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

petghost

Banned
You might like Melty too possibly.
Everyone should play Melty

ive just now realized this in the past couple days after trying it for the first time/watching some match videos...game is godlike.

like the movement is amazing and the neutral game is so fun. also combos dont go on forever. easy to pick up and play too.
 
After really thinking it over, I don't think I can ever play another Smash after 4. Villager is everything I never knew I wanted in a Smash game, and nobody else plays like him.
 

Mr. X

Member
Just played Melee for almost 4 hours. There's so much still ingrained in my hands for not playing it sin like 5-6 years wtf.

They have to make another Smash that's like Melee.
 

alstein

Member
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.


I hope that's the system they use- will make it easier for old men. Problem is if the system gets broken it can get really broken really fast like it did in the Real Bout games.
 
Watched the trailer again after getting home for work. I finally noticed that they gave Ryu his old cr. MK back. The first trailer he had a really strange looking crouching kick attack and it canceled into fireball, so we all assumed that was his new cr. MK. But the old one is back and I'm pretty happy about that. He'll probably still have some new normals, so not all is going to be the same as previous versions.

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.

Personally I like that, it's easy and provides plenty of time to confirm your hits. I find it too hard to do single hit confirms even from medium attacks. It'll probably be easier in SFV since everything has like half a second or hit or block stun, but still I'd prefer to keep it just to provide easier ways to land hit confirms.
 

Sayad

Member
Watched the trailer again after getting home for work. I finally noticed that they gave Ryu his old cr. MK back. The first trailer he had a really strange looking crouching kick attack and it canceled into fireball, so we all assumed that was his new cr. MK. But the old one is back and I'm pretty happy about that. He'll probably still have some new normals, so not all is going to be the same as previous versions.
The animation for the new(SF3) cr.MK will probably go to Ken now, lol. Though it might be something like an ISM change where he have one in A-ISM and another in V-ISM, along with different supers/other mechanics.
 

kirblar

Member
You can confirm jabs into other things that chain- jabs into links just ended really poorly in a SF-esque system. It's different in a Marvel/DS style game.
 
Personally I like that, it's easy and provides plenty of time to confirm your hits. I find it too hard to do single hit confirms even from medium attacks. It'll probably be easier in SFV since everything has like half a second or hit or block stun, but still I'd prefer to keep it just to provide easier ways to land hit confirms.

I think he is talking about how chainable jabs aren't special cancellable, while actually linking the jabs are. I agree with him in that it's an unncessary execution barrier, because why not just make chainable jabs special cancellable in the first place. The only thing it does is just make it a barrier entry. You can still do your easy hitconfirm by landing multiple jabs this way but you don't need to bother with a link.
 
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?

Vanilla Ice's sLP in Jojo's Bizarre Adventure. Imagine Magneto's sLP being air unblockable in a game with no superjump height, and then being air reset over and over.

I think he is talking about how chainable jabs aren't special cancellable, while actually linking the jabs are. I agree with him in that it's an unncessary execution barrier, because why not just make chainable jabs special cancellable in the first place. The only thing it does is just make it a barrier entry. You can still do your easy hitconfirm by landing multiple jabs this way but you don't need to bother with a link.

This is literally the only reason I don't play Fei Long. I can do Chicken Wing into clFP, but I can't do cLK, cLK, cLP xx Rekka.
 
I think he is talking about how chainable jabs aren't special cancellable, while actually linking the jabs are. I agree with him in that it's an unncessary execution barrier, because why not just make chainable jabs special cancellable in the first place. The only thing it does is just make it a barrier entry. You can still do your easy hitconfirm by landing multiple jabs this way but you don't need to bother with a link.

I didn't get that message from his post. It just seemed like he isn't a fan of being able to hit confirm from mashing on light attacks. As for being able to special cancel from chains. Personally I'd prefer to keep it the way it is in SF4 because it still requires some skill to hit those links and not make those combos too easy. But then again, if they want to make the game easier, giving players something to start with like this may actually be a good idea. I wouldn't mind it, I also wouldn't mind them adding a 1f buffer as well to link moves.

Oh, and welcome back old buddy, glad to see you're not going to take next gen off.

vlcsnap_2015_02_25_02h46m34s124.png
 

Rhapsody

Banned
ive just now realized this in the past couple days after trying it for the first time/watching some match videos...game is godlike.

like the movement is amazing and the neutral game is so fun. also combos dont go on forever. easy to pick up and play too.

French Bread just has that magic, just not that money.
 

Dahbomb

Member
[QUOTE="God's Beard!";153595568]I can do negative edge combos and stand infinites in Jojo's but I can't do chain jab links in SFIV. Fuck that shit.[/QUOTE]
Yeah I don't like that either. It's why I would never play a character like Bison in SF4... I need those chains.

I actually only play Fei Long in Omega because that combo you posted is actually very doable in that mode (among other of his stuff).

1f buffer is pretty much requirement for SFV especially with it being online as well. I say have 1f buffer be available offline for combos and at least 2f online. 2f buffer is fairly lenient for offline combos but online it's just barely enough.
 

Anne

Member
I personally feel like links are fine as is :v

I will agree the chain =/= special cancellable rule is dumb for the SF4 engine and should probably go.
 

Sayad

Member
1f window for inputs are most probably gone, even ASW came back to their senses with Xrd and are taking them out with the first update. There's just no room for them in fighters, not if you care about online.

It's good for the game to have execution walls, though there are a lot of ways to have those(including 1f window stuff) without crippling a lot of your characters online by having no buffer.
 

Shito

Member
I sure hope Omega Mode and its "more lenient links" is a sign that Capcom is moving away from one frame links for the future.
In my opinion that's where the main salt is coming from for SF4: it is so demanding on the player that playing it feels like struggling with the engine rather than mastering your character. I'm always tensed when playing SF4.
 

Horseress

Member
People were having those "fucking slow ass game" reaction when the first SFIV gameplay videos were released?
I do agree SFV is a little too slow atm
 
I sure hope Omega Mode and its "more lenient links" is a sign that Capcom is moving away from one frame links for the future.
In my opinion that's where the main salt is coming from for SF4: it is so demanding on the player that playing it feels like struggling with the engine rather than mastering your character. I'm always tensed when playing SF4.

I agree so much. Playing some Omega was a lot more relaxing than the normal game because of easy links. I hope they keep them.
 

oneida

Cock Strain, Lifetime Warranty
VF5FS tutorial 20 is impossible for me, do players actually use this F,F,G move during play?
I'm guessing F,F,G is 66G? are you forward dash canceling an evade?

if so that is an option select which beats slow circulars and linear attacks.

every option select is used by good players.
 

Kimosabae

Banned

He's right, SF4 is probably the most frustrating fighter I've ever played lol
I can play like 200 matches of TvC without stopping, but about 6 matches of SF4 later and I just can't handle the annoyance anymore.

holy shit I thought it was just me.

SF4 is indeed one of the most frustrating FGs of all time. Invincible Reversal mechanics that are easy to input and lead to wild swings keep the game from realizing its potential in my eyes. Even though I respect its simplicity more, today, than when it originally released, it's still not a very good competitive game, IMO. Better player doesn't always win, but it's still a far cry from Marvel.
 

oneida

Cock Strain, Lifetime Warranty
VF5FS tutorial 20 is impossible for me, do players actually use this F,F,G move during play?

I'm guessing F,F,G is 66G? are you forward dash canceling an evade?

if so that is an option select which beats slow circulars and linear attacks.

every option select is used by good players.
I should add that learning VF is a journey. you can win without option selects by leaning more heavily on reads - just playing perceptively and making good decisions. all option selects do in VF is minimize the amount of reads you need to make.

(generally - all OS can get stuffed if the opponent reads it)
 

Beckx

Member
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.

It's funny, my first inclination when people say "fast" is to think they mean Marvel style - flying around with too fast (for me) to see combos.

But the Yatagarasu reference posted yesterday clarifies it for me and I'm in agreement with that.

Yeah I don't like that either. It's why I would never play a character like Bison in SF4... I need those chains.

Eh, I flipped between Bison and Hakan near the end of my time with SFIV and even though I can't do Bison's (relatively straightforward) links to save my life, I know what causes me to lose is just not reading the situation right, not links.
 

Shito

Member
I agree so much. Playing some Omega was a lot more relaxing than the normal game because of easy links. I hope they keep them.
Yeah, I now more or less only play Omega Decapre for this reason.
It's starting to get on my play partners nerves, because they see her as some broken character and the reason why they lose against her, but honestly I think Ultra Decapre is probably a way way better character than Omega Decapre is. She's just not fun to play at all, though... :/
No hard knockdown on throws in Omega mode is a big flaw in my game. I would trade the buffed damage it does to get back hard knockdown in a heartbeat. :)
 

Marz

Member
Easier links and more chainable combos sounds like a fantastic online experience.

All those Ryus and Kens mashing 3 frame jabs into high damage combos is going to be a lot of fun to play against.

It will be like SFxT all over again.
 

Shito

Member
Easier links and more chainable combos sounds like a fantastic online experience.

All those Ryus and Kens mashing 3 frame jabs into high damage combos is going to be a lot of fun to play against.

It will be like SFxT all over again.
If they can hit confirm their one jab into a high damaging combo, props to them.
If the engine lets you chain several jabs before hit confirming into a really damaging combo, booh to Capcom.
But easier links and chainables combos do not necessarily entice what you are describing.
 

Beckx

Member
Capcom please start revealing characters at least once a month

I dunno, I really hate the video game PR drip and the modern school of game marketing that says you have to "maintain the hype" by using it.

Like, do they really get more sales by announcing a character one at a time versus revealing the lineup all at once up front?
 

Village

Member
I didn't get that message from his post. It just seemed like he isn't a fan of being able to hit confirm from mashing on light attacks. As for being able to special cancel from chains. Personally I'd prefer to keep it the way it is in SF4 because it still requires some skill to hit those links and not make those combos too easy. But then again, if they want to make the game easier, giving players something to start with like this may actually be a good idea. I wouldn't mind it, I also wouldn't mind them adding a 1f buffer as well to link moves.

Oh, and welcome back old buddy, glad to see you're not going to take next gen off.

Maybe its me but SF5 in terms of art style looks marvel-ey after this recent trailer
 

Sheroking

Member
I dunno, I really hate the video game PR drip and the modern school of game marketing that says you have to "maintain the hype" by using it.

Like, do they really get more sales by announcing a character one at a time versus revealing the lineup all at once up front?

Well, first of, they are not at equal points of development for all these characters, so they can't properly reveal them all anyway. Even with that aside, you'd rather have like 10 months of silence?

The KI model is far, far more fun.
 
I dunno, I really hate the video game PR drip and the modern school of game marketing that says you have to "maintain the hype" by using it.

Like, do they really get more sales by announcing a character one at a time versus revealing the lineup all at once up front?

probably. i imagine the news ramps up incremental preorders or whatever.
 

Beckx

Member
Well, first of, they are not at equal points of development for all these characters, so they can't properly reveal them all anyway. Even with that aside, you'd rather have like 10 months of silence?

The KI model is far, far more fun.

What's wrong with saying "here's the list of characters" then doing trailers when they are ready?

I don't think the veil of secrecy in the name of hype really doesn't anything good.

probably. i imagine the news ramps up incremental preorders or whatever.

They hide all the analytics so we'll never know. Though they've deployed the big guns on pre-orders already with a beta.
 
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