Would you like an EX version of Charlie?

I’m talking about multiple variations of a character’s base moveset or actual just variations of the same character itself within the same game, that should have been pretty obvious. Stuff like if they did “Ryu” “EX Ryu” and “Decapryu” even if the characters played pretty differently in most ways they’d certainly still share a lot and they wouldn’t be nearly as different or add as much personality OR variation in gameplay as adding Zangief instead of Ryu + EX Ryu or Nash + SFAlpha Charlie.

Re-imagining or remaking a character in a new version doesn’t result in the clone gripe, it results in the “I don’t want change gripe” which really is a poor complaint usually.

I like the aesthetic change that Charlie got. Shows a lot changed to his character. But it would be really cool if there was an alt color that reverted back to his Alpha look, including stance. All the new moves he has should still be there tho. I think it’d be a nice easter egg.

Tell them to shut up.

I can’t imagine Capcom would do a stance change animation given Capcom’s usual cheapness. They didn’t even do it for Decapre :stuck_out_tongue:

I do wonder what (if any) kind of easter eggs there will be. SF4 didn’t really have any big ones beyond the secret bosses and a couple of hidden things in the background of stages (Like Hugo and Mario in the construction site stage) at least none I can think of.

A cool touch will be if they give him his old stance after a while of idle animation… after all even Ryu seem will have an alt idle animation now

Stance change aint happening for an alt. It’s a complete waste of time to have to re-animate all his anims to fit a different idle stance.

What i mean is what happen here

Ryu “karate stance” is likely just what happen when you let the idle animation go for a while

Most likely that they just picked a specific frame from one of his moves where he does that and used it for this bullshot.

Possible, but i will not be surprised if they just did it… SFV seem push a lot on animations, both in quality and in quantity, under that pov seem far from sf4 cheapness

Maybe they (or sony) just invested more $$$ on animation team, possibly as result of a bigger story mode(cutscenes?) and maybe they will compensate using ingame graphic instead anime scenes (endings, intros)

ps: not that i give actual fucks about Charlie getting (or not) an alt stance in his idle animation cycle, but i’m actually impressed from the amount of improvements they did on animations

They wouldn’t need to redo all his moves animations, just his stance. Everything is done using an automatic tweening system to go from one move to another in SF4 and many other games. It more than likely functions that way in SFV as it’s a lot cheaper/easier to do.

I agree, I think it’s just part of his flexing and such during his idle. If you recall Akuma does a very similar thing in SF4

http://i.imgur.com/ziDxkkj.png

I would agree, but that could be said about Ryu and the shoto horde.

Two wrongs don’t make a right :smiley:

In my ideal world there will just be Ryu and Ken (different from each other as much as possible), and IF we really must keep him, a very different Akuma in both design and moveset… keeping what make him unique and distorting as possible every “shoto” move he got

Sakura should get thrown where she belong, the alien tentacle porn industry
Dan as much he’s fun have no place in SFV
Sean forgotten forevah
Mel should stay forever where he is, shitty fanfictions fantasy cast
Sagat should keep what he’s doing, but stop dat tiger uppercut shit in favor of something more muay thai and less shoto

And again, even if we lose Akuma will be no big deal
That hermit douchebag maximum life accomplishment after losing his own souls and 30 years of non stop training, is learn a deadly assassin secret technique that doe’snt work

Think about it, is more dangerous get stabbed in the liver by a drunk gipsy with a broken bottle than getting full SatsuiNoHadoed by Akuma. Dude is the ultimate loser.

Give that slot to the gipsy imho (just don’t make him a shoto)

I understand how tweeing works in games and I also understand the limits to how these tweening systems work. His new stance is different enough that using tweening won’t work.

MvC1 Ryu FTW.

Just using modding without even editing the transitional weights found in character files moves you can do a fairly decent tween on Hugo, using Rolento’s stance, and Dhalsim’s stretch limbs:

I’d say those 3 things are pretty damn different.

I can’t see the tweening from this:

To his new stance Being much harder.

SF4 already handles tweening from a crouching stance directly into a special move without problems, even if that special move is standing like Ryu’s fireball or Fei’s Rekka. That is a pretty major shift too.

SF4 has special transitional float values for specific frames of different moves to help tweak the tweening. Not entirely sure exactly how the float values help/work and what different flags do but many many moves have them for around 2-4F of startup and some have them during the recovery usually for 4-6F.

This isn’t what tweening is. This video simply shows putting the animation data on another bone structure(hugo’s).

You didn’t watch the video slowly or closely as I had expected you would since you understand what tweening is. If you watch slowly you can see that the animation going from a stretch move back to neutral stance is tweened fine, he doesn’t suddenly jerk into place he moves body parts differently than Dhalsim would and does it smoothly to transfer back into his Rolento stance.

I know perfectly well what tweening is. It is the animated frames beTWEEN frames of key frames of animation done to go from one keyframe to the next. Which is handled fine in that video from a completely different move from a completely different character going back to a 3rd characters stance. Which is why I’m saying that they only would need to change the stance animation and not EVERY animation. The systems are in place to smoothly handle a tween from one drastically different stance to another move and back without redoing every animation.

I saw the video. If you look at his legs when he tweens back to rolento stance his legs shift really bad.

If you want your game to look like a bad mugen fighter, then yeah you could possibly use this tweening. If you want to make a game that looks somewhat decent, you won’t be able to tween drastic poses. This is animation 101 stuff here.

The difference between Nash’s two stance is hardly drastic, noticable sure but DRASTIC? In addition that video was using probably no weights at all on the transitional frames, you can modify that to smooth out the tweening. You also ignored the fact his upper body looked fine and the only issue with the lower leg was that the tween needed slight adjustments to bring his left leg back slightly different timing.

Check out how dhalsim’s sHP actually looks normally:

Not that bad of a tween all things considered on Hugo in Rolento’s stance when it’s completely not had the weights for how it tweens modified whatsoever and on a character not even designed to use that move so it already looks funky AND the largest character in the game further highlighting any oddities.

Whatever though, I mean this argument is kind of moot. It’s not gonna happen either way.