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Fighting Games Weekly | Apr 27 - May 3 | NeoGAF actually plays games?!

Kikujiro

Member
VF4 did basically all of this, other than basing the in-game locations off of real tournaments.

FWIW, it wasn't half bad. Definitely got me to play more singleplayer than I usually do, anyway.

The Quest mode of VF4 evo is my favorite mode of any fighting game, I was disappointed that they didn't make one for VF5.

With the tournaments scene blowing up (60,000 to 150,000 viewers) it only makes sense, it would be like a career mode in sports games and we know how much the casual crowd loves to simulate a career. They can get sponsorship using real madcatz or hori sticks as gears to buy for your ingame player.
I think for kids nowadays it would feel a greater accomplishement to beat Daigo The Beast Umehara AI at the Evo GF over a random story mode final boss.
 

BadWolf

Member
No idea if this is the right place to ask, but I got KoF XIII on Friday, and it's my first KoF game/the only SNK I've played more than once since Fatal Fury 3 PC, and while I'm starting to get my head around the system mechanics, I'm finding the different hop and jump techniques to be awkward to pull off on stick consistently. How should I be moving the stick to hop? I understand that you move the stick to up/diagonal up and hold it in place to jump, and by that logic I've been flicking and letting go to hop, but it isn't consistent for me.

Do a reverse super jump (quickly hit an upward direction and then quickly bring the stick back down in a downward direction).

This will force you to hit the upward direction just for an instant.

Generally speaking, you shouldn't be taking the stick all the way up for the hop, just enough to trigger the jump.
 

Exr

Member
Thanks Shouta for flying out Koji. Got home last night just in time to catch USF4 top 8, now I want to learn T Hawk.
 

oneida

Cock Strain, Lifetime Warranty
To just get a lot of casuals, make a great story mode, some mini game that involves timing shit to practice combo timing, great matchmaking to scrubs play scrubs, a tutorial that is more than just trials for combos, and promote the shit out of the game.

Want to convert casuals to the fgc? Have a mode where you travel to real tournaments playing cpu made up competitors along the way in game with the final stage being Capcom Cup Finals. That way you promote the Capcom Cup in general.


That's my best shot

Basically everyone should just play VF4EVO
 

Bizazedo

Member
The casual crowd needs some offline ginding to pass time on, be it a long story mode or a quest mode with unlockables, they need some incentive to play the game that's not just the fighting itself.

As I said Capcom really need to make a Road to Capcom Cup mode in which the player travels all around the world to compete in tourneys (they can promote real tournaments with online updates), fight AI based on real players and make money to spend on costumes and other unlockables.

I really like this idea. Even expand it to be like NBA 2015 or w/e the EA career mode was. Start as a scrub at a local.

"A sponsor has come forward to offer you help with plane flights and hotels. You just need to wear the EMP tag. Do you accept?!"

Licensing opportunity :).
 

Village

Member
Lets be blunt. The problem with Skullgirls was that it was very slow, boring to play and had very few characters. It didn't even have a move list. It also looked (objectively) like shit.
whoah whoah. I mean i hate all but 4 character designs in that game, they are trying to hard to be sexy or just boring or both. And maybe I think a lot if the ones in the dlc running (who were a great deal better than the ones we got) shared the same issues.And maybe the game is thematically inconsistent as all get out and reads as someone trying to cram too many references into too many characters and throw them in a 50's style blender, because "class" or whatever dumb reason. And maybe almost every art professor i had was like "no focus on a theme" and maybe focusing on a theme would have helped.

But i cant say its objectively bad.Clearly there are peeps that like it.I dont know how much it sold but it got people to donate. Though thats still an interesting questions.Do donation numbers constitute sales

The whole "Marvel" thing came later as in "It is the modern MvC2...come play it!!!!" Which didn't really fool anybody either. It was released as a poor package overall and that was why it didn't do too well (Also the gypsy curse that surrounded it early on didn't help).

Granted it has improved quite a bit as time has gone on. However it still isn't much fun to play and the artstyle has remained the same.
People quote sf2 and older fighting games in regards to small roasters.I wonder if that sort ofvthing detracts people nowadays.

That doesn't mean there are not people who feel the complete opposite about the gameplay and art... but there just are not that many of those people and even less who actually play it.
I would like to see numbers on this sort of thing

Skullgirls needs a complete tear down to start again from square one. Those guys have proven now that they could make a top fighting game. They should do it.
Maybe, but they seem to enjoy their product.I mean i would like to see em Redo characters and stuff.But they enjoy what they do.
 

alstein

Member
This isn't wrong and I'd buy whatever Lab Zero makes. It might be better for them to try another genre if they can. A lot of people are going to read your post and make shitty assumptions, though. I have 24 people on my friend list who own the game and there are around half a dozen killers among them who have wrecked me thoroughly (or decently enough). Another handful are probably around my level. I've played some of the remaining ones a few times and some of them are solid. These are not casuals by any definition I've read.


Sometimes I am thankful for SFxT. The game had such a shitty start that not even SG's cursed birth can compete. Lab Zero lost like seven to nine months of communication and dev time. That was more than a sting. It was like getting in the ring and taking a sunday punch to the chin at the beginning of the round. There were definitely some big objective problems with the vanilla version.

Subjective and the art is it's strength. The people who would have picked it up had the art been different would have just been fad players for three months until the next shiny game caught their eye.

A lot of people play it (at least on PC). I never have problems finding games and the IRC makes networking a cinch. We're still here after three years and hundreds of posts on gaf talking about the game being dead, boring, ugly or just plain bad.

Skullgirls being the one game on PC with top tier netcode that isn't 3 versions back is part of what keeps it alive.

I just think LZ would be smart to throw a bone to the folks who aren't killers at SG's style of FG. BTW the info I drew to get what I said came from those Steamspy charts on Steam, and how Skullgirls correlated with other games, and vice-versa. I checked some popular waifu games like 100% Orange Juice alongside Fighting games to make sure.

One thing that I think overpowered offense was the change to meter gain on being hit- it made supering out of stuff much harder, and rewarded complicated combos more due to meter gain than damage. It really hurt the game in my eyes.
 

Anne

Member
A lot of the SG posts I see against the game here are just long ways of saying "I don't like it" and a bunch of things that are just pretty off to me.
 
Its that time again...
znkMHw3.jpg


This one should get good...
Purification
Teleports
Flight
Air Dashes (kind of specials)
Flame Carpet
Fortress

These are all my favorite "kinds" of specials. I love mobility options, the ability to hit from anywhere, and traps. My favorite MvC2 special is probably Blackheart's Inferno, even though you don't use it on point that often. Captain Corridor, too. I also love stuff that forces your opponent to respect it. Fortress is basically "don't attack me unless you know it will hit". Purification makes people hold back while doing anything they do that isn't attacking. Flame Carpet makes people reconsider their approach strategy. I like controlling my opponent's options, but I also like moving around. A character like Hawkeye, for example, doesn't appeal to me. I don't want to just fill the screen with arrows, that gets boring and formulaic after a while. I can't enjoy pure keepaway characters, I need variety in my gameplay. I need to be able to rush and zone, which is why I like Zato and Dormammu a lot. I loathe not having any kind of projectile option, though it bothers me less in Smash because there's no chip damage.

I don't really abuse specials that often when I think about it. I pick characters with busted normals and other shit lol
When I was a young scrub, I picked characters 100% on their specials. "What's a normal?"

My point wasn't even that the changes weren't worth giving value labels but that people were showing excessive concern when we still had one more loke test to go and even those changes wouldn't be final.

Kars just takes shit way too seriously.
I was pretty casual in my approach. I don't think you know what you are talking about here. Ogawa took it far, far more seriously than I did. I made a forum post or two in the Xrd OT, and that's where I left it.

That Ogawa's reaction to the first loketest notes was about as appalled as mine and Karst's, or probably ten times worse. As far as I know he wrote a long diatribe as to why the nerfs were a horrible idea and sent it to ArcSys. Cue many of them being reverted in later tests. Overreaction to things not set in stone yet on his part, too?

I don't know why it's wrong to be appalled at stupid patch notes? Sounds like it's coming from the same place as all the "you gotta be excited for SFV, man, it's SFV! Don't complain about the walk speeds, it's not the final build man, it'll get better" type of comments.

To exaggerate: If someone wants to jump off a cliff without a parachute, should we just let him because he's not dead yet, and only freak out once he's a splat on the ground?

Arigatou ^^
Yeah, "it'll be fixed when the game releases" is almost always the wrong perspective to have, and I say that solely from experience. However you see it, that's probably how it will be unless the company states otherwise. Even then, they might be lying, haha.

IIRC, Ogawa went so far as to start a local campaign against the Zato changes. He talked to all the top Xrd players and tried to get them to join him in protesting the Zato changes. We should take this stuff seriously when it affects our hobby. I agree with you that it is completely nonsensical to only get upset when the changes are "official". Then you are just waiting until it is too late to make your voice heard. I didn't contact ASW or anything, though, because I don't know if they even care about a random like me. I know that, if I were balancing a game, I would not give a crap about some guy named Karsticles on the internet.

I am glad they listened to Ogawa's protests. I hear he is still unhappy with the state of the character, though. If Elphelt is still as bad as I hear, I don't blame him for feeling that way.
 

alstein

Member
A lot of the SG posts I see against the game here are just long ways of saying "I don't like it" and a bunch of things that are just pretty off to me.

I think a lot of the criticism comes become people want to like it, but game design decisions make it annoying. People have different preferences- and what may be off to you isn't off to someone else.
 
I think he is talking more about excuses than criticisms. If you think this scene doesn't do a lot of the former with every game you'd have to be fooling yourselves. Not making that clear distinction is deadly around here, Anne.
Skullgirls being the one game on PC with top tier netcode that isn't 3 versions back is part of what keeps it alive.

I just think LZ would be smart to throw a bone to the folks who aren't killers at SG's style of FG. BTW the info I drew to get what I said came from those Steamspy charts on Steam, and how Skullgirls correlated with other games, and vice-versa. I checked some popular waifu games like 100% Orange Juice alongside Fighting games to make sure.

One thing that I think overpowered offense was the change to meter gain on being hit- it made supering out of stuff much harder, and rewarded complicated combos more due to meter gain than damage. It really hurt the game in my eyes.
I'm only coming back to the game just now and I'm not really noticing the meter gain change. I'll say that offense is strong with Fortune seemingly stronger than ever. She drinks my milkshake and even takes a bite outta my goddamn burger. I'd hate her if she weren't voiced by Kimlinh Tran.
 

WarRock

Member
@Shaowebb
Rekkas. Gotta mash them. Controllable specials like Beast Cannon/Wulf Blitzer/Taokaka's Drive too. And meterless counters, Baiken dabess, Rage of Dragons' Angel dabess. Hm, and command grabs that feel good - Izuna Drops in SamSho, Alex Power Bomb in 3S.

I'm a fan of specials that move you/give you options now that I think about it. Probably one of the reasons I like BB Makoto so much.

@Skullgirls offense
Fuck Horus Dive )=

urien would be super popular if he wore a suit or had an alt that was a suit

especially if his intro was the same as his 3s one so he would just have one suit explode to reveal another one

OVdCySB.gif
...Damn, I want this.

Then I thought: does it really have to be a violent finisher? Couldn't SF do more of an extended cutscene of some sort a la Ultra combos?

But then there's already Ultras/Supers and I'm not sure the concept of finishers fits SF's tone, anyway.

If they were gonna keep Ultra/Super cinematics while adding finishers, they could apply the Xrd method for the former and go the SF4 route for the latter.
Every game should have dynamic kills like Super Robot Wars. MK X did it with brutalities, SF V could have it with extra punching and doing a cool pose while the opponent falls down. No need for blood - just use Jackie Chan as inpiration.
 

Tizoc

Member
Good day my fellow scrubs~
...and GodBeard~

LB2FinalTonko.jpg


1 Hour of Mr. Driller
https://www.youtube.com/watch?v=H3DbuZ_HeWI

3+ Hours of Tetris Grand Master 3
https://www.youtube.com/watch?v=aUfFuFGDKA4
https://www.youtube.com/watch?v=b4DpoKMPT28

SF3 3S Hugo matches
https://www.youtube.com/watch?v=5ecdXnC7XKs

New UMvC3 tech
https://www.youtube.com/watch?v=IYpHQJNajts

1 Hour of Hokuto no Ken
https://www.youtube.com/watch?v=tCiK5fM1AAw

90 mins. of Street Fighter Alpha/Zero 3
https://www.youtube.com/watch?v=i_3a4cVQUN0

Aquapazza matches
https://www.youtube.com/watch?v=wanp2y4YdIc

8+ Hours of BlazBlue CP
https://www.youtube.com/watch?v=s0ijugtTObA
https://www.youtube.com/watch?v=40maApjAdmQ
https://www.youtube.com/watch?v=dLVZhNPDvoc
https://www.youtube.com/watch?v=8CCpadCD-_M
https://www.youtube.com/watch?v=bjDLQD5awF8
https://www.youtube.com/watch?v=hocTOk1Elw8

2+ hours of Garou MotW matches
https://www.youtube.com/watch?v=NKp9O2lwAFI
https://www.youtube.com/watch?v=RQ7xCkAqdfY

2 Hours of Melty Blood
https://www.youtube.com/watch?v=bYOjz2oYYMU

2+ Hours of Persona 4 Arena Ultimax matches
https://www.youtube.com/watch?v=NQJfFUD2FjU
https://www.youtube.com/watch?v=vZapOIJl_9Q

1 Hour of Sengoku Hime
https://www.youtube.com/watch?v=cz6qSxrfIhM

5+ Hour of Dengeki Bunko
https://www.youtube.com/watch?v=Cp1ca7k1U2E
https://www.youtube.com/watch?v=vHorBZA6sAs
https://www.youtube.com/watch?v=AUhhozTnXZI
https://www.youtube.com/watch?v=PvaIrLSAxaA

An extra 90 mins. of Melty Blood
https://www.youtube.com/watch?v=EMqmEBesSvo

An extra 2 hours of BlazBlue CP
https://www.youtube.com/watch?v=MBZ5RDhs1YU

An extra 90 mins. of Sengoku Hime
https://www.youtube.com/watch?v=oxB7g5hFeEc
 

El Sloth

Banned
I can't really think of many specials that I abuse. I tend to like characters for their far reaching normals, or in Taki's/Natsu's case, for how fast their normals are.

Only ones I can think of are Poison's fireballs and Peacock's bombs. Poison's fireballs are awesome because of all the utility they have, to fake people out, for frametraps, etc. They're just plain fun to use. Peacock's bomb are pretty important for her keepaway and filling the screen with shit since they are cancellable into each other. It's a shame you can't cancel into all three bombs like some kind of hilarious safe full screen rekka anymore, but it's still fun building the projectile obstacle course with them.

If this counts, I also used to abuse the shit out of 1.0 Double's butt slam assist because I'm a depraved scumbag at heart. A near full screen invincible dp that pushes you back near full screen? One express ticket to hell, please.

I feel like part of Hilda's game is just abusing everything she has.
 
I am glad they listened to Ogawa's protests. I hear he is still unhappy with the state of the character, though. If Elphelt is still as bad as I hear, I don't blame him for feeling that way.

She's not. Nowhere near. Same deal as Zato - once she has started her pressure, she's as ridiculous as ever (just does less damage now, noticeably so), but her ability to control space is nothing like it was before, and that's when people haven't even adjusted to all the new grenade properties. You can use jabs to flick it back FFS.

The new grenades are sad to see, all told. They just feel utterly toothless in neutral play, and it's really weird to see physical objects vanish when she gets hit.

Basically, take your favourite tool from your favourite character and castrate it to complete unusuability for the purpose that drew you to the character. That's what seeing the patched Pineberry is like.
 
She's not. Nowhere near. Same deal as Zato - once she has started her pressure, she's as ridiculous as ever (just does less damage now, noticeably so), but her ability to control space is nothing like it was before, and that's when people haven't even adjusted to all the new grenade properties. You can use jabs to flick it back FFS.

The new grenades are sad to see, all told. They just feel utterly toothless in neutral play, and it's really weird to see physical objects vanish when she gets hit.

Basically, take your favourite tool from your favourite character and castrate it to complete unusuability for the purpose that drew you to the character. That's what seeing the patched Pineberry is like.
If you oki and it's sitting by you, can you just flick it back at her?

Honestly, it wasn't the grenade that drove me nuts. It was annoying, but I really hate how she has so many huge normals that are fast and safe. It feels like she doesn't have to think about what she's doing.
 
Do a reverse super jump (quickly hit an upward direction and then quickly bring the stick back down in a downward direction).

This will force you to hit the upward direction just for an instant.

Generally speaking, you shouldn't be taking the stick all the way up for the hop, just enough to trigger the jump.

Alright, that makes sense. I'll give it a try when I get home from work.

I'm using Andy/Mai/Mr. Karate as my team. I've been trying to learn combos for Andy from the Dream Cancel wiki to get a feel for the game. I'm definitely enjoying it, and it feels like the most classic fighting game I've played recently. It's pretty as hell, too.

KoF's stick layout is

B C D
A

LK HP HK
LP

Right?
 

Azure J

Member
She's not. Nowhere near. Same deal as Zato - once she has started her pressure, she's as ridiculous as ever (just does less damage now, noticeably so), but her ability to control space is nothing like it was before, and that's when people haven't even adjusted to all the new grenade properties. You can use jabs to flick it back FFS.

The new grenades are sad to see, all told. They just feel utterly toothless in neutral play, and it's really weird to see physical objects vanish when she gets hit.

Basically, take your favourite tool from your favourite character and castrate it to complete unusuability for the purpose that drew you to the character. That's what seeing the patched Pineberry is like.

Thank God shotgun was the reason I liked the character. :lol

Grenade disappearing when she's hit had to happen. I've seen too much shit get fucked because someone called Hidden Missiles assist/used Hidden Missiles on point and gotten free combo breaks into game winning combos to ever advocate for set projectiles to remain active on the field while you're being comboed or you are comboing someone else. The grenade flicks I still don't know about but hey, if it means less fucking belly aching about "bitch too stronk" while she still retains her core gameplay, then I'm good. If anything, now it'll be more insulting when she goes to work and you tell the other guy "hold these 'nerfs'".

Tangent: They should give her a fast straight forward berry pitch (6P?) that detonates on contact. :p
 
Thank God shotgun was the reason I liked the character. :lol

Grenade disappearing when she's hit had to happen. I've seen too much shit get fucked because someone called Hidden Missiles assist/used Hidden Missiles on point and gotten free combo breaks into game winning combos to ever advocate for set projectiles to remain active on the field while you're being comboed or you are comboing someone else. The grenade flicks I still don't know about but hey, if it means less fucking belly aching about "bitch too stronk" while she still retains her core gameplay, then I'm good. If anything, now it'll be more insulting when she goes to work and you tell the other guy "hold these 'nerfs'".

Tangent: They should give her a fast straight forward berry pitch (6P?) that detonates on contact. :p
In GG: Xrder, I bet she will get something like what you suggest.

Sin's Beak Driver
Sin's Elk Hunt
Mewtwo's Confusion
Sheik's Needles
Ryu's Fireball
Really? You like confusion that much?
 
Yup. a lot more comfortable than the 2x2 layout used in tekken imo. soul calibur, blazblue, virtua fighter 3 and tatsunoko vs capcom also use this layout

Right. Yeah, I'm using the TvC stick, and I find the 3 on top 1 on bottom layout that TvC, Blazblue etc. control layout more comfortable than SF's 6 button. I don't mind Tekken's layout, but I couldn't imagine it being comfortable for a 2D fighter.
 
Its that time again...


This one should get good...

That's a really good question. A lot of the characters that I play in fighting games don't really have a good spammable special, and characters from 3D games don't really have "specials", but they do have some spammable moves. I'll list both 2D and 3D. Anyway...


2D
1: Kano's DF+2(knife throw) in Cybernetic variation in MKX. It's a mid hitting projectile, so you can't duck it, and that's kind of a rare thing in MK.
2: Bowser's Whirling Fortress(Up+B) in Smash Melee. Move is straight amazing.
3: Shigen's White Tiger Talon(QCB+A) in Last Blade 2. Move was a pretty decent ranged poke, and it could anti-air.
4: Yamazaki's Serpent Strike in any KOF he's in. 'Love that move so much. SHAAA~
5: Maxima's Vapor Cannon in any KOF he's in. Move is slow and unsafe up close, but is a good long range poke that leads to big damage on counter hit.

3D
1: Marduk's db+2 in Tekken 5. Move is an overhead chop that hits mid. It's fast, it's safe, and I got a lot of mileage out of it back in my Tekken 5 days. Shame he lost the move in future Tekkens.
2: Anna's df+1,2 in Tekken 5-Tag 2. A very quick series of jabs that is safe on block, and leaves me close enough to attempt a throw.
3: Astaroth's Poseidon Tide(QCB+A) in Soul Calibur 2. Move has great range, and deals major damage if the attack throw connects, and can be made safe if you spam the follow up spins.
4: Taka-Arashi's two half circle command throws in VF5: FS. They're amazing, and they deal amazing damage. Simple standing jab into one of these throws is my jam.
5: Tira's moves that forcibly change her stance in Soul Calibur 5, because I want to be in Gloomy stance all the time.
 
In GG: Xrder, I bet she will get something like what you suggest.


Really? You like confusion that much?

Confusion has a good hit box on it. I'm surprised how often I catch people who stick out a normal both on the ground and air. It also leads to a mixup, but I do have to wait if I want to go for the grab.
 
Alright, that makes sense. I'll give it a try when I get home from work.

I'm using Andy/Mai/Mr. Karate as my team. I've been trying to learn combos for Andy from the Dream Cancel wiki to get a feel for the game. I'm definitely enjoying it, and it feels like the most classic fighting game I've played recently. It's pretty as hell, too.

KoF's stick layout is

B C D
A

LK HP HK
LP

Right?

Current standard is
AC
BD

LP HP
LK HK

You'd be well served to bind two EX buttons - ie:
A C AC
B D BD

LP HP PP
LK HK KK

Personally, I use a layout with D moved:

A C D
B AC BD

LP HP HK
LK PP KK

If you oki and it's sitting by you, can you just flick it back at her?

Honestly, it wasn't the grenade that drove me nuts. It was annoying, but I really hate how she has so many huge normals that are fast and safe. It feels like she doesn't have to think about what she's doing.

Would need to watch more matches to confirm that - as said, people don't treat the grenade as flickable much at all yet. Seen Ogawa do it once with 2P, and seen one bounce off Faust f.5S plus just incidental things thus far. I don't see why you couldn't flick it away, at least if it was still moving. Not sure if the resting version has a hurtbox. I just know you can smack it around while it's moving and that it forcibly explodes on contact with projectiles now.

I was drawn to her pretty much because of Berry and those buttons :p I was annoyed by Faust's movement feeling a tad clunky and Item Toss RNG randomly screwing Faust over (candy, candy, oil = fffuuuu). Suddenly, a Faust variant with slightly shorter-range buttons, a better feel to the movement and no sweets day RNG to worry about? Yes please <3.
Then patch. Put the paper bag back on my head pretty fast after seeing the new berry in action.
 

hitsugi

Member
Screw Elphelt. Grenade is so stupid to deal with that I'm overjoyed with the changes made in 1.1. She's still very, very good anyway.
 

kitzkozan

Member
Not many people mentioned it, but one factor which would raise the chance of SFV being a success is the departure of Yoshinori Ono imo. :p The dude just isn't very good at his job imo and having Dimps also working on the game isn't a positive. The blame isn't all on him of course, but just look at the numerous dumb / baffling decisions made over the existence of SFIV. The clashing mess of mechanics and systems, new characters being disappointing for the most part (many of you asking themselves what Ono was thinking when designing Decapre), the weird ass SFIV AE version and Ono reasoning for making Yun overpowered. o_O

Why should we be fairly optimistic about SFV if it's the same "talent" working on that game? :p
 

Tizoc

Member
Not many people mentioned it, but one factor which would raise the chance of SFV being a success is the departure of Yoshinori Ono imo. :p The dude just isn't very good at his job imo and having Dimps also working on the game isn't a positive. The blame isn't all on him of course, but just look at the numerous dumb / baffling decisions made over the existence of SFIV. The clashing mess of mechanics and systems, new characters being disappointing for the most part (many of you asking themselves what Ono was thinking when designing Decapre), the weird ass SFIV AE version and Ono reasoning for making Yun overpowered. o_O

Why should we be fairly optimistic about SFV if it's the same "talent" working on that game? :p

Eh...I just play the fighters for fun for the most part.

Well SF4's one of the biggest games in tournies these past few years, dude had to have done something right :V
 

Skilletor

Member
Not many people mentioned it, but one factor which would raise the chance of SFV being a success is the departure of Yoshinori Ono imo. :p The dude just isn't very good at his job imo and having Dimps also working on the game isn't a positive. The blame isn't all on him of course, but just look at the numerous dumb / baffling decisions made over the existence of SFIV. The clashing mess of mechanics and systems, new characters being disappointing for the most part (many of you asking themselves what Ono was thinking when designing Decapre), the weird ass SFIV AE version and Ono reasoning for making Yun overpowered. o_O

Why should we be fairly optimistic about SFV if it's the same "talent" working on that game? :p

You can hate SF4 if you like, but it's been on the rise in competitive popularity for like...7 years. You bring up SF4AE, but that's how old at this point? Just had a fucking T.Hawk place at a major and you're complaining about balance issues from two versions ago. lol

Lots of people like DeCapre, btw. I don't think the problem was ever her moveset, but that she's just a clone of cammy, character design wise.
 

mbpm1

Member
Not many people mentioned it, but one factor which would raise the chance of SFV being a success is the departure of Yoshinori Ono imo. :p The dude just isn't very good at his job imo and having Dimps also working on the game isn't a positive. The blame isn't all on him of course, but just look at the numerous dumb / baffling decisions made over the existence of SFIV. The clashing mess of mechanics and systems, new characters being disappointing for the most part (many of you asking themselves what Ono was thinking when designing Decapre), the weird ass SFIV AE version and Ono reasoning for making Yun overpowered. o_O

Why should we be fairly optimistic about SFV if it's the same "talent" working on that game? :p

Isn't it Ayano who's been behind the design decisions since like Super? Ono's been a glorified PR person for a while I thought.

If that's the case, no, things aren't changing much in terms of people in charge.
 

Tizoc

Member
You can hate SF4 if you like, but it's been on the rise in competitive popularity for like...7 years. You bring up SF4AE, but that's how old at this point? Just had a fucking T.Hawk place at a major and you're complaining about balance issues from two versions ago. lol

Lots of people like DeCapre, btw. I don't think the problem was ever her moveset, but that she's just a clone of cammy, character design wise.

I personally like Decapre's moves and gameplay style despite sucking at using her XP
 

Swarna

Member
Thinking about increasing Street Fighter's popularity in terms of the specifics of its gameplay/mechanics/new characters is very short-sighted. All of that is irrelevant.

Stuff like:
-single-player.
-better ways to ease new players in
-addictive online hamster wheels
-constant developer support (sub-optimal online solutions are unacceptable in this day and age)
-underlying support from a hardcore base

among other stuff is what really matters (for any game really). SF already has the community support covered.

And because I see it mentioned so much I don't care about how bad you are at 1-frame-links. That shit is irrelevant either way in the grand scheme of things ($$$, popularity, viewers).
 

kitzkozan

Member
Eh...I just play the fighters for fun for the most part.

Well SF4's one of the biggest games in tournies these past few years, dude had to have done something right :V

He does know how to generate hype and interest about his game. :) If he were in charge of doing PR and nothing else, he would be in his perfect spot. He just shouldn't be anywhere close to anything related to game design imo (and producers do have a certain amount of input on the design of the game). Here's this task description I got from wiki: For most games, the producer does not have a large role but does have some influence on the development of the video game design. While not a game designer, the producer has to weave the wishes of the publisher or upper management into the design. They usually seek the assistance of the game designer in this effort. So the final game design is a result the effort of the designer and some influence of the producer.

From the various interviews that he has given over the years, we can guess that he's behind the slow pace of SFIV and also the incredibly slow walk speed in SFxT, sloppy input systems and some of those wacky new characters (along with how unbalanced AE was).
 

Tizoc

Member
He does know how to generate hype and interest about his game. :) If he were in charge of doing PR and nothing else, he would be in his perfect spot. He just shouldn't be anywhere close to anything related to game design imo (and producers do have a certain amount of input on the design of the game). Here's this task description I got from wiki: For most games, the producer does not have a large role but does have some influence on the development of the video game design. While not a game designer, the producer has to weave the wishes of the publisher or upper management into the design. They usually seek the assistance of the game designer in this effort. So the final game design is a result the effort of the designer and some influence of the producer.

From the various interviews that he has given over the years, we can guess that he's behind the slow pace of SFIV and also the incredibly slow walk speed in SFxT, sloppy input systems and some of those wacky new characters (along with how unbalanced AE was).
As others have said, AE isn't even being played anymore; USF4 is what's being played. Talking about AE now is pointless and meaningless.
While I dislike slow movement speed, I still enjoyed SFxT due to its combo system and others have pointed out how the footsies in SFxT are good if not better than pre-USF4.
 

Skilletor

Member
As others have said, AE isn't even being played anymore; USF4 is what's being played. Talking about AE now is pointless and meaningless.
While I dislike slow movement speed, I still enjoyed SFxT due to its combo system and others have pointed out how the footsies in SFxT are good if not better than pre-USF4.

Definitely better.

The pace of sf4 is fine. Doesnt have to be like everything else in the marketplace.

Agreed.
 

Skilletor

Member
SF4's overall system is a nice concept, personally though I favour combo-friendliess and dislike SF4's overly strict combo system the most.

I don't like chain combos, but I thought SFxT's links/combo system was okay. Didn't like how easy it was to land chains into tags, etc.

I hope SF5 is something similar, but with more target combos over the chains.

Charlie trailer shows me links are still in (I love links), and maybe even target combos, so I'm very happy with what I've seen so far.

Of course, Charlie is my favorite SF character OF ALL TIME, so I'm very biased right now.
 
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