Fighting Games Weekly | Dec 8-14 | Sony pleads the FiF

What we have now is fine. SF is game with links. Its always had links. Would more chains(ala target combos) be a good thing? Depending on how they make the game, it wouldnt hurt. SF3 had tons of TC's. They shouldnt be the main way you get your combos though. It just wouldnt be street fighter. Let MK be MK and let Tekken be Tekken.

Like I said before, I think the only thing that really needs to be changed in terms of links/combos is lessening the execution requirements for links. Meaning no 1 frame links and no plinking.



If you add an input buffer then even a 1 frame link isn't really a 1 frame link.

Bringing single hit hit-confirms back into the spotlight would be nice.
 
You know after failing to implement rollback-based netcode in xT and struggling with PC netcode for Ultra I think they've finally learned and now that they have a blank slate they'll be licensing GGP- hahahaha just kidding they're going to go all Not Made Here again aren't they
 
You know after failing to implement rollback-based netcode in xT and struggling with PC netcode for Ultra I think they've finally learned and now that they have a blank slate they'll be licensing GGP- hahahaha just kidding they're going to go all Not Made Here again aren't they
Do we really need to pull the posts explaining why GGPO isn't the answer to everything again?
 
Since SFV is being made for PC from the get-go, I hope they include a performance mode for people with crappier computers. Not something I'll need myself (heh!), but it would make a lot of sense. Reduced effects and background density etc. to make it playable on shitcan computers and laptops and whatnot.
 
japanese usf4 arcade will have ver 1.04 update on the 15th

copypasta'd this from r/kappa

WAT

Damn, that balance patch coming in quick.

Yun

adv on block for TC4 changed from -6 to +0
Divekick recovery on ground decreased to 4 frames frames from 6

Cammy

EX cannon strike now +11 on block

Ibuki

All TC's do 50 more dmg
Increased fwd walk speed

Deejay

cr.jab now 5 frame startup from 4
cr.jab +1 adv on guard. Down from +3
light rolling sobat now -6 on block
increased jump duration
slightly decreased fwd walk speed
 
Since SFV is being made for PC from the get-go, I hope they include a performance mode for people with crappier computers. Not something I'll need myself (heh!), but it would make a lot of sense. Reduced effects and background density etc. to make it playable on shitcan computers and laptops and whatnot.

Of course they will. SF4 has a lot of options for fine tuning how good the game looks. That game can run on a toaster.
 
svjCfjG.jpg

This is glorious.
Aksys pls.
 
Of course they will. SF4 has a lot of options for fine tuning how good the game looks. That game can run on a toaster.

really? there were graphics options, I know, but I couldn't get good FPS on my ultrabook nor could my friends on their laptops (varying specs). I'm talking like a hardcore stripped down mode, not just sliders. I guess they might not even need that shit if it's optimized nicely (some recent Japanese games run surprisingly great even on lower specs).
 
really? there were graphics options, I know, but I couldn't get good FPS on my ultrabook nor could my friends on their laptops (varying specs). I'm talking like a hardcore stripped down mode, not just sliders. I guess they might not even need that shit if it's optimized nicely (some recent Japanese games run surprisingly great even on lower specs).

I should rephrase that.

It can run on a toaster with any type of dedicated GPU.

If you dont have a dedicated GPU theres no way anyone will be able to run SFV, let alone any non indie game. There's actually nothing Capcom can do about it either, it's just something you'll need.
 
America needs infrastructure.

Until it gets it, online is going to suck.

Distance trumps netcode.

GGPO does help.

With the increased RAM from 64-bit architecture , I can see rollback-netcode working better than before

Prediction right now: SF5 will not work on WIndows XP.
 
You know after failing to implement rollback-based netcode in xT and struggling with PC netcode for Ultra I think they've finally learned and now that they have a blank slate they'll be licensing GGP- hahahaha just kidding they're going to go all Not Made Here again aren't they
So, when did you plan on telling us you made a gaf account, Mike?

When will Beowulf be done btw?
America needs infrastructure.

Until it gets it, online is going to suck.

Distance trumps netcode.
Maybe if the Earth were twice it's current size. GGPO does wonders with 300ms that murder the experience in Capcom and ASW fighters. I should know having spent hundreds of hours with games from each company, something that few even here can boast.
 
Whats up with that Deejay stuff,man. lol.

Well, Capcom took a look at the character and heard what people like Count Blackule wanted from Deejay. They listened. At first they were gonna make lk sobat low invincible again, but then they thought about it and after much deliberation concluded that sobat being a special that you can whip out in neutral is probably not a good idea and will probably be abused eventually. So to counter that they made it -6 on block.

The other changes...well...balance...and fuck deejay.
 
Well, Capcom took a look at the character and heard what people like Count Blackule wanted from Deejay. They listened. At first they were gonna make lk sobat low invincible again, but then they thought about it and after much deliberation concluded that sobat being a special that you can whip out in neutral is probably not a good idea and will probably be abused eventually. So to counter that they made it -6 on block.

The other changes...well...balance...and fuck deejay.
You forgot giving yun a 5 frame throw invincible ex command throw
 
Well, Capcom took a look at the character and heard what people like Count Blackule wanted from Deejay. They listened. At first they were gonna make lk sobat low invincible again, but then they thought about it and after much deliberation concluded that sobat being a special that you can whip out in neutral is probably not a good idea and will probably be abused eventually. So to counter that they made it -6 on block.

The other changes...well...balance...and fuck deejay.

You're making me cry.
 
Do we really need to pull the posts explaining why GGPO isn't the answer to everything again?

Rollback-based netcode hasn't stopped being the best possible option for online play with 2D fighters, though.

It even encompasses delay-based netcode. You can play underwater as much as you want if you need to mitigate lag that way.

Plan for it from day one and you're fine.
 
Rollback-based netcode hasn't stopped being the best possible option for online play with 2D fighters, though.

It even encompasses delay-based netcode. You can play underwater as much as you want if you need to mitigate lag that way.

Plan for it from day one and you're fine.
I think there is a great quote I can mangle for this particular situation.

Rollback-based netcode is the worst form of netcode, except for all the others.
I have a feeling this gif will be all over the internet very soon. Dude is leaking tears like it's DMC4 multiplatform all over again.
 
WAT

Damn, that balance patch coming in quick.

Yun

adv on block for TC4 changed from -6 to +0
Divekick recovery on ground decreased to 4 frames frames from 6

Cammy

EX cannon strike now +11 on block

Ibuki

All TC's do 50 more dmg
Increased fwd walk speed

Deejay

cr.jab now 5 frame startup from 4
cr.jab +1 adv on guard. Down from +3
light rolling sobat now -6 on block
increased jump duration
slightly decreased fwd walk speed

mhmh ibuki already has increased walk speed. TC4 going to be even more beast
 
True enough. But with links, there's a discernible reason for why things are comboing into each other: one move leaves enough hit-stun on the opponent for the next to connect in time. This allows for experimentation with individual moves and the creation of unique combos based off of observing different moves' properties.

MK style target combos, on the other hand, operate under the modus of "they work because we programmed them that way." Once again, I'm okay with a few here and there (e.g. Ibuki and Dudley combos), but to prioritize that system for most characters in the game would seriously hinder the creativity and intuitiveness of the game's combo system, in my opinion.

I dunno- whether a system has more links or more cancels, what's ultimately possible is possible and is gonna have to be memorized. You might appreciate that there's a clear logical basis for a link-based combo working due to frame advantage on hit+move start-up time, but I don't think most people care. There is still lots of combo creativity in cancel-heavy combo systems (see: marvel). The main difference to me is that links are significantly harder than cancels.
 
For all the jokes, I personally actually seriously hoping Dee Jay gets what he needs in 1.04. Character variety is good. We'll be playing SF4 for a very long time to come.

Dude has been either the weakest or nearly the weakest character in every single version of the game he's been in.

EDIT: Think about it this way. Pepeday is really freaking good. Before Ultra, though, nobody knew who he was. Why? Because Fuerte was ass tier. By giving Fuerte buffs, Capcom has allowed more Fuerte mains to perform well at tournament and show off their skills.

There are Dee Jay players out there who could be the next Pepeday if their character gets made to be not-D-tier.
 
For all the jokes, I personally actually seriously hoping Dee Jay gets what he needs in 1.04. Character variety is good. We'll be playing SF4 for a very long time to come.

Dude has been either the weakest or nearly the weakest character in every single version of the game he's been in.
Alternatively, maybe we should respect franchise tradition. It's never too late to make up for mistakes made with Dan!
 
Ryu
Ken
Chun
Guile
Dhalsim
Zangief
Bison
Makoto
Urien
Ibuki
Dudley
Juri
Karin/Viper
NEW
NEW
NEW

Bolded who I don't think will make it.

Karin is impossible, her design is not owned by Capcom.
Makoto is the most likely of the four but I think she's too minor to survive the 16 character hard limit.
Viper has no real reason to be in the game - she's got an interesting moveset but she's neither an iconic SF character or a well liked one.
Urien is just too sexy to be rendered in 3D.

--

Saying Viper doesn't deserve to be in makes me sad, as the same can be said for Rufus.

The exception is that Rufus got put in SFXT, so I think he must be at least a little popular with Capcom. (And he had the best not-JinVSBison trailer).

Ibuki is on the verge of being cut, but if the game is quite air-oriented then she's a lock - a popular design amongst the fanbase and a 3S rep. Dudley, it has now been shown, is too damn hype to not make it. Everyone loves Dudley. I think Juri will be a permanent SF character from now on. She's the Super SF4 main (anti-hero) character after all, made it into SFxT, is a popular character amongst the casuals and has a wide toolset they can adapt to the new engine.
 
I dunno- whether a system has more links or more cancels, what's ultimately possible is possible and is gonna have to be memorized. You might appreciate that there's a clear logical basis for a link-based combo working due to frame advantage on hit+move start-up time, but I don't think most people care. There is still lots of combo creativity in cancel-heavy combo systems (see: marvel). The main difference to me is that links are significantly harder than cancels.

I see what you're saying, but the cancel-combos of Marvel are very different than the chain combos of MK.

The former is based on a universal system of cancels (A-B-C-S, etc.), whereas the NRS dial-a-combos and target combos are completely bereft of rhyme of reason.

Yes, there will always be memoraization when it comes to combos, regardless of the type of combo. But links, as well as the Marvel magic series, have observable and/o easily memorized reasons for working.

I guess I'm saying that there's a world of difference between memorizing L, M, H, S, (which works for every character) and memorizing something like A,A,C,B,D which would work for only ONE character. I agree that links can be damn hard, but I'd rather those than the alternative.
 
GGPO does help.

With the increased RAM from 64-bit architecture , I can see rollback-netcode working better than before

Prediction right now: SF5 will not work on WIndows XP.

KI uses it's own form of rollback and works pretty damn great. See no reason why SF V couldn't do something similar.
 
Am I the only one who hates guard break? If blocking is too good, your game has serious underlying issues that need to be addressed. Buff mix-ups or other offensive options instead!

I think guard breaks are a great idea if balanced correctly.

WHY DA FUCK IS DmC2 IN THE FUCKING BANNER!!!!????

Delicious salt.

Actually that was a misquote unfortunately, PC players can't play PS4 players for USF4. It's just for SF5 that they can... But I'll no doubt get USF4 for PS4 when I get one in hopes that PS3 lag is nonexistent, than we can dance.

Sad face, I guess SF5 shall be when we truly dance. I might get USF4 but I don't want to buy the game for the 4th time already...

Man the casual reaction to sfv is strangely negative...all I seen about it is how it looks like sfiv or console war bullshit. Not a lot of genuine interest or excitement seemingly.

Hope this doesn't turn into a 3s scenario where the General public doesn't give a shit anymore.

welcometoneogaf.gif

The game looks so fluid and meaty, loving that. Hope we see at least 1 or 2 more characters at Capcom cup.

SereneExaltedAmurratsnake.gif

This, meaty is the word. The hits feel heavy and have impact. That shoryuken in the trailer is looking brolic as hell.
 
ive never played an NRS game so forgive my ignorance but do the chains include completely unique moves/animations mid string like a 3d fighters might? do MK and injustice have the same kind of concept of a "normal" like a SF or Arcsys game would?
 
Viper doesn't have the same license issues as Karin though.

The had to license Strider, right?

ive never played an NRS game so forgive my ignorance but do the chains include completely unique moves/animations mid string like a 3d fighters might? do MK and injustice have the same kind of concept of a "normal" like a SF or Arcsys game would?

Yes and yes.

The combo strings are unique animations and you press a button to get a normal, that you can toss out there to poke and footsie with (usually works best with crouching jab/kick)
 
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