Why Is Everyone Against Custom Combos In SF4?

CCs end up breaking FGs (in general)

Genei Jin wasnt broken till 3s
it was actually usable and not broken on second impact

CCs can be balanced if programmers just take enough time to test everything

I just hate the look of wall based juggling.

the only character who deserves a CC is Dan. and only if it’s strictly based on his fireballs.

I’m surprised no one mentioned Tao in BB. One of her supers, ABT, allows for CC action. It’s usable because it opens up mixups and gimmicks exclusive to ABT mode, but it isn’t broken because of the way damage prorates in BB (among other things that I don’t feel the need to go into…).

Mostly because of juggle limits and damage scaling alone, I don’t believe CC’s would be broken in SF4. Low-hit, high damage combos (hi sagat) would still rule.

I do, however, believe that they wouldn’t make the game any better. So there’s no reason to include and try to balance them instead of just refining current gameplay elements.

custom combo meters would be great if each round lasted 4 minutes and all damage in the game was reduced by 90%

there are already so many combos which can be done to take someone from full health to dead in under 12 seconds, who needs more of that crap

CCs would break FAs. You cant have 2 clashing systems in the same game.

SF4 was not made for CC’s. Better yet they should make SF5 have CC’s and parry’s. Then I can parry into a cc then go into a ultra that would be epic

:rofl::rofl::rofl:

while we are at it we should make Chun be able to confirm her ultra off of half her normals to stop CCs from being too powerful

Because this is S H I T

I’m assuming custom combos is a system that allows you to link any move you want. SFIV is the opposite. Capcom programmed what moves are linkable and what aren’t. Is that correct?

If that is the case, this was done in order to prevent infinites and long ass, retarded combos?

See Alpha 2 and V-ism in Alpha 3

CC are just to hard to not fuck up. Also, they suck.

Rose needed her “Soul Illusion” Super move back. She had it in SF Alpha 1, 2, and 3. It was not broken or anything. The super move is not really a custom combo at all.

There are custom combos in SF4. Just pick Ryu, get close, then mash a bunch of normals. Then finish with a DP or fireball. Don’t worry, it will all combo.

Sorry to break this to you but that’s not the programmers job. Programmers make what the game designers happen on the platform. Then its up to the QA to make sure it’s right.

Back on topic.

I don’t think that CC are necessary for SF4. This is from a guy who plays with characters that are better with CCs (ie Vanessa & Angel in KOF2k2, and Sakura in A3). They would only complicate a system that is simple enough that the depth comes mostly from tactics.

Alot of people mention 3s being one of the games capcom fucked up in for having custom combos (Yun) but what about yang? He has the same shit. Granted i don’t know to much about 3s since i never got into it seriously but from what i know yang is not rape tier unlike his bro yun. In TVC usually baroque is the least of your worries, there used more for set ups or to end games or cause critical damage to point characters. Although i wont dismiss baroque CC as a good mechanic in the Japanese version, because there are VERY specific baroque infinite glitches that don’t do anything except run down the clock. Although at high level play its hardly an issue, anyway SF4 is fine the way it is. If anything i wish this game had 1 more super for the whole cast, and the FA/SA system reworked more. Imagine high stun super offensive characters with CCs (Viper,Akuma,Seth,Rufus,Elf,Ken). They’d be tossin ya salad all day with a super quick stun just for giggles. (No homo)

Yea its true you dont know much. Yangs SA3 cant be hit confirm and it doesnt have the same properties as Yun’s SA3

Not a single fighter looks the same the first year of release as it does later. Tens to hundreds of thousands of people play these games obsessively upon release, and that’s where discoveries like crouch canceling, roll canceling, kara canceling, infinites, unblockables, etc. come from. Game development and game Q/A are miserable, time-intensive jobs and they’re mostly focused on just making sure the damn thing holds together at all and doesn’t freeze constantly. It’s asking too much to put this all on the developers, to release fighters that have no problems at launch.

Semantics pet peeve: Why is everything ‘broken’ and nothing is just ‘really good?’ Anyways, citing A1 for anything is a bad example. Rose has redizzies and touch-of-death combos with Soul Illusion in A1. In A2 she has unblockables and huge chip damage setups.

In principle, custom combos don’t sound like an awful idea, but in practice, they always end up dominating. Games devolve into using customs or fighting customs. That doesn’t make a game awful by default, but that’s not really SF anymore.

I only want CCs in the next SF if there are super jumps and tag-teams.

Imagine, Rufus CCing you, launching into an air combo, variable air raiding Ryu in, and, and ending in an air-ultra!!! FUCK YEAH
Or a Ryu-Sagat TEAM ULTRA!!! SHINKUTIGERMEGASHOTTT!!!

I think SF 4 also needs alpha counters, (alpha counter jump-in, FADC, ULTRAAAA!!!) and air block. And you should have 3 levels of ultra, light, medium, and fierce. Of course we’d need air parrys back or that’d be mega-broken, lolol

:coffee: