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Fighting Games Weekly | Feb 23 - Mar 1 | Radio Bryheem Presents: Kosmos

hitsugi

Member
He has his air flash kick from XSF as well and other things to differentiate him. But the point is, compared to what we've seen of Ryu and Chun he has some things that speed him up a bit - even if they're teleports..

It's still looking like combos in SFV are going to be more similar to 3S than SF4. Primarily based on a couple of hits into a special rather than long links. It's still too early to say much.
 

Sayad

Member
I'm glad SFV is slow. Bring it back to the SF2 days. I'm too old to be playing these super fast 100 hit combo games.
It really doesn't look slow in the way you think it is, it's just the walk speed(or Ryu's walk speed) and long ass hitstops. Also, SF2 is pretty fast compared to SFIV/SFV.
 
YOOOOOO ULLLLLL HAHA

Yo I've been so damn busy lately haven't been on GAF much but man I had to pop in to show my hype. FUCK yo ma boi is BACK son.

M1rVQbb.gif


Gif has never been more fucking appropriate.
 

Uraizen

Banned
He has his air flash kick from XSF as well and other things to differentiate him. But the point is, compared to what we've seen of Ryu and Chun he has some things that speed him up a bit - even if they're teleports..

It's still looking like combos in SFV are going to be more similar to 3S than SF4. Primarily based on a couple of hits into a special rather than long links. It's still too early to say much.

So I'm not the only one who felt like a lot of those normals were starters for target combos?
 

petghost

Banned
the tough part of 3s was confirming off 1 button but in this game it looks like you got time to read a book and still confirm that shit. Not necessarily a bad thing imo but it's weird to me.

on another note st was hella fast and the walkspeeds ridiculous. I understand people's concerns over walkspeed as that is a big part of facilitating a good footsie game but it's still early.
 

hitsugi

Member
So I'm not the only one who felt like a lot of those normals were starters for target combos?

Well it's all guessing at the moment, but it looks like the game is built off of small hit confirms into things like you suggested - target combos. We know certain counter-hits can trigger a pop up, but I don't see things like c.MP x3 -> sweep being a thing in this game. I feel pretty confident in them trying to bring some of the 3s feel back into it (less floaty jumps, less emphasis on long link combos).

At the moment it still looks a bit off, but it's early.


....they may also plan on doing a Turbo version.. who knows?
 

Spacebar

Member
joke post?

A little hyperbole, but I was referring to the original SF2. The turbo and later editions are faster, but there wasn't all of these EX bars, focus cancel, one frame link combos, etc. It was more about spacing and reading your opponent.

The new stuff does make it exciting to watch high level play though. I wish I was in my prime when SF4 got big. I just don't have the time to dedicate learning and practicing. I'll always play casually and enjoy watching good players. SFV looks good to me so far.
 

Nyoro SF

Member
I'm glad SFV is slow. Bring it back to the SF2 days. I'm too old to be playing these super fast 100 hit combo games.

My mind is full of fuck at this post lol.

Turbo is one of the fastest Street Fighter games out there.

A little hyperbole, but I was referring to the original SF2. The turbo and later editions are faster, but there wasn't all of these EX bars, focus cancel, one frame link combos, etc. It was more about spacing and reading your opponent.

The new stuff does make it exciting to watch high level play though. I wish I was in my prime when SF4 got big. I just don't have the time to dedicate learning and practicing. I'll always play casually and enjoy watching good players. SFV looks good to me so far.

I got you, I think...
 

Kalamari

Member
『Inaba Resident』;153554354 said:
Or you can pay absolutely nothing and just pre order it on Amazon.
Either way, its not a big deal.
Definitely not even close to $8 character DLC

But there will be $8 DLC characters because Capcom likes money.
 

Kumubou

Member
A little hyperbole, but I was referring to the original SF2. The turbo and later editions are faster, but there wasn't all of these EX bars, focus cancel, one frame link combos, etc. It was more about spacing and reading your opponent.

The new stuff does make it exciting to watch high level play though. I wish I was in my prime when SF4 got big. I just don't have the time to dedicate learning and practicing. I'll always play casually and enjoy watching good players. SFV looks good to me so far.
Uh... you know SF2HF had none of that, and ST barely had any of that? The thought of going from HF speeds to WW is pretty gross. Even if people don't find SF4 to be slow, going to a slower game is going to be brutal. It's going to be hard to balance for a player's experience.

One thing they could do is make like A3, where the walkspeeds were generally fast-ish (remember, some of this is negated by the game being 16:9 and having a wider screen) and had obscene hitstop on counter hits, but very little hitstop on normal hits. Feels like you could hit someone with anything, get a sandwich, and then confirm into a combo.

I just hope they're not dumb enough to bring back jab links on chainable jabs, that was seriously one of the dumbest things about SF4. That was a system rule that made absolutely no sense and is just archaic as all hell.

Capcom releases too many characters for that.
They'll go the LoL route and make it $10 per character instead. D:
 

Rhapsody

Banned
The days of smaller stages and less distance between each side of the screen were fun times. I sort of miss it, especially Marvel 2's.
 

Spacebar

Member
Uh... you know SF2HF had none of that, and ST barely had any of that? The thought of going from HF speeds to WW is pretty gross. Even if people don't find SF4 to be slow, going to a slower game is going to be brutal. It's going to be hard to balance for a player's experience.

One thing they could do is make like A3, where the walkspeeds were generally fast-ish (remember, some of this is negated by the game being 16:9 and having a wider screen) and had obscene hitstop on counter hits, but very little hitstop on normal hits. Feels like you could hit someone with anything, get a sandwich, and then confirm into a combo.

I just hope they're not dumb enough to bring back jab links on chainable jabs, that was seriously one of the dumbest things about SF4. That was a system rule that made absolutely no sense and is just archaic as all hell.

I think my post may be coming across wrong. I agree that if they went back to the original SF2 speed SFV would be awful. The later versions of SF2 the characters were much faster and I think Super Turbo added the super meter.

Street Fighter 4 has a good variety of character speeds. I started to fall of when they added red focus combos along with all the other stuff. Those mechanics don't make the actual game faster, but require you to think faster because characters have so many options. Focus, EX, and Ultra mechanics do make the game more fun for me from a viewer perspective though.

What I was pretty much saying is that I suck when fighting games are faster and require execution to pull off some of the more damaging combos. When I was in my teens I had no issue with faster speeds or more mechanics.

The first post I made was joking that I like the older (less complex) games while others were saying it's too slow. Not just including speed of the characters, but the speed of execution and reactions. Hope this clears it up.
 

BakedYams

Slayer of Combofiends
Yo I've been so damn busy lately haven't been on GAF much but man I had to pop in to show my hype. FUCK yo ma boi is BACK son.

M1rVQbb.gif


Gif has never been more fucking appropriate.

Best gif ever. I'll use it once Marvel 4 gets announced.

joke post?

I share the sentiment to some extent but that's why we have ST.

Huh, I just noticed Twitch emoticons display their codes when you hover over them.

FINALLY!
 
Here is a question for you guys, this for any games you guys play.

You can remove ONE Normal from the game(It cannot be a command Normal), which character can't use that normal anymore?
 

Dahbomb

Member
Here is a question for you guys, this for any games you guys play.

You can remove ONE Normal from the game(It cannot be a command Normal), which character can't use that normal anymore?
Hard to say because if you take out a normal without replacing it then you have a big hole in a character's arsenal.

I would say Zero's cr.H. He doesn't need that shit at all yet that move makes him insanely powerful and Zero players have just now started abusing it. It makes certain match ups like Spencer really difficult.
 

Manbig

Member
Here is a question for you guys, this for any games you guys play.

You can remove ONE Normal from the game(It cannot be a command Normal), which character can't use that normal anymore?

Before Tekken Tag 2, I would have said Magic 4, or Bob's d1. Both of those get nerfed heavily in Tag 2 though, so I dunno.
 
I just realized Karst might really like UNIEL. Doesn't have to double tap for any dashes.

You might like Melty too possibly.
Everyone should play Melty
Sensible dash inputs? Now I might have to buy it...

If Merkava is still S tier, then all the better.
 
Sensible dash inputs? Now I might have to buy it...

If Merkava is still S tier, then all the better.

I honestly have a hard time imagining how he could ever drop from S in the current version.

And yeah, dashes are 4/6+AB so it should be more to your liking. Although there technically are no air dashes, there's assaults that are just 6D but they're not quite the same thing.
 

Rhapsody

Banned
lol James Chen. Saying that Dieminion going to France is good, especially since he can actually make it back to the US this time.
 
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