**Nah that’s not it.
I made this thread because it seemed like I was the only person that liked CC’s.
But the comments have put things in perspective for me.
I can see how they would screw SF4 the fuck up…**
**Nah that’s not it.
I made this thread because it seemed like I was the only person that liked CC’s.
But the comments have put things in perspective for me.
I can see how they would screw SF4 the fuck up…**
There are a couple of reasons why CC’s tend to be broken.
– Start up invincibility frames. This essentially makes the CC anti-everything except blocking. And there have been plenty of characters who didn’t care if you did block (A3 V-Karin and CvS2 A-Hibiki had throw CC’s, the chip damage on A-Sak’s Shosho raped any groove without a counter attack, and V-Akuma just didn’t give a fuck either way). And with simple two-button activation, it makes CC’s anti-everything, anytime.
– More or less safe on miss. You can keep the opponent in block stun or just run away until the meter runs out. Some characters can even go into mixups to put the poor sap BACK into the CC. Some characters wanted you to fall out of it so they could reset the damage scaling (V-Akuma says hi again).
Even if they scale the damage to be less than a super/ultra, CC’s are still a nice chunk of damage that can be dished out at almost anytime, and are safe on miss/block. Not to mention that Capcom always seems to miss something that helps to make CC’s especially broken, like the damage output on Shosho/Paint the Fence.
It’s threads like this that annoy the shit out of me. Not because of the original thread, but some of the meathead responses. LOL GB2 ALPHA NOOB is seriously not required here. He asked a simple fucking question and yet gets flamed for it. The people flaming him are the idiots not him. It’s not like he said, “you guys are idiots for not wanting CCs.” If that were the case then I say by all means flame the shit out of him.
I don’t want CCs in the game either for all of the reasons that Azrael layed out very well, but why is that a green light to flame someone for asking a question?
Because it’s the internet. We’re hiding behind keyboards.
It’d make things a lot more fun like A2, when half the cast can do like 70%+ off one CC.
its the internet, you should be used to it by now. it isnt just srk, its everywhere.
cc’s can be fun, but azreal pretty much laid it out perfectly. another aspect to the cc’s counter everything is that cc’s are generally started by hitting 2 or 3 buttons at once, which also means that you can counter very quickly. you may have a super that is godly, but you gotta put in command inputs as well which takes a lot more time. While a cc is a quick button press.
a button press +invincible startup = madness
of course capcom can change all that stuff, but they always miss something, like azreal said. capcom is 0-4 on custom combo’s(a2,a3,cvs2,3s genei jin), so it’s a pretty high risk to have faith in capcom to add cc’s correctly. But I’m very sure that ono understood this, or we might have seen rose’s “friends” super in this game.
Any SF game that has custom combos turned out to be be broken. Even when the game only had one character that can use it a.k.a Yun it still ended up broken so there’s your answer.
I can’t say whether or not I’d agree with CC’s being in SFIV. However, I will confess that I do enjoy custom combos in A2/A3, CvS2, and the Max Cancel/Free Cancel deal in 2K2/um games.
Only if the time to perform a CC were limited in some kind of way. Hell, CCs disgusted me. They gave certain characters total domination over others. though, I never used them, the max mode and freecancels in 2002/um and in SvC: Chaos (though it was little broken here,) were better. But, still some characters took advantage of this system (Angel, Kyo and anyone with a rekka style combo.) But, in SF4 where combos are a little unlimited, it is not needed. Even in KoF XII, the Critical Counter only last so long and there are over quick.
But if notice in KOF, everytime you cancel a move, you reduce your time to perform a longer combo. Also, if perform a super during the combo, it cost meter for the supercancel and meter for the super. So, it evens out a bit more than in a CapCom game.
Akuma with a CC = :amazed:
I never liked CCs just for the simple fact that its SUCKS sitting through them (i know this is a dumb petty reason). Blankas bite/throw already pisses me off because of how long it takes.
Consider this, SF4 already has chars who can zap 50-60% of your health just from a low short or jab into combo. CCs gain higher damage for EVEN LESS risk.
If people think Sagat is broken because of his damage output, imagine what it would be like if someone could take more than 70% percent of your health.
CCs always come out broken.
**
Good points…**
**Nah man it’s alright.
I’m enjoying the responses.
And I’ve even come to realize why Custom Combos would be such a bad idea.**
O. Red, you say it takes a full gauge to activate v-ism? You’ve never pressed jab and short when you have 50% have you? >.>
When did I ever say that?
**I just checked my rep.
Good god this shit is hilarious…**
“
Originally Posted by True Tatsu View Post
To humor you, lets say they did bring it back…
iirc…
-previous CC were powered by Super meter so they likely would again.
.”
I misinterpretterd your response to true tatsu, but that’s still using super gauge.
Because some of the people around here are stupid.
**In Alpha 3 the super gauge and the custom combo gauge were separate.
That was my idea, to have the option to choose your meter after you selected your character, like in Alpha 3 or CVS2.
You would either have an Super Combo/Ultra or a CC…**
**Ha ha.
So when my rep groove fills up what do I get?
crosses fingers hoping it’s a CC meter**