Seriously, why doed everyone take a negative comment seriously, seriously.
Well most don’t, but in this case the people negging the OP are doing so out of typical SRK bravado faggotry. Azrael said it well in the post above yours. It was a perfectly valid question. Never did he actually try to defend them he just asked about them.
I’ve been negging everyone in this thread who’s called the guy out since my first post in this thread. There’s really no reason for the hate.
mm, why all these weird questions are coming from 09ers?
i think. focus system is original, custom is old story. sf4 is all new.
**Believe it or not I’m not a casual player.
Been playing SF since Champion Edition (7 years old), I was a scrub till about 15 (22 now), and Capcom’s fighting games are the only things I play period.
I know about the things you people have posted and I understand what you mean, and I understand now why the CC system wouldn’t fit in the SF2 - style play of SF4.
I honestly just thought it would be fun for Dictator to have CC’s (no painting the fence)
I’ve known about SRK since I was 12 I just never joined cause I thought message boards were stupid ( I kind of see why now)
This shit is like high school, where the seniors that tend to fuck with the freshmen are lame as hell in the first place.
But eh, I still think CC’s are fun sometimes…**
But why do you want to play another game with CC’s? Regardless if they’re broken or not, the 3 alpha games and cvs2 all have CC options.
That’s why I don’t understand people who want to put parries in this game when you can just go play 3s.
**
Basically.
But I still think the neg comments are funny…**
For what little it may be worth: I think it was a reasonable question to ask, and I think the OP has done well in taking the advice and saying he understands why it would be a bad idea.
Because no one wants to make one mistake and end up having to watch their character get the shit kicked out of them by neutral jumping light kicks for 49 seconds. After 20 seconds you start wishing you were being hit by roundhouses so the round would end quicker, but it doesn’t, so you grab a slice of pizza, eat it, and come back to the cabinet in time to see that damage scaling means the round will end in approximately 3 more hours (how it went from 49 seconds to three hours, I don’t know, but therein lies the power of the cc).
Seriously though, cc’s just turn the game into who can hit theirs first and turn it into an infinite. All strategy go out the window and where once you were looking for openings and reacting to tactics on the fly, now you’re just sitting on a full bar and waiting to react to a jump-in ftw.
I think SFEX3 is the only game I can think of where the CC (Meteor Tag Combo in this case) is only a little bit broken, in that it uses up even more meter than a lvl3 super, and the damage is comparable to a lvl3.
Yeah, generally they are not very custom at all.
But yeah, the first thing I said when I looked at the Rose move list was “Where’s the multiples super?”
i make my ow combos and add the to the trials…to fit how i play
Props on being an idiot.
Why thank you, kind sir! I heard you and the mister were taking a trip to Boston. Good shit! Who proposed to who (I never got that element)?
KOF XII does have a great cc system. :razz: If anything,it’s worth taking a look at XII for the CC and how it an be viable and balanced in a FG.
I keep hearing good things about KOFXII. I’ve always been iffy on SNK fighters due to what seems like a lack of frames in animations. It doesn’t seem as fluid as capcom-produced stuff. I liked the idea of running instead of short dashes (seeing ryu in cvsnk2 run towards his opponent in a full-out sprint is badass)but for the most part, graphically I just felt they were skimping on the animations.
I was about to post something along similar lines. Perhaps this thread could be of value to more people if people started posting both the pros and cons (although I think we’ve had enough of that) of CC’s. Statistically speaking, only a minority of CC’s can be considered broken. The problem is that those few CC’s were so abusable that the discussion seems to center around them. They’re basically the few rotten apples that spoiled the whole basket. Also, perhaps people should start considering how they think CC’s can be fixed (eg. no invincibilty frames, lower damage, higher cost etc)?
I dunno, I just think it’s pretty pointless reading the same thing over and over.
edit:
This was most probably a hardware limitation. All things considered, SNK did great work with KOF on the Neo Geo. The new engine running on Atomiswave is pretty slick.
KOF12 is actually running on Taito Type X2. The same board SF4 arcade version uses.
it was broken in 2i, while GJ wasn’t worth it in that game
and GJ was incredibly easy to get big damage with in NG
Aaah… Just read that KOFXI was their last(?) title on Atomiswave.
I wouldn’t want to insert CC into SF4 now, but given what we know of SF4 functions, there should be ways to reduce the chance of a bad CC system in a future installment.
invincible frames are bad? Well not for an ultra… could a CC be made around the limitations of an ultra?
The CC that i think of is Alpha series. The unblockable initial string isn’t as big a problem as the infinite set up after the CC. With the right restrictions its damage output could be closer to a typical ultra.
half ultra CC: 5 sec @ 50% dmg. body does 30% while a shadow does 20%. no other dmg scaling. chip dmg x2 from shadow but grey
full ultra CC: 7 sec @ 70% dmg. body does 30% while 2 shadows do 20% each. 2nd shadow can whiff. no other dmg scaling. chip dmg x3 from shadows but grey
-reduce normal recovery frames by… 2-4 according to strength and reduced push back.
-make normals limited consecutive cancels (lp/lk xx3, mp/mk xx2, hp/hk xx1 into itself)
-reduce special recovery frames by… 5-10 according to type/function/initial recovery
-make specials limited consecutive cancels (lp/lk xx2, mp/mk xx1, hp/hk xx0 into itself)
-have any bonus juggle properties reset on 1st hit after CC meter is depleted.
-EX and Super gets the recovery, shadows, and flat dmg but no other bonus…
I don’t claim this would fix CC as a whole. it’s just an thought to suggest steps could be made for Capcom to make a good one. SNK should not be the only ones to get it right. Maybe Capcom will try again in a crossover series. I’m not exactly attached to CC but i’ld like to see Capcom do it right in a fighting game. it doesn’t even have to be SF.