BigBadShamoo
Banned
Good thing it's a dead game
It's far from dead it actually got a new release on the PS4, can't say the same for like UMVC3, VF, I'll even throw TTT2 in there and I love that game.
Good thing it's a dead game
Dawg the Touhou doujin music scene is probably large enough to suffer from marching chinamen syndrome, where music gets released faster than you have hours in the day to possibly listen to all of it
If SFV's links are the same or one/two frames more lenient than SFIV. Then I'm ok with that. I actually like how there's a execution barrier (1 and 2 frame links) that seperates new players/casuals and veterans.
All it separates are the people willing to grind it out.
I was thinking like having a megaman style tutorial in a story mode where the AI is deliberately programmed to do specific fighting game stuff like high-low mix-ups, zoning, jumping in etc. exlusively which then teaches the player how to block, get in on zoning, and anti air. Once that is establish you play through the rest of the story mode still dealing with those challenges but in tandem. I think this is a better approach as opposed to a tutorial seperate from the rest of the game because every week there's a thread on gaf where tutorials are getting bashed; people don't like turorials it seems. So if you hide the tutorial in the story mode you give incentive for it to be played and understood organicallyStory mode, or tutorial mode that have fun unlocks behind it that teach you how to play and handle different situations.
It's far from dead it actually got a new release on the PS4, can't say the same for like UMVC3, VF, I'll even throw TTT2 in there and I love that game.
dead to me
Yep. Effort.
Like a levels in an MMO.
I was thinking like having a megaman style tutorial in a story mode where the AI is deliberately programmed to do specific fighting game stuff like high-low mix-ups, zoning, jumping in etc. exlusively which then teaches the player how to block, get in on zoning, and anti air. Once that is establish you play through the rest of the story mode still dealing with those challenges but in tandem. I think this is a better approach as opposed to a tutorial seperate from the rest of the game because every week there's a thread on gaf where tutorials are getting bashed; people don't like turorials it seems. So if you hide the tutorial in the story mode you give incentive for it to be played and understood organically
If you're equating execution as experience, then yeah.
There's two issues that I see with trying to teach these things organically: communication and difficulty balance. You may have an enemy with a specific pattern to highlight certain mechanics, but how do you communicate how that works within your game systems without beating them over the head with an info dump? There are ways to do it but I also think it's something that would need far more effort than any FG developer has ever bothered putting in.I was thinking like having a megaman style tutorial in a story mode where the AI is deliberately programmed to do specific fighting game stuff like high-low mix-ups, zoning, jumping in etc. exlusively which then teaches the player how to block, get in on zoning, and anti air. Once that is establish you play through the rest of the story mode still dealing with those challenges but in tandem. I think this is a better approach as opposed to a tutorial seperate from the rest of the game because every week there's a thread on gaf where tutorials are getting bashed; people don't like turorials it seems. So if you hide the tutorial in the story mode you give incentive for it to be played and understood organically
I'm equating it to something that has absolutely nothing to do with playing other players.
Is Evil Ryu's cr.MK the problem or is it the damage that you get off of it?y'all gotta leave my girl Elena alone and worry about the real issues like Evil Ryu's cr. mk and Jaguar kick
shiiiiiiiiiiiiet
Elude
Story mode, or tutorial mode that have fun unlocks behind it that teach you how to play and handle different situations.
Is Evil Ryu's cr.MK the problem or is it the damage that you get off of it?
The chicken/egg dilemma.
Effort will be rewarded all the same, it just that it will have to be spent on things other than grinding combos now.Yep. Effort.
A shoto having a good cr.MK? No way
Effort will be rewarded all the same, it just that it will have to be spent on things other than grinding combos now.
This apply to just about everything.The thing about fighting games is that you can put more effort into it than someone and still be worse.
I knew most of this, hence why I posed him that rhetorical question.It has good reach and hit stun, but it's honestly not that good. It starts up in 7f which is much slower than all the other shoto' low forwards and doesn't low profile like they do either. So I end up getting blown up by a lot of things that I know I could dodge if I had Ryu or Akuma's low forward. I think it's a good move, but not one of the best in the game, not even close.
The thing about fighting games is that you can put more effort into it than someone and still be worse.
This apply to just about everything.
Always love em.
Yep. Effort.
Right, it's the Timmy vs Spike mentality again. It's not that Timmy doesn't recognize the benefits that practice and training add to competitive play (although there are certainly players who refuse the notion), he just doesn't care for it.I don't believe it's simply a "work ethic" thing. Why do people practice anything at all? It's because they see the value in mastering the thing they are practicing. Ergo, it's not their fault they don't see value in your option versus something else (here, I'm talking about players who have an interest in competitive play).
Negaduck said:Man at first I was kinda meh about Vega and his reveal, but after watching the video a few times i'm actually pretty excited for him.
Loving the little spin move he does when he changes stances (you can see this from the first combo he does in the video at 0:16, he starts the combo with the claw and in the middle does a little spin when he puts it away and finished without the claw).
He has a few interesting new moves, the backwards claw slash that he does in the next combo, that one he actually does at the end of the combo after the stance dance, he does a target combo (at least that's what it looks like) and then has a slash move without the claw.
the next combo also has the new special (at first i thought he did a stance change but it looks like the same target combo from the end of the first series).
The next section he does a wall dive which either A: he does low enough to combo or B: they've added enough hit stun (also taken away the knockdown, possible knockdown with claw?) to continue the combo into roll which looks like it ends in the flip kick (possibly when he doesn't have the claw? might be a slash with it).
His Izuna drop was started from the ground, I wonder if that will be a command grab now rather than being part of the wall jump (or possibly like running bear grab it has two versions depending on the proximity to the opponent?).
Okay scratch that, still watching the video it looks as though EX roll does not allow you to combo but without the claw he still does the flip at the end which results in a knock down. Following that Vega does an EX wall dive which hits twice and allows him to combo into the EX wall jump (which kinda negates my proximity theory from before on the Izuna drop) which looks like his old SF4 combo (just basic hit into ex wall jump) although after he ends with the swan dive he then uses V-trigger which looks as though Vega tosses a rose at his opponent (sorry Dudley) and when it hits, Vega has his dash through follow up.
This looks like it doesn't really matter where on screen he is because at the end of the video he is across the screen and hits with his V-trigger which still results in the follow up slash which results in a knockdown (opponent is spinning in the air, not sure if this means anything in relation to the type of knockdown, techable or otherwise).
and of course ends with his super. That is hard to tell if he cancels it off of his wall jump or if the first part hits just like it did at the end of SF4.
Kinda long write up but those are the things I could take away from Vega, I like that his V-trigger might be able to blow up someone trying to hard zone him (oh god if sim is in I hope i have something to deal with that) and lets him start his Oki game again.
He looks pretty awesome and someone I might have to mess around with.
Here is my analysis of Vega from the reveal thread I posted this morning in case people haven't seen that thread.
Sorry if this us all kinda common knowledge by now.
Edit: on the topic of players who enjoy high execution characters, is there a way to reward that style of play in ways other than MAXDAMAGE combos?
anyone wanna play ultra?
Did they ever patch out that "My controller has a d-pad AND an analog stick, so, what are charge times" tech?I mean in UNiEL Vatista is SSS busted in theory because she can just basically lock you down forever, but the execution is so hard you barely ever get to see it.
Did they ever patch out that "My controller has a d-pad AND an analog stick, so, what are charge times" tech?