I wish whoever did burst limit did a rival school reboot with kof13 graphics but here’s the kicker, 3d gameplay.
Burst limit is guilty gear if it was made in tekken 7’s engine.
Just take that engine for that game and those graphics on rival schools characters…Oh my god no. Oh my god yes. Oh my god, maybe.
But that teleport would have to go and be a command for the rushdowns and the dodge should go to the keepaways.
I think desk should be hired by all fighting game developers as an advisor so that the A.I can perform desk-like combos on you. (only on the hardest difficulty of course)
Jion - I play only USF4,Tekken Tag 2 and Dead or Alive 5 Last Round. The AI in these 3 games perform combos that are laughable.
I really hope the A.I is something Capcom really puts some effort into improving for SF5. One of the main issues with SF4 is that new players who aren’t ready for online will want to train against the CPU. This is where they learn all the horrible tactics like mashing dp and random ultras, because these things are very effective against the computer. The things that they should be learning (footsies, frame traps etc) don’t work because the A.I reads your inputs and punishes you for playing the right way.
You have to think man, the 1-frame link combo’s you’re referring to are completely designed by the fgc (and the developers once everything in game is already finished, hence trial mode in SFIV). You can’t expect the computer to pull off those kind of combo’s unless the combo’s themselves are programmed into the game, which would then make them target combo’s (SF) or chain combo’s (Tekken).
imo because the games get patched like every week the pre-programmed combos would sometimes have to be re-programmed
developers could do it but choose not to because competitive players never play against the AI ever, and those who play against the AI are not interested in eating combos
They don’t have to explicitly know every combo possible. If they input the move characteristics, a computer can perform incredibly fast series of comparisions and pick a move that will hit again during your hitstun(taking into account hitbox/hurtbox, startup, etc). They would also reasonably know what moves are cancellable, which moves chain, etc. No need to hardcode combos unless you’re making a boss with unfair general design and specific intentional weaknesses.
Anything based on precision or speed a computer CAN do better than a human. That’s why we invented them and developed them. But I don’t think it’d be enjoyable if the computer simply said “no” every time you tried something.
Because developing such a system is a waste of time and resources in a genre where most of the game is meant to be played against other people.
Because nobody, not in the dev team, nor in the community really cares whether or not the AI can do that.
The game was originally developed for the arcade, and part of the mentality there, especially in Japan, is to let players figure stuff out on their own. Anything “advanced” that they knew off beyond a certain point was most likely consciously decided as something for the player to figure out. In any case, nobody goes to the arcade to play against the AI.
With each update, the focus is mostly on updating the balance for competition, so updating the AI takes a back seat. It’s probably the lowest point on their list of things they can address (if it even exists as a bullet point).
In any case.
This. Street Fighter has traditionally been a less combo intensive game, save for a few cases (IV, A3). Most games you can win with certain characters just by using pokes and maybe a hit confirm or two (e.g. A2 Rose, 3S Chun).
Originally combos was a bug in the game code for the original Street Fighter II The World Warrior, as the developers didn’t expect this to happen and every hit in a combo chain is a cancel.
Let me explain, originally you should only be able to to do pokes and single hits with the occasional super move. A hit supposed to finish it’s whole animation before you do another hit.
With a combo you are canceling one hit to move into the next. Originally Capcom was going to fix this “bug” but they found out combos became more popular than even the super moves.
So with later revisions of Street Fighter II such as Super Turbo the combos was included as a “feature” rather than a “bug”, and was even incorporated in the characters “A.I.” script.
Hence why many Computer controlled characters never use combos. Also not every developer is a good game player, so combos that are possible in the game code may not be programmed into the character’s “A.I.” script.
Also not all ports of every game is the same, as often different sprites or art accents have to be used or even new game engine code to be optimized for the system/console it is on.
Well, i never said that it was important
I just find funny that other companies actually make a cpu that sometimes can make interesting combos like the GGAC cpu Ky video some posts ago while capcom seems to drop the ball as usual.
This kid here is asking for a potentially np problem, lmao.
Argh. Set the AI to level 8 in SF 5 training mode and I was just standing still and let the Ken AI hammer on me. They can do very simple combos. Something along the lines of Jab jab Critical Art, or jab jab Shoryuken. Still not very good, but better than what we have in sf4.
AI in sfv has the tech though. I set the cpu to level 8, and it does some mad stuff, Ken doing v skill to cr mk hit confirmed to super was something I learned from it.
Chun li in 4 does some pretty good combos, but yeah they’ve really got it going on in 5’s AI.
I don’t believe I can even think of a fighting game that doesn’t* let the A.I do combos besides some of the Street Fighter games.
I guess Soul Calibur and Tekken A.I don’t really get that combo heavy…Under Night In Birth, Blazblue, Guilty Gear, Mortal Kombat, Dead or Alive, ect though…those AI’s will go to town on your ass.