capcom is going for money and a larger audience in whole, and you can’t really fault them for that.
I think if you like the game, you’ll manage. There are plenty of characters with alternative movement options to help get in from afar, you only want to be walking in the mid range anyways right? If you’re far then dash. I know even then some characters have shitty dashes, but they probably have something to make up for that. I dunno, I don’t have an opinion either way, just blabbing.
I think the main gripe with the game so far is the time though. I feel like with some balancing to certain characters who already do crazy damage, you could help out the whole cast by adding something into the switch cancels where just like it resets the juggle counter, it could step the damage scaling back one or two notches for the incoming character. That way a second switch cancel isn’t completely pointless (right now it’s only really used in short combos or to get the first character back in because the other one has shitty health). Also supers should stop time or slow it down somehow. Blah blah blah.
::shrug:: Just my thoughts.
I played against someone like that today. If your has no AA then a air-to-air is just as good. After nailing Poison’s J.mp and getting a juggle afterward enough times he stopped behaving like a monkey.
A universal increase in walk speed and some stage shrinkage would make this game a lot better.
I have no idea why the floor in this game has so much tar and bubble gum on it. Capcom Racing all stars!
The problem with larger stages because of corner carry combos is, while it might not take any longer than it does in a different game to combo someone into the corner, it still takes way longer to walk them into the corner which is probably more important overall to how the game plays. When you can roll out of the corner for free would getting put there from a lot of combos really be that big a deal anyway?
I mean I think the real answer here is “footsie-based games and long BnB combos don’t mix” but that’s the essence of SFxT and has even less chance of changing than the stage sizes and walk speeds.
I love you
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I think the difference might actually be more pronounced even than this makes it appear since in SF4 the maximum distance possible characters is maybe smaller than in ST, even though it is widescreen, since the camera is zoomed in more? ST throws having like twice the range of SF4 and being 0 frame makes a big difference too.
So it being a different game excuses bad design?
And to whoever it was that mentioned it all grooves in CvS2 had a dash or run.