Street Fighter V Roster Discussion |Thread 2| Deal with it & place your hope for DLC

Having a trademark annoying asshole character that no one likes is not something I'd consider "important".

I like him. I like what he brings to the games. I like that his inclusion means adjusting other characters, and Dhalsim, for the tools he brings. It adds diversity to the roster, it adds a different style of gameplay to the game, and that is nothing but good. Diversity in gameplay is one of the most important things in a fighter.

And this is coming from a person that would never actually use Dhalsim.
 
Sim isn't even that tough to beat and any good Sim is just fucking good and gdlk. I have never found him annoying to face. Now Blanka...there is a motherfucker that rustles my jimmies off of some basic shit
 
Breh, looking at the USF4 cast, Sim is the like bottom 5 least asshole characters in the game.

Pretty much. I don't understand where the sudden idea that Dhalsim was so annoying when you had...pretty much anyone else who could be way more annoying to go up against. Dhalsim is far far FAR down on my USF4 list of characters I hated to fight.
 
Yep. I appreciated a good Sim.

Same, that shit is hard. Same with a good gief. Ultimate spacing and footsie characters. Seems like people appreciate that less and less. Makes me wonder why KoF isn't more popular since that seems to be the pace most people want with less zoning, less "projectile spam" and super mobility and in-your-face gameplay 95% of the time.
 
Same, that shit is hard. Same with a good gief. Ultimate spacing and footsie characters. Seems like people appreciate that less and less. Makes me wonder why KoF isn't more popular since that seems to be the pace most people want with less zoning, less "projectile spam" and super mobility and in-your-face gameplay 95% of the time.

It doesn't have Ken
 
My hatred for sim got a lot less once I learned the matchup.

The struggle is so real and I feel bad for them when I do things like empty jump ultra on a limb and then undo 90 seconds of hard work
 
My hatred for sim got a lot less once I learned the matchup.

The struggle is so real and I feel bad for them when I do things like empty jump ultra on a limb and then undo 90 seconds of hard work
There was a sudden moment of brilliance when I realized for the first time I could fuck up a Dhalsim through the limb. It was like some whole new world opened up to me.
 
Same, that shit is hard. Same with a good gief. Ultimate spacing and footsie characters. Seems like people appreciate that less and less. Makes me wonder why KoF isn't more popular since that seems to be the pace most people want with less zoning, less "projectile spam" and super mobility and in-your-face gameplay 95% of the time.

Because the casual fighting gamer, or beginner doesn't have the execution to play KoF at even the basic level, so instead they jump on SF with it's somewhat lenient controls and just cry about a certain play-style or archetype.
 
Daigo vs Justin in 3S is the most iconic match in SF history. It featured classic and memorable third strike characters like Chun-li and Ken. Capcom is nice enough to put both of them in SFV, so cheers to them.

It's nice to see that Capcom is catering to Street Fighter 3 fans. It is unfortunate that SFIV fans are being ignored though, maybe DLC.
 
Because the casual fighting gamer, or beginner doesn't have the execution to play KoF at even the basic level, so instead they jump on SF with it's somewhat lenient controls and just cry about a certain play-style or archetype.

No, it's more that SF is vastly more popular.
 
Same, that shit is hard. Same with a good gief. Ultimate spacing and footsie characters. Seems like people appreciate that less and less. Makes me wonder why KoF isn't more popular since that seems to be the pace most people want with less zoning, less "projectile spam" and super mobility and in-your-face gameplay 95% of the time.
Someone who can't deal with "projectile spam" in SF will give up on KoF the moment he encounter a good Athena, King, Saiki or Ash! I actually saw that happen:
Fights Guile
- I hate this projectile spam shit, lets play a real fighter like KoF
Fights an Athena, Leona, King team... Never get past Athena.
- ... Fuck this broken ass shit!
 
Enjoy her for now. I'm feeling the same way about Mika that I felt about Cammy. Which was literally no feelings, then Cammy totally sold me on her gameplay in the first beta. The sad part, is Cammy's dramatically different now and lacks many many tools she had before. I fear the same could happen to any of the post Necalli characters. I do appreciate it and I also hope she remains a beast up until launch. Fighting games are exhilarating when every character has easy to perform but threatening tools.

Maybe you or someone else can answer me this riddle: why oh why is Capcom taking away these tools that make a character fun, especially if it doesn't necessarily lead to better balance? Are they simply not aware of this effect? Are they for some reason still opposed to balancing things by giving every character powerful tools instead of taking things away from those that stand out too much? I though they'd left that behind in IV, going by the interviews back then.

I'm really struggling to understand the thinking that goes into this balancing process (all the way back to 3rd Strike and the nerfs to Sean for instance) and how Capcom can justify such changes. Surely they must know what they're doing by now, especially considering that people like you almost instantly can tell if a character's tools and moves are still viable/fun or not?
 
Maybe you or someone else can answer me this riddle: why oh why is Capcom taking away these tools that make a character fun, especially if it doesn't necessarily lead to better balance? Are they simply not aware of this effect? Are they for some reason still opposed to balancing things by giving every character powerful tools instead of taking things away from those that stand out too much? I though they'd left that behind in IV, going by the interviews back then.
They're not taking away "fun" tools(in Cammy's case at least), they're taking away tools that make the characters more one dimensional. You mostly hit confirm with lows in SFIV because it's easier, safer and lead to comparable combos, you can also set up throws, maintain pressure, set up frame traps with lows. This this give medium attacks less purpose at the range where lows can hit.
Now that damage from lows is much lower, you'd try to hit confirm with medium attacks if you want the damage and use lows to maintain pressure, set up a throw, etc... By taking a tool, your opening the way for others to shine.

Your question is way too general though, Capcom doesn't have a hard written method they go through while buffing/nerfing characters, it's better to look at each case separately. Still, taking one character's fun could bring fun back to the game, see Yun's AE > 2012 nerf. :D
 
Good sims are a goddamn nightmare, but with each fight I am learning how to get in and fuck him up just a little before losing. Slow progress with that particular matchup.
 
They're not taking away "fun" tools(in Cammy's case at least), they're taking away tools that make the characters more one dimensional. You mostly hit confirm with lows in SFIV because it's easier, safer and lead to comparable combos, you can also set up throws, maintain pressure, set up frame traps with lows. This this give medium attacks less purpose at the range where lows can hit.
Now that damage from lows is much lower, you'd try to hit confirm with medium attacks if you want the damage and use lows to maintain pressure, set up a throw, etc... By taking a tool, your opening the way for others to shine.

Your question is way too general though, Capcom doesn't have a hard written method they go through while buffing/nerfing characters, it's better to look at each case separately. Still, taking one character's fun could bring fun back to the game, see Yun's AE > 2012 nerf. :D
you mean lights
 
Does sfv have damage scaling as the life bar goes down like in sf4?

Coz that makes no sense and needs to fuck off.
SFIV doesn't have scaling as the bar goes down? The scaling comes from combo hits. The more hits you combo, the less damage the last hits will make. But a non combo hit does the same damage full life bar and 20% life bar.
 
SFIV doesn't have scaling as the bar goes down? The scaling comes from combo hits. The more hits you combo, the less damage the last hits will make. But a non combo hit does the same damage full life bar and 20% life bar.
Filter is correct. It's a very slight damage buff that everyone gets when they hit like 30-40% life. Like 120 damage goes down to 115.

I think I remember having similar types of scaling in training mode in the previous beta. Can't be too sure though since it was a month or two ago.
 
Filter is correct. It's a very slight damage buff that everyone gets when they hit like 30-40% life. Like 120 damage goes down to 115.

I think I remember having similar types of scaling in training mode in the previous beta. Can't be too sure though since it was a month or two ago.
I stand corrected then.

Then I agree, it needs to go away.
 
They're not taking away "fun" tools(in Cammy's case at least), they're taking away tools that make the characters more one dimensional. You mostly hit confirm with lows in SFIV because it's easier, safer and lead to comparable combos, you can also set up throws, maintain pressure, set up frame traps with lows. This this give medium attacks less purpose at the range where lows can hit.
Now that damage from lows is much lower, you'd try to hit confirm with medium attacks if you want the damage and use lows to maintain pressure, set up a throw, etc... By taking a tool, your opening the way for others to shine.

Your question is way too general though, Capcom doesn't have a hard written method they go through while buffing/nerfing characters, it's better to look at each case separately. Still, taking one character's fun could bring fun back to the game, see Yun's AE > 2012 nerf. :D

Thanks for clarifying. I assume you disagree with Max then, about the taking away the "fun" part (from Cammy in this case)?

I was mostly using his terminology because he played the game extensively and I haven't at all yet (and because I like his videos of course). Still, I now get that there are multiple views on this, one being what you're saying about making characters less one-dimensional.

And yeah, I realized I was asking a very general question that would probably require a book that looks at all fighting game balancing in order to answer it fully, but I still felt it worth it to ask anyway.
 
Im going to chime in on the Sim love. Hes a character that I dont play but I looooove watching a good Sim player.

Same. Sim sounds best as DLC for that reason. Most people want him in for variety, but don't actually want to use him. The roster's too small for that.
 
All the Sim love made me tear up like Kelvin getting a SFxT poster from JWong on his birthday:')
Same here. It's good to hear that kind of stuff from time to time :P
Same. Sim sounds best as DLC for that reason. Most people want him in for variety, but don't actually want to use him. The roster's too small for that.
As a Sim player it's true that I would buy him day one, with real money. But I think Gouki or Sagat or Sak would sell tons more.
 
I found Sagat's new look for SFV.

sMlfGwR.png
 
Someone who can't deal with "projectile spam" in SF will give up on KoF the moment he encounter a good Athena, King, Saiki or Ash! I actually saw that happen:
Fights Guile
- I hate this projectile spam shit, lets play a real fighter like KoF
Fights an Athena, Leona, King team... Never get past Athena.
- ... Fuck this broken ass shit!

alternatively, Kyo's j. 2C is a corner infinite
 
Does sfv have damage scaling as the life bar goes down like in sf4?

Coz that makes no sense and needs to fuck off.

SFIV doesn't have scaling as the bar goes down? The scaling comes from combo hits. The more hits you combo, the less damage the last hits will make. But a non combo hit does the same damage full life bar and 20% life bar.

Filter is correct. It's a very slight damage buff that everyone gets when they hit like 30-40% life. Like 120 damage goes down to 115.

I think I remember having similar types of scaling in training mode in the previous beta. Can't be too sure though since it was a month or two ago.

For the sake of reference lifebar damage scaling like this is usually called a 'guts' system. My first encounter with it was way back in Guilty Gear XX :3
 
Someone who can't deal with "projectile spam" in SF will give up on KoF the moment he encounter a good Athena, King, Saiki or Ash! I actually saw that happen:
Fights Guile
- I hate this projectile spam shit, lets play a real fighter like KoF
Fights an Athena, Leona, King team... Never get past Athena.
- ... Fuck this broken ass shit!
Not only it is hard to deal with, Athena's voice makes sure you are not going to have a good time

PSYCHO BAAAAAAAARU PSYCHO BAAAAAAAAAARU TEREPORTO
 
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