I thought the demonstrations were going to be pretty worthless, (other than finding out that you get some FM and XP just from watching them) but man was I wrong. I was watching the Necalli one (my main), and it taught me that you don't have to charge Disc's guidance in V-Trigger mode if you're special cancelling in a combo, even on block.
Holy shit what a game changer. Played around in training mode last night for a few hours just seeing all the new opportunities it brings up.
1 Hour and 40 minutes.3 hours til maintence is over?
Cuz I hate how when playing OFFLINE i CAN't use the colors that I unlocked in Survial mode, Capcpom pls...
The demos should really show the inputs instead of just a list of move names... if that's an option and I missed it, then never mind.
Then you would have people flipping out about titles being locked behind stupid challenges
1 Hour and 40 minutes.
The demos should really show the inputs instead of just a list of move names... if that's an option and I missed it, then never mind.
More persons in the world are able to play SF than thy are able to play VF though. Pretty much everybody knows what a srk, a fireball, a hurricane (uhh...tatsumaki) is...and they'll ask you "what's Ken's super? punches or kicks....In essence, knowledge and familiarity with the game is a million times more common than knowledge and familiarity with VF.
There's lots of stuff that isn't obvious to most players tho: option selects, negative edge, one/three frame links, cancels vs. links, kara throws, fuzzy guard, mix ups, cross-ups, and the list goes on. I don't have a copy of SFV atm to claim it there (tho the vids I've seen confirm it), but SFIV was piss-poor at communicating those things to the player in its trails. You wouldn't know if a hit was a one-frame link until after ages of practice and wondering what you did wrong.
These games at the very least could include information on those techniques and break each step of the trail challenge down to highlight which of those actions are being implemented at which step, and during which frame timing windows. And a reference legend for players to remind themselves of what those things are they can check out any time, right there in the game.
The trials could also be better if they taught things other than combos, like safe pokes, good meaties on wakeup, optimal reversals, optimal counters, etc. All of this information is left out of the way for the average player and is a hell of a lot more useful than learning a bunch of combos you'll likely never use (or land) in a real fight more than 20% of the time if that.
The trials could also be better if they taught things other than combos, like safe pokes, good meaties on wakeup, optimal reversals, optimal counters, etc. All of this information is left out of the way for the average player and is a hell of a lot more useful than learning a bunch of combos you'll likely never use (or land) in a real fight more than 20% of the time if that.
The trials could also be better if they taught things other than combos, like safe pokes, good meaties on wakeup, optimal reversals, optimal counters, etc. All of this information is left out of the way for the average player and is a hell of a lot more useful than learning a bunch of combos you'll likely never use (or land) in a real fight more than 20% of the time if that.
you are speaking from a place of ignorance though. Option selects and one frame links are not important to SFV, and a lot of the demonstrations cover things you mentioned.There's lots of stuff that isn't obvious to most players tho: option selects, negative edge, one/three frame links, cancels vs. links, kara throws, fuzzy guard, mix ups, cross-ups, and the list goes on. I don't have a copy of SFV atm to claim it there (tho the vids I've seen confirm it), but SFIV was piss-poor at communicating those things to the player in its trails. You wouldn't know if a hit was a one-frame link until after ages of practice and wondering what you did wrong.
These games at the very least could include information on those techniques and break each step of the trail challenge down to highlight which of those actions are being implemented at which step, and during which frame timing windows. And a reference legend for players to remind themselves of what those things are they can check out any time, right there in the game.
The trials could also be better if they taught things other than combos, like safe pokes, good meaties on wakeup, optimal reversals, optimal counters, etc. All of this information is left out of the way for the average player and is a hell of a lot more useful than learning a bunch of combos you'll likely never use (or land) in a real fight more than 20% of the time if that.
Again trials are about flashy combos and exploring the potential of your character. Why do easy Bnb when as you said, you are already aware of most of them? It is also a sense of accomplishment beating everyone's trials for the player, as well as seeing normals you may not be as familiar with and there linking capabilities.Also, I've only done Karin's challenges so maybe this is just her, but her combos are crappy and unrealistic. A few are really hard to link, and can be linked to different moves more easily and for more damage. Doesn't make sense.
I was surprised how many of hers start w/ jumping hard kick. The game seems to emphasize jumping meaties a lot to start combos. Yeah you don't have to start w/ jumping hard kick, but the game starts lots of her combos w/ that b/c in the team's logic that is the optimal form of the combo.Also, I've only done Karin's challenges so maybe this is just her, but her combos are crappy and unrealistic. A few are really hard to link, and can be linked to different moves more easily and for more damage. Doesn't make sense.
They're not important in the sense where you live or die by knowing them, sure, but if you don't know them and your opponent does, 9/10 your opponent is going to have a much better chance to beat you because of it. But then again your opponent is likely the sort that watches all the advanced videos or frequents sites like Shoryuken, and are probably seasoned. What about those who are at the stage where they have an understanding of some of the basics, may know a BnB, but needs work on understanding specific hidden systems? The trails do nothing for them. You are just practicing insane somewhat-unrealistic-online combos on a dummy who stands there and does nothing. Your opponent won't do that in a real fight unless they're sandbagging you.you are speaking from a place of ignorance though. Option selects and one frame links are not important to SFV, and a lot of the demonstrations cover things you mentioned.
It is basic, but it is well done. And the trials should not be about Bnb combos (tho some are there) IMO, the flashy non practical stuff is there to show off what the character can do, you implement your own play style.
It shouldn't be too difficult. Most of it would just be pop-up menus with text descriptions, and brief videos to give you an idea for some things. Like this character here can use crouching Mid Punch as an anti-air, and let's show you the timing for doing so against all opponents, including if there's any difference in timing vs. say Y opponent over X opponent.Yeah, the trials could be incredibly detailed, but that's an insane amount of programming work to expect in-game though. You can get infinitely deep. Where do you stop? At what point is it not worth the resources to program all that, especially if the game is being rebalanced over time. The game itself is not going to realistically teach you very single advanced technique, set-up, etc. If they try to do all of that for every character, there won't be any resources left for the game itself. I don't think it's reasonable to expect such a thing, honestly.
Fuck the fact that you can't buy Survival colors.
Break my legs if this has been posted already.
![]()
Fuck the fact that you can't buy Survival colors.
The solution isn't to introduce P2W, it's to make Survival not Diablo Hardcore mode.Fuck the fact that you can't buy Survival colors.
oh no
The solution isn't to introduce P2W, it's to make Survival not Diablo Hardcore mode.
a few charaters do have basic bnbs. A lot of Laura's and Cammy's are stuff that will get used in an actual match for example. Wanting trials to be useful is fine. Right now they mostly seem to be a couple of useful combos and some busy work.Again trials are about flashy combos and exploring the potential of your character. Why do easy Bnb when as you said, you are already aware of most of them? It is also a sense of accomplishment beating everyone's trials for the player, as well as seeing normals you may not be as familiar with and there linking capabilities.
What people are asking for is an extension of the character demonstration. I don't think "how to effectively play the character" is really what trials are about.
im not too torn up because the better ones (for me) are under easy/Normal and the ones u can buy.
I do wish they would kind of tweak survival though.....maybe have Hard be 30 matches instead and Hell 50. I want my FM!!!![]()
I'm aware of that. My issue is that for less seasoned players (the so-called casuals Capcom wants to draw in) this will encourage bad jumping habits. There should be more trails that emphasize staying on the ground and using some smart zoning to set up your combos.Jump in combos are almost always a HP/HK or MP/MK to start, depending on cross ups and angles and such. It makes sense to use that in trials.
Break my legs if this has been posted already.
![]()
Depends on the character. Laura has a slick black color that requires beating Hard to unlock.
AHAHAHAHAHAHAHAHAHAHAHAHAHA
『Inaba Resident』;199656906 said:
They're not important in the sense where you live or die by knowing them, sure, but if you don't know them and your opponent does, 9/10 your opponent is going to have a much better chance to beat you because of it. But then again your opponent is likely the sort that watches all the advanced videos or frequents sites like Shoryuken, and are probably seasoned. What about those who are at the stage where they have an understanding of some of the basics, may know a BnB, but needs work on understanding specific hidden systems? The trails do nothing for them. You are just practicing insane somewhat-unrealistic-online combos on a dummy who stands there and does nothing. Your opponent won't do that in a real fight unless they're sandbagging you.
Break my legs if this has been posted already.
![]()
AHAHAHAHAHAHAHAHAHAHAHAHAHA
I'm aware of that. My issue is that for less seasoned players (the so-called casuals Capcom wants to draw in) this will encourage bad jumping habits. There should be more trails that emphasize staying on the ground and using some smart zoning to set up your combos.
『Inaba Resident』;199656906 said:
Seriously, are most of the complainers just people who never played SF3 and don't know who Alex is? It's clear his 3rd strike stance is what they're going for.![]()
So...like his 3 stance?
I'm starting to wonder if you people ever saw Alex before.
THAT IS WHAT HIS STANCE LOOKS LIKE.
THAT IS HOW WHAT HIS STANCE ALWAYS LOOKED LIKE.
Thank you.
Seriously, are most of the complainers just people who never played SF3 and don't know who Alex is? It's clear his 3rd strike stance is what they're going for.
Break my legs if this has been posted already.
![]()
*Raises left eyebrow*
What's so humorous?