Street Fighter V Tournaments and Showcase featuring: Daigo, Justin Wong, & PogChamp,

Capcom disagrees

Okay? They also think you should be able to make uppers safe at the expense of meter, silly vortexes, and super lenient input times on reversals.

I mean, I'm loving SF5 so far, but that doesn't mean every choice they make is for the best or ones I'm going to agree with.
 
I think corner cross ups are fine. The person crossing you up has the risk of putting themselves in the corner, and thus in a disadvantaged position, if you block.
 
tDeVdzE.jpg

enhanced-buzz-18045-1370627804-6.jpg
 
Okay? They also think you should be able to make uppers safe at the expense of meter, silly vortexes, and super lenient input times on reversals.

I mean, I'm loving SF5 so far, but that doesn't mean every choice they make is for the best or ones I'm going to agree with.

I agree, but you can't say "it shouldn't" just because you don't like it, that's all. And it's not nearly as "broken" as some of the stuff you wrote tbh
 
Never said anything about not having options. Don't care about other fighting games, either. Not talking about those. /shrug

You shouldn't be able to jump over somebody in the corner, lol.

Heavy knock-downs don't seem as prominent in SFV so it's probably not going to be much of an issue anyway.

Blocking Cammy in the corner looks like it'd be rough though. XD
 
I think corner cross ups are fine. The person crossing you up has the risk of putting themselves in the corner, and thus in a disadvantaged position, if you block.

So now with the absence of plinking, how important is it to have an arcade stick for this game?

There's one less reason I guess.
Who knows what tech this game will have though.

Seems like Capcom are giving the game more simple inputs which tends to help pad players. Birdie's 360 is now a half circle back for example.
If you play pad, stick to pad dude.
 
It's a corner. In a 2D game. You shouldn't be able to cross somebody up in the corner. They've reached the edge of the stage. It makes blocking even more ambiguous than it might be in the center of the stage. The person in the corner is already at a disadvantageous position, and now you've added the most silly to read crossup scenario. It's pretty stupid.

completely agree. In SF4, corner crossups were crazy. Against some characters, you basically had to randomly choose right or left. I said that you "had" to try to block because you didn't have much option:

- back dash and focus back dash wasn't the best idea in the corner
- if you tried a reversal (i.e. shoryuken), you would whiff because your oponent would land behind you
- if you tried to press buttons, you would probably get hit

The idea is that you had to block, but blocking was particularly difficult in that situation.
 
completely agree. In SF4, corner crossups were crazy. Against some characters, you basically had to randomly choose right or left. I said that you "had" to try to block because you didn't have much option:

- back dash and focus back dash wasn't the best idea in the corner
- if you tried a reversal (i.e. shoryuken), you would whiff because your oponent would land behind you
- if you tried to press buttons, you would probably get hit

You say it like blocking is a bad thing.
 
Game looks soooo good right now. No chip damage is a great idea.

Birdie and Nash character models are awesome. Nice they are pushing the processing power inside the PS4.
 
[QUOTE="God's Beard!";168637217]You say it like blocking is a bad thing.[/QUOTE]

well, sorry about that :p The idea is that you had to block, but blocking was particularly difficult in that situation.
 
That would slow down the game immensely. Can't let things become too easy to block.

Not really. SFIV is the only game that even had this. Alpha 3 and 3S did not have them. The damage output of this alone already speeds the games up plenty, and there's talks of tourney matches being best of 5 rounds instead.

The added pressue of corner cross ups in SFIV was just annoying. Your options weren't that great, because chances are you'd be hit anyway, or just plain whiff (and be screwed again).

Edit: ech0ech0 has some extra details.

Being disadvantaged is fine. It is just the frustrating blocking predicament you're put in. It was, for me, one of the worst things about the game. Obviously not bad enough to prevent me playing to this day, but one of the top things I didn't want to see return in SF.
 
Loving how this looks so far. Having the likes of Justin, Daigo, Tokido and so on play does a much better job of showing the game off than the first round of videos from Eurogamer, etc.

Can't wait to play as Nash, he looks stupidly good fun.
 
There's one less reason I guess.
Who knows what tech this game will have though.

Seems like Capcom are giving the game more simple inputs which tends to help pad players. Birdie's 360 is now a half circle back for example.
If you play pad, stick to pad dude.

I was going to stick to pad anyway, but this is good news.
 
Damage looks really high, haha. I can't wait to see what it looks like when folks start maximizing damage on combos. I kinda expect them to tune damage down later on though.

It seems to be very deliberate, probably a pillar of the design:

- increased damage/less reliance on links and combos
- easier inputs
- boob physics
 
Okay? They also think you should be able to make uppers safe at the expense of meter, silly vortexes, and super lenient input times on reversals.

I mean, I'm loving SF5 so far, but that doesn't mean every choice they make is for the best or ones I'm going to agree with.

What is the reversal window in SF4 and has it changed in 5? I agree the window in 4 is too lenient but I don't see the point in going the Xrd route and having a 2f window despite bending over backwards to make everything else accessible.
 
What is the reversal window in SF4 and has it changed in 5? I agree the window in 4 is too lenient but I don't see the point in going the Xrd route and having a 2f window despite bending over backwards to make everything else accessible.
It's still lenient. But without the 1f link/dropped combos everywhere issue, this isn't the problem it was before.
 
So now with the absence of plinking, how important is it to have an arcade stick for this game?

...What. Why?

Can you still plink but without the benefit? The main reason I use stick is that I can treat it like an instrument instead of just a controller.

Apart from the crazy hitstun the game looks amazing. Reminds me of 3S.
 
It's still lenient. But without the 1f link/dropped combos everywhere issue, this isn't the problem it was before.

That makes sense. If you guessed wrong and they hit you with a wake-up SRK, who cares if they were still able to pull it off with sloppy execution. Dropping a link because you're underwater online and they mash out an SRK and turn the tide is a whole other matter.
 
...What. Why?

Can you still plink but without the benefit? The main reason I use stick is that I can treat it like an instrument instead of just a controller.

Apart from the crazy hitstun the game looks amazing. Reminds me of 3S.
Plinking is out, but you have a 3f minimum to hit your links instead of 1f (2f w/ plinking) and it only goes up from there.
 
In a weird way, seeing Birdie and his unreliance on combos makes me want them to revisit Twelve from 3rd Strike. I really enjoyed his poking style, and enjoyed his air float as a way to dash in from above, but his damage output was so small which resulted in you working hard for very little gain.
 
Based on what we've seen so far, does anyone believe throws will be much harder to react to than SF4? It didn't look so bad on stream, but it might be much tougher once you're actually playing. You have to really commit this time around.
 
Top Bottom