JediLink
Member
Having a trademark annoying asshole character that no one likes is not something I'd consider "important".Love him or hate him, Dhalsim fills an important gameplay niche.
Having a trademark annoying asshole character that no one likes is not something I'd consider "important".Love him or hate him, Dhalsim fills an important gameplay niche.
Having a trademark annoying asshole character that no one likes is not something I'd consider "important".
Having a trademark annoying asshole character that no one likes is not something I'd consider "important".
Having a trademark annoying asshole character that no one likes is not something I'd consider "important".
Yep. I appreciated a good Sim.Breh, looking at the USF4 cast, Sim is the like bottom 5 least asshole characters in the game.
Breh, looking at the USF4 cast, Sim is the like bottom 5 least asshole characters in the game.
Yep. I appreciated a good Sim.
El Fuerte.Trying to wish away a playstyle because you find it annoying seems hella scrubby 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.
It doesn't have Ken
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.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
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.
The Lee Twins: Two of the Most Dangerous Twins in Fictional HistoryI feel Sim can be a pretty competitive character in the game depending on his design. That is, until Capcom adds Yun to SFV.
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.
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.
Kof isn't popular because their characters look like 3s characters.
Kof isn't popular because their characters look like 3s characters.
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: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.
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.
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.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.
you mean lightsThey'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.![]()
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.Does sfv have damage scaling as the life bar goes down like in sf4?
Coz that makes no sense and needs to fuck off.
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.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.
I stand corrected then.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.
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.![]()
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 here. It's good to hear that kind of stuff from time to timeAll the Sim love made me tear up like Kelvin getting a SFxT poster from JWong on his birthday:')
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.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.
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!
I found Sagat's new look for SFV.
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Huge balls.I found Sagat's new look for SFV.
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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.
Not only it is hard to deal with, Athena's voice makes sure you are not going to have a good timeSomeone 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!
I found Sagat's new look for SFV.
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