Street Fighter V Roster Discussion: P-P-P-P-PATTERN BREAKER

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Yet most of the match you're playing the patience game, not building much V-trigger meter.

This is why i'm stoked for the newest 'crush counters build vmeter' change, which i hope they leave in the final game. So far i think she benefits from this the most out of all the current characters.
 
Lol wrong as fuck.
See, me and you don't always agree! :-P

It's a good mindset for balance-testing the game- looking for those min/max type things, but design? Nah. You need to be willing to adjust and tweak things, because you are god, and this is your world. If you design a world that people don't want to live in (Hi, initial SF4 prototype w/ collision detection!), that is going to be a problem for your sales.

As a competitor, you've gotta live with the shit sandwich Ingrid left you and do the best you can utilizing stuffing the bullshit you find in it down other people's throats. As a designer, you're trying to make the bullshit taste less bad to the person eating it.
You need to approach game design from as many view points as possible. It's why fighting games have easy characters and technical characters. Its why dmc has easy stuff you can beat the game with or crazier fancy stuff
This isn't a POV thing, this is a thought process thing.

To a competitor, the game is static. To a designer, the game is liquid.
 
Chun changed so much from the reveal trailer to now that I don't really expect her to stay that way. I hope they find something to make her more interesting. Not that she's bad, though.
 
Again, I am ONLY talking about his fun factor for me. I don't mean his effectiveness is decimated. With 2-3 new crush counter options and V-Cancelable Knee Press, he is probably better than ever. But I don't select my mains based on how good they are. I pick them because I enjoy playing them. From a standpoint of hype and general interest, Bison has been decimated to me.

.

The fun can come back. Every character is getting tons of little changes that the general public will likely never find out about and some will be seen as good and some as bad. Let's say E3 Bison was Bison 1.0 and the most current version is 2.0 by the time the game comes out we may be on Bison 5.0, with positive infernos, but a slower knee press or whatever.
 
Seifuku's never go out of style.

lDPxQm2.gif


Next time use uniform. We don't need that "translator's note: keikaku"shit here son.
 
I fought Vulva's Chun in the beta. Got wrecked. I didn't find her to be weak, but very few people understood how to play her.

Really? I'd say shes really strong. Great footsies, great vtrigger, godly AA's. Only thing i didnt like was her vskill and her overhead, but shes still very strong. Actually i hope they dont nerf b.hk, its so good.

I played Chun exclusively in the beta and her tools for footsies, pokes, AA are great. VTrigger, by itself, is great as it allow some insane damage from combos.

However, she will suffer a lot from keep away games. Her tools to get close to the opponent are lacking. Her jump is too floaty and can be easily AA'ed, and her Vskill is useless unless you see an attack coming even before it's inputed. On reaction, it does not worked, I tried.

And, she lacks a good way to deal considerable damage. Most of the combos I know so far would depend of a jump in with vtrigger active or her CA.

Her V Trigger itself if only truly useful if you get the opponent into a corner or stay really close to them.


Yeah, I was desperately trying to find pros play Chun, but none did. I think vesperarcade was the best streamer I could find, he played her almost exclusively.

Plenty of characters seem weak early on and develop later. In SF4 characters like Cammy, and Viper got ignored fore awhile, even though they had plenty of great stuff in the earliest versions or Zero, C. Viper or Morrigan early on in MvC3. Chun-Li has some of the best tools in the previous beta and her only real shortcomings are the slowness of her v-skill and low damage compared to some of the other characters in the beta who do tons of damage easily.

I still think Chun needed a couple more attacks. In the first reveal video of the game, she had several attacks that are missing now.
 
so this is what we do when we sit around waiting for reveals eh

RIP FGW your shitpost live here now.

This is technically one too though

Long story short, Inferno got nerfed because bad players complained it was too hard to use. They then converted it to a qcf move which in return it was too strong as a move with that command so they turned around and had to nerf it. So basically. A pointless change.
 
See, me and you don't always agree! :-P

It's a good mindset for balance-testing the game- looking for those min/max type things, but design? Nah. You need to be willing to adjust and tweak things, because you are god, and this is your world. If you design a world that people don't want to live in (Hi, initial SF4 prototype w/ collision detection!), that is going to be a problem for your sales.

As a competitor, you've gotta live with the shit sandwich Ingrid left you and do the best you can utilizing stuffing the bullshit you find in it down other people's throats. As a designer, you're trying to make the bullshit taste less bad to the person eating it.

This isn't a POV thing, this is a thought process thing.

To a competitor, the game is static. To a designer, the game is liquid.

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images


by the way, there's next to nothing intuitive about MOBAs/Dota 2. fighting games are exponentially easier to wrap your head around. 'new players' is a concept that doesn't really mean shit. there's a learning curve to anything. making a game competitively meaningful is a pretty good idea.
 
I don't understand what you're trying to say, other than pointing to how a large casual player base leads to good things for a competitive scene?

MOBAs are very easy to pick up and play control-wise, it's part of why they have a lot more people playing than FGs.

Another part of it is that having teammates around gives people someone to blame other than themselves when they lose. This is also part of why TCGs are more successful- people can blame "luck" for losses they were actually in control of.

FGs not having these things puts them at a disadvantage in terms of player retention.

'new players' is a concept that doesn't really mean shit.
You are Darkstalkers-level dead wrong on this one.
 
it's just so laughable that you consider V-reversals deterring as a concept but gloss over the crazy burden of knowledge required to figure out even 1/4 of the shit that takes place in a single moba match. I don't think I can wrap my head around your ingrid sandwich game design babble, so I'll drop it.
 
I don't understand what you're trying to say, other than pointing to how a large casual player base leads to good things for a competitive scene?

MOBAs are very easy to pick up and play control-wise, it's part of why they have a lot more people playing than FGs.

Another part of it is that having teammates around gives people someone to blame other than themselves when they lose. This is also part of why TCGs are more successful- people can blame "luck" for losses they were actually in control of.

FGs not having these things puts them at a disadvantage in terms of player retention.

You are Darkstalkers-level dead wrong on this one.

going to have to disagree here - MOBAs are the way harder to pick up and play in any respect
 
it's just so laughable that you consider V-reversals deterring as a concept but gloss over the crazy burden of knowledge required to figure out even 1/4 of the shit that takes place in a single moba match. I don't think I can wrap my head around your ingrid sandwich game design babble, so I'll drop it.
No, the input command is not deterring players from the game. I'm saying that putting offense of the game that's explicitly designed thinking that the defending player is going to use a V-reversal as a primary escape isn't a good idea because a lot of players won't be using them at lower levels. (edit: This is something that's not so much an issue in say, an ArcSys game, because the barrier to entry execution wise is a lot higher- they can expect more of their players.)

Unintuitive = this isn't something you'd naturally come to the conclusion to do. For instance, "Don't let Dieminion Corner himself" was suggested on commentary during TFC. It's unintuitive because it flies in the face of basic FG theory (opponent in corner = better!) But they actually had arguments to back up what they were saying.
going to have to disagree here - MOBAs are the way harder to pick up and play in any respect
Not from an execution standpoint, which is huuuuuge. Character control/movement is super easy. It's the rest that's hard.
 
If we are getting a character in a few hours, then what's this on the 20th?
http://gematsu.com/2015/09/tokyo-game-show-2015-live-stream-schedule#capcom

"11:35 to 12:20 – Capcom TV! SP Street Fighter V and Momochi! New Character Introduction + Exhibition Match – A new Street Fighter V character is introduced and an exhibition match is played. Featuring Capcom Cup 2014 champion and pro gamer Momochi (of Evil Genius)."

Is it just going over the revealed character in more detail?
 
『Inaba Resident』;179068256 said:
If we are getting a character in a few hours, then what's this on the 20th?
http://gematsu.com/2015/09/tokyo-game-show-2015-live-stream-schedule#capcom

"11:35 to 12:20 – Capcom TV! SP Street Fighter V and Momochi! New Character Introduction + Exhibition Match – A new Street Fighter V character is introduced and an exhibition match is played. Featuring Capcom Cup 2014 champion and pro gamer Momochi (of Evil Genius)."

Is it just going over the revealed character in more detail?

yes
 
going to have to disagree here - MOBAs are the way harder to pick up and play in any respect

This is entirely off topic and its more an apples to oranges comparison. But from a players point of view. Many casual friends of mine are easily able to move/cast spells in MOBAs. Due to its simple point and click nature.
Whereas Command Motions/Charge seem much harder to pick up and just do.


In terms of scrub tier level of play. In a MOBA the player is more satisfied since he feels he at least has basic control over the character.
Getting that same level of Basic mechanical control over the character in a fighting game will require a little bit of practice to at least do a Hadoken consistently.
 
Wait I'm confused. I thought the character reveal was on the 20. Now it's in 4 and half hours? Am I reading correctly?
 
RIP FGW your shitpost live here now.

This is technically one too though

Long story short, Inferno got nerfed because bad players complained it was too hard to use. They then converted it to a qcf move which in return it was too strong as a move with that command so they turned around and had to nerf it. So basically. A pointless change.
You get it. But you usually do.

I played Chun exclusively in the beta and her tools for footsies, pokes, AA are great. VTrigger, by itself, is great as it allow some insane damage from combos.

However, she will suffer a lot from keep away games. Her tools to get close to the opponent are lacking. Her jump is too floaty and can be easily AA'ed, and her Vskill is useless unless you see an attack coming even before it's inputed. On reaction, it does not worked, I tried.

And, she lacks a good way to deal considerable damage. Most of the combos I know so far would depend of a jump in with vtrigger active or her CA.

Her V Trigger itself if only truly useful if you get the opponent into a corner or stay really close to them.






I still think Chun needed a couple more attacks. In the first reveal video of the game, she had several attacks that are missing now.
Did you watch my combo video for her? I feel like she does good damage.

I agree that Chun needs more. Cammy, too.

Do you guys think that Capcom will reveal an older women to please us western fans?
Chun-li?

I'm going to laugh if it's not Karin.

..I'm also going to laugh if it's Karin.
As long as it isn't another ZzZ zZz SF2 veteran.
 
Did you watch my combo video for her? I feel like she does good damage.

I agree that Chun needs more. Cammy, too.

I did watch it, but most of her good combos aren't exactly good for an actual fight.

Her damage output depends too much in Vtrigger, CA and by being really close to the opponent or a jump in.
 
What I really liked was how well the move symbolically fit his character. He is Dictator, the oppressor. In the neutral, you are free to move about. When you get hit, you are under his grasp - can you escape and regain independence? Suppose you fail, and are pushed to the corner. Now you are imprisoned in Shadaloo HQ. There is no escape.


I wreck with a smile. ;D


Damn straight.


Nothing to complain about, then. People just had to get used to him, like I said.


Yeah, let the people who will never play the game do that after her reveal.

Dude it was a beta. The first of several at that. How can you let yourself get so attached to and dependent on a single move? A lot is still going to change from here on out.
 
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