Fighting Games Weekly | July 13-19 | Stream Monster Yearly: Evolution 2015

Honestly, screw the high execution fans. Having tons of 1f links hurts a game rather than helps it and puts a dumb artificial barrier towards learning.

It's not like KOFXIII or Blazblue is super easy with its generous 5f buffer
 
Honestly, screw the high execution fans. Having tons of 1f links hurts a game rather than helps it and puts a dumb artificial barrier towards learning.

It's not like KOFXIII or Blazblue is super easy with its generous 5f buffer
You can't really compare the buffer in SFV to BlazBlue or KOFXIII. SFV (seemingly) lacks the combo options that allow for hard combos in other games.
 
Honestly, screw the high execution fans. Having tons of 1f links hurts a game rather than helps it and puts a dumb artificial barrier towards learning.

It's not like KOFXIII or Blazblue is super easy with its generous 5f buffer

I think it just really shows how much some people have lost perspective. The idea that a game giving you an additional 2/60ths of a second or whatever to hit a button is going to ruin their fun. Then you have people saying crazy things like "Oh, people will always complain about something, so we should keep 1 frame links!". It's such a bad way to think about this, that I don't even know where to begin.
 
I think it just really shows how much some people have lost perspective. The idea that a game giving you an additional 2/60ths of a second or whatever to hit a button is going to ruin their fun. Then you have people saying crazy things like "Oh, people will always complain about something, so we should keep 1 frame links!". It's such a bad way to think about this, that I don't even know where to begin.

Technically 1/60th. SF5 players are suddenly going to find out why all the top players have extra wires to their select button.

That aside, execution is only really a problem when a game starts out. If people stick with a game for a year, and actually put the work in, they'll figure shit out. It is best demonstrated by a game like Marvel. Your bog standard player these days would look like a god if they pulled off half the stuff that is normal now in a vanilla match.... Well ok they would be a god of marvel now just because they are still playing it, but the point still stands.

Execution is only really a barrier of time and removing it is ultimately going to make everybody better and the community stronger.
 
They should put Venom in SFV.

venom-cgu.gif
 
You can't really compare the buffer in SFV to BlazBlue or KOFXIII. SFV (seemingly) lacks the combo options that allow for hard combos in other games.

Even then, It's preferred over locking many characters out of a general audience vs a few aficionados.

There will probably be one or two characters that will be for those execution people anyway.
 
Even with a (small) buffer, if you think SFV isn't gonna require a high level of execution at the top you're crazy. Shit's not gonna turn Joe Sixpack into pre-washed up Daigo overnight. With jab confirms relegated to special cancels, your hit confirms are gonna have to be on point.

I'm more interested in Capcom building SFV from the ground-up for online. Its 2015, online is how a lot of people play now. I know they always say the netcode is gon be godlike, but this is the first time they've ever had a beta to test it/improve it. And its not like most companies' public betas, which are like exaggerated demos a month from release. This is something that's half a year out from the game's release, so they have enough time to take any feedback from here to polish the final product.
 
Are we, for sure, getting a new SF5 character reveal at Evo or will we have to wait until another trade show? I just don't wanna get my hopes up.
 
Are we, for sure, getting a new SF5 character reveal at Evo or will we have to wait until another trade show? I just don't wanna get my hopes up.

Matt D said when he was doing an interview with Gamespot/IGN/Whoever at SDCC to "stay tuned to Evo for more reveals and SF4 biggest tournament in the world".

So.... cautiously optimistic?
 
Matt D said when he was doing an interview with Gamespot/IGN/Whoever at SDCC to "stay tuned to Evo for more reveals and SF4 biggest tournament in the world".

So.... cautiously optimistic?

Ok, that's encouraging. Even if it's not a character it sounds like they're gonna reveal something.
 
Even then, It's preferred over locking many characters out of a general audience vs a few aficionados.

There will probably be one or two characters that will be for those execution people anyway.
Whether one or the other is better doesn't really matter to me. We'll see if the add an execution-heavy character (I could see them not doing it as a design choice). I just don't understand why people are comparing the buffer in anime games to the buffer in SFV.
 
3 frame links definitely means the types of characters I enjoy will be easier and therefore less interesting for me for sf.


Edit: waiting for southwest to open. Evo bound! Getting married tomorrow 8n Vegas! #hype
Hope you know who you are getting married to. ;p
 
In other Fighting Game Criminals news:

http://www.twitlonger.com/show/n_1sn2b55

Those are some weird-ass parents, wtf.
I had a student last year that couldn't go to the school's water park field trip because "he might get hurt". Kid would always say his brother could beat me in chess. So I asked him if his brother had ever played in a chess tournament. "Oh no", he said. "My mom said that if he played in a tournament, he might lose and it would hurt his self esteem. So he doesn't do that."

He's 22. He's at the age where he can ignore his parents weird thoughts about things and donehat he wants.
Eh. If he lives at home and/or parents pay for college, that isn't the case.
 
Whether one or the other is better doesn't really matter to me. We'll see if the add an execution-heavy character (I could see them not doing it as a design choice). I just don't understand why people are comparing the buffer in anime games to the buffer in SFV.

Because you are pressing the same buttons and are fairly likely to be doing the same directional inputs/motions. On a mechanical level there is no difference between "styles" of games, well as long as you are only looking at what happens when the character is grounded.
 
Are we, for sure, getting a new SF5 character reveal at Evo or will we have to wait until another trade show? I just don't wanna get my hopes up.

http://blog.us.playstation.com/2015/07/09/street-fighter-v-ken-is-back/

While the Spring 2016 release date is still a ways away, stay tuned as we’ll be making more Street Fighter V announcements very soon. Maybe as soon as… next week? J Be sure to tune into Twitch next weekend (July 17th~19th) as we hit the road for the biggest fighting game tournament in the world, EVO 2015!
 
Long buffers and f~qcf DPs don't play well together D:

That too, I don't feel like characters should be QCF and DP motions overlap. HCF and DP is fine though- especially if the HCF move isn't designed for combos.

In other Fighting Game Criminals news:

http://www.twitlonger.com/show/n_1sn2b55

Those are some weird-ass parents, wtf.

Some parents are like this- once he goes there and gets through it they'll mellow out some- usually.
 
Because you are pressing the same buttons and are fairly likely to be doing the same directional inputs/motions. On a mechanical level there is no difference between "styles" of games, well as long as you are only looking at what happens when the character is grounded.
The difference is that the hard stuff in most anime games are a result of things that don't exist in SFV like IAD'ing, microdashing, and character specific stuff like hammerfall cancelling or C-Roa shit. You can't really say that adding a buffer to Xrd is the same as adding a buffer to SFV because of how much they differ IMO.

Not to say that they can't just stick Viper in SFV or something if they want an execution-heavy character. Just that you shouldn't ignore the rest of the game when making these comparisons.
 
The difference is that the hard stuff in most anime games are a result of things that don't exist in SFV like IAD'ing, microdashing, and character specific stuff like hammerfall cancelling or C-Roa shit. You can't really say that adding a buffer to Xrd is the same as adding a buffer to SFV because of how much they differ IMO.
Depends. IAD and micro dashes are hard because they can't be buffered. You can also have plenty of difficult to execute combos without any of those.
 
The difference is that the hard stuff in most anime games are a result of things that don't exist in SFV like IAD'ing, microdashing, and character specific stuff like hammerfall cancelling or C-Roa shit. You can't really say that adding a buffer to Xrd is the same as adding a buffer to SFV because of how much they differ IMO.

Not to say that they can't just stick Viper in SFV or something if they want an execution-heavy character. Just that you shouldn't ignore the rest of the game when making these comparisons.

KOFXIII tho

Pretty much all I'm saying is that execution goes beyond 1f links.
 
Depends. IAD and micro dashes are hard because they can't be buffered. You can also have plenty of difficult to execute combos without any of those.
Well yeah, that's my point. Other games have a lot of different stuff to work with and that's why the comparisons aren't useful.
KOFXIII tho

Pretty much all I'm saying is that execution goes beyond 1f links.
Well yeah that goes without saying lol. That's why I mentioned Viper.
 
Well yeah, that's my point. Other games have a lot of different stuff to work with and that's why the comparisons aren't useful.
No more like that you don't even need to bother with the comparison since we just agreed that having a buffer is easier than not having a buffer so adding a buffer and that things can still be complex and hard to execute.
 
KOFXIII tho

Pretty much all I'm saying is that execution goes beyond 1f links.

KOFXIII isn't even that hard outside of a few characters, and the harder standard/bnb stuff is 1f links. Most HD combos are just simple loops that make use of the extremely generous special buffer. If you have enough self control to stop your DP motions at df then you can do more than enough to get by in KoFXIII with a little bit of practice.

IMO the hardest stuff tends to be weird juggles that require specific not-first-possible-frame timing that buffers can't possibly help with. Things like adjusting for character weight in GG, 3S Dudley, tons of BB combos, etc.
 
No more like that you don't even need to bother with the comparison since we just agreed that having a buffer is easier than not having a buffer so adding a buffer and that things can still be complex and hard to execute.
Lol I'm fine with that. That's why they need to put Venom in SFV. :D
 
Anyone buy the HRAP4 Kai? Curious to what folks here think about the Hayabusa stuck and Kuro buttons. Already read 60 Amazon reviews and Markman's thoughts. Just curious if any locals have experience to contrast against Sanwa stuff.

That too, I don't feel like characters should be QCF and DP motions overlap. HCF and DP is fine though- especially if the HCF move isn't designed for combos.



Some parents are like this- once he goes there and gets through it they'll mellow out some- usually.
You can always do a HCF motion if you are worried about input overlaps. I do a HCF motion for Dark Matter into Dark Hole when playing Dormammu. No big deal.
 
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