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

Haven't seen much talk about how there's been no arcade announcement for SF5. Are people just assuming that the announcement is coming, or do people just not care anymore? How are the JPs taking it?
 
I think it means he just wants to take him to a romantic dinner.

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Haven't seen much talk about how there's been no arcade announcement for SF5. Are people just assuming that the announcement is coming, or do people just not care anymore?

Someone mentioned in this thread iirc that that they didn't plan one initially but are considering it now.
 
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.

There are complete canned strings like you'd see in a 3D fighter. They even have the branches a lot of the time where they'll have 2 or 3 ways to end the string.

There's also traditional normals. Everyone will have single hit low pokes, sweeps and uppercuts. There's usually a couple of standing attacks that don't start a string. Plus everyone will have a couple of command normals that are unique big single hits.

The strings are better used incomplete than most 3D fighter strings though. Like often the first or first two hits of a string are useful by themselves. For example, in Injustice Catwoman's f+1,1,2,3 is a long ranged overhead into a chain. Up close I use this as her main overhead mixup tool and I'll go for the entire string because I get a combo. However the f+1 by itself is good because of it's speed and range and just f+1 by itself is advantage on block. So it's one of her main footsies tools from farther away. I can throw that out to control space.
 
has NRS considered making the chains a little easier to remember or perform, like they are in 3D games?

One of my irritations with MK9 was strings like b+lp, f+hp , especially given the speed of the game and the lack of hit-confirmability (to me at least). It just felt a little clunky/awkward. I suspect this was less of an issue with Injustice, but I didn't play that.

I liked how the Real Bout series handled it.
 
Any fighting game brave enough to have only 16 characters is a fighting game I want to play.

There needs to be an JP arcade release, tho. Kosuge
 
Any fighting game brave enough to have only 16 characters is a fighting game I want to play.
If having only 16 characters in a game is brave then Skullgirls and Killer Instinct are fucking heroic.

And you already know it's not going to end at 16 characters.
 
Any fighting game brave enough to have only 16 characters is a fighting game I want to play.

There needs to be an JP arcade release, tho. Kosuge

I am sure there will be but I am extremely happy that SF is finally being focused as a console game rather than a port.
 
To be clear I'm not trying to hate on him or anything, just curious.

I have nothing but respect for Bedman players.

Oh no your not, neither am I, also respect for Bedman players. I just found it really funny how conversation led from one threatening another by splitting their noodle to a fall back u nerd.
 
Haven't seen much talk about how there's been no arcade announcement for SF5. Are people just assuming that the announcement is coming, or do people just not care anymore? How are the JPs taking it?

I'm wondering the same. I think it'll come shortly after console release. I imagine their will be a good segment of top players that pick up the console version in anticipation of an arcade release, given that an arcade version is announced prior to ps4 release. The arcade is where most of the testing for balance is usually made so I'm a little worried about that. Maybe patches/balancing will happen a little more frequently in the beginning, also something I don't like the idea of.
 
I have to admit I'm a little bit disappointed in you guys or maybe you just missed it so here's a quote from my earlier post:

Ok guys I know you're all hyped for SFV with the announcement and coming CPTF live demo.

BUT shouldn't we think about making a list of wanted features for SFV from and for the community and TOs? If this is still early in development, shouldn't it be a good time to give them suggestions? We shouldn't always demand devs to ask us to do something and be more proactive.

Like better training mode, user made custom tutorials, highlighting coming tournaments, championship mode from vanilla SF4, ladder matches, PS3 sticks on PS4 etc.

I think that would be a much more productive use of time rather than speculating about rosters and gameplay elements.

Unless of course we're all ok with subpar feature set with flashback to MvC3 online play or evidently basic training options.
Then you might as well go ahead keep talking about your favorite roster, even though there is a thread for it already.
Gameplay like roster is mostly subjective, having a good set of features is not and this affects everybody.

It's easy to moan about these things afterwards, but there is no excuse to not be preventive and provide a nice concise list of constructive/feasible ideas(not gameplay!) to the people responsible for SFV like Ono.
 
has NRS considered making the chains a little easier to remember or perform, like they are in 3D games?

One of my irritations with MK9 was strings like b+lp, f+hp , especially given the speed of the game and the lack of hit-confirmability (to me at least). It just felt a little clunky/awkward. I suspect this was less of an issue with Injustice, but I didn't play that.

I liked how the Real Bout series handled it.



Most strings in MK/IGAU only have directions at the beginning. MKX is the same.
 
Not everything from the game play (two buttons for assists is garbage as is two buttons to switch characters) but quite a few mechanics from Skullgirls should've been used for MVC3.

the only thing i give marvel 3 a thumbs up for is the button layout. take that and mix it with skullgirls engine and i will be happy to play that game.

I wish custom assists never make it into Marvel.

oh fuck that noise.
actually.....
 
Custom assists are the future and the greatest thing that Skullgirls has brought to the fighting game genre.

People hate on that for no real reason.
 
I have to admit I'm a little bit disappointed in you guys or maybe you just missed it so here's a quote from my earlier post:



Unless of course we're all ok with subpar feature set with flashback to MvC3 online play or evidently basic training options.
Then you might as well go ahead keep talking about your favorite roster, even though there is a thread for it already.
Gameplay like roster is mostly subjective, having a good set of features is not and this affects everybody.

It's easy to moan about these things afterwards, but there is no excuse to not be preventive and provide a nice concise list of constructive/feasible ideas(not gameplay!) to the people responsible for SFV like Ono.


You plan on starting a Twitter campaign?

#Becausethat'swhat'skosher
 
I have to admit I'm a little bit disappointed in you guys or maybe you just missed it so here's a quote from my earlier post:



Unless of course we're all ok with subpar feature set with flashback to MvC3 online play or evidently basic training options.
Then you might as well go ahead keep talking about your favorite roster, even though there is a thread for it already.
Gameplay like roster is mostly subjective, having a good set of features is not and this affects everybody.

It's easy to moan about these things afterwards, but there is no excuse to not be preventive and provide a nice concise list of constructive/feasible ideas(not gameplay!) to the people responsible for SFV like Ono.

I hope there's an online mode with best of 3 matches! Other usability stuff is something they should hopefully have figure out on their own by now and by looking at other games. There are great suggestions in various threads here and on SRK; I'm not sure how useful it is though unless devs are directly asking for feedback or confirming that they're 'listening.'
 
Custom assists are the future and the greatest thing that Skullgirls has brought to the fighting game genre.

People hate on that for no real reason.
Classic Dahbomb; if it isn't like my opinion, it's nonsense!

We've had a trillion arguments about why it is/isn't pushing the variability and volatility of multiplayer too far, issues that will really come to light when the cast you're working with isn't so miniscule and relatively easily testable.
 
I hope there's an online mode with best of 3 matches! Other usability stuff is something they should hopefully have figure out on their own by now and by looking at other games. There are great suggestions in various threads here and on SRK; I'm not sure how useful it is though unless devs are directly asking for feedback or confirming that they're 'listening.'

Being that Capcom is a Japanese company, attempting direct feedback is cumbersome, unless you have access to an event where reps are present. Capcom Unity would be the best bet for internet discussion, but then you'd have to post on Capcom Unity.
 
Someone mentioned in this thread iirc that that they didn't plan one initially but are considering it now.
Isn't that what happened with SSF4? It'd be good if they make one, but arcade is such a can of worms with grey imports, updates, and lack of machine maintenance. Just so much frustration involved.
 
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