Riposte
Member
We must band around Anime, they will never betray us.
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We must band around Anime, they will never betray us.
Great post. Absolutely epic.
Y'all are panicking.
Capcom's top brass are morons, we've known that for years and years.
If Ono and Ayano come up on stage at Evo 2015 with P2W mechanics, then start raging.
Yup. SFxT is actually an incredible "learn through failure" moment- but you have to be able to see why it failed.Yea now is the time to complain. After they unveil it, then it would be too late.
Or rage, bitch and moan now before they show up on a stage with P2W mechanics.
Do I give the impression of a Bridget die-hard
I know it comes across as senseless shilling, but Ono is wearing an official shirt my friend and I made, and at E3 none the less. This marks the achievement of a life goal. Share in my happiness.
So Street Fighter, So Happy.
For example, Marvel 3 looks fast on stream but is a fairly manageable clip when playing it. That's because of they've often sped the captured video footage up while streaming which basically is the equivalent of watching it on fast forward.
This definitely doesn't happen, unless you're talking about trailers and promo clips.
Y'all are panicking.
I just want to have fun honestly.
lol its really hard to have a game without 1-2 frame links.
As long as you have moves that are + on hit and moves thats are fast enough to go in those frames you have links.
You can negate the usage of 1framers by having normals cancel into each other though
I don't think people are against 1F links, they just want a system that makes them easier to perform like some sort of buffer system.
Yes, that doesn't mean that they don't understand that they're impossible to avoid and that other means need to be used to smooth them out.That means they're against 1F links.
I don't want 1-frame links.
The SFxT method ended up making the risk/reward on whiffed moves completely crazy since people were getting full combos off a single whiff punish. I'd rather they keep those in DS/Marvel.you could just do it like SFxT. Chains do less damage, links do more.
you could just do it like SFxT. Chains do less damage, links do more.
You have that in SF4 as well. Someone like Viper can do cr.MK TK Red Focus combo as a whiff punish. Same thing for someone like Evil Ryu with FADC combos.The SFxT method ended up making the risk/reward on whiffed moves completely crazy since people were getting full combos off a single whiff punish. I'd rather they keep those in DS/Marvel.
Yeah, it requires meter and the right positioning though. Like how sometimes all you can do is sweep them, sometimes they eat an Ultra. This was "whiff anything, chain into a tag or launch combo pretty much 100% of the time"You have that in SF4 as well. Someone like Viper can do cr.MK TK Red Focus combo as a whiff punish. Same thing for someone like Evil Ryu with FADC combos.
Yeah, it requires meter and the right positioning though. Like how sometimes all you can do is sweep them, sometimes they eat an Ultra. This was "whiff anything, chain into a tag or launch combo pretty much 100% of the time"
Just played first game of Smash 4 guys...4 players 1 game, win or lose back of the line. Lots of asking for preorders.
there's an arbitrary execution point that bothers people, but high level competitive execution should and is a real thing and a major deciding factor in both character design and actual player decision making
it's actually a pretty big highlight of why people like sf2 over sf4 on a casual level, i think
the core flow of the game isn't centric around being able to execute the bare minimum punish/conversion off stuff into knockdown setup shit, but rather the standing game which is more in line with what people see in 'street fighter'
like you can get by doing pretty simple combos as your jumpin/crossup. at lower levels you can also get by using throws as your primary punish because of the more lenient method of input timing required (you can mash teh shit out of throw) and high dmg.
those people who complain about 1f links and how there shouldn't be any are generally complaining about not being able to break that 'arbitrary' execution barrier, whether it's 1f links or 5f links or whatever. the chain system was definitely developed to address this idea, but chains create a whole different kind of game in themselves and drastically change things up. umm, basically the way i see it is that you can design a street fighter style game to have less requirement to get into a -competitive- level by changing the design, rather than the execution requirement so there's less of a feel of 'arbitrary execution' '1f links' kinda deal. approaching it by making execution overall easier (edit: in certain ways!) can have drastic effects on the whole game that are hard to determine because it changes the risk/reward of buttons and whatnot moreso than overall system/character design that can be planned out from the start
or something, idk. im not good at these games but that's how i feel~
You have that in SF4 as well. Someone like Viper can do cr.MK TK Red Focus combo as a whiff punish. Same thing for someone like Evil Ryu with FADC combos.
This hurts me more than you could know. =P
I have no bias against 1f links b/c plinking is in the game.
I would just like some easier way of doing combos into dp with sagat/adon
Seeing guys like Justin, Ricky and Rog all whiffing Ultras/links in the middle of high-level matchups isn't fun for anyone other than their opponent.Even without arbitrary execution, the high level competitive execution barriers develop naturally. That's fine.
Poorly designed stuff like SF4's input system should be punishable by flogging. Nearly all of SF4's issues can be tied to the input system and poor decisions made years ago.
If SF5 is Pay to Win then SF4 will literally be my first and last Street Fighter
Time to prepare for the future of Smash Bros
Smash, MK and Xrd- it's not like we're devoid of good options if Capcom screws the pooch again.If SF5 is Pay to Win then SF4 will literally be my first and last Street Fighter
Time to prepare for the future of Smash Bros
Fuck 1 frame links. The most there should be is 2.
Smash, MK and Xrd- it's not like we're devoid of good options if Capcom screws the pooch again.
Seeing guys like Justin, Ricky and Rog all whiffing Ultras/links in the middle of high-level matchups isn't fun for anyone other than their opponent.
Even without arbitrary execution, the high level competitive execution barriers develop naturally. That's fine.
Poorly designed stuff like SF4's input system should be punishable by flogging. Nearly all of SF4's issues can be tied to the input system and poor decisions made years ago.
I always enjoy watching Rufus lose
I think it's a bit of both - the issue is that putting the barrier from low->medium level play at a point where FADC->Ultra is mandatory leaves an enormous amount of people in the cold who straight up don't have the execution skills to do it. Red Focus has been enormously helpful for giving lower-level players access to their Ultras who otherwise couldn't pull it off.yeah, i'm not against easing execution barriers but i'm not sure how one would go about it in a way that wouldn't drastically affect the core game too.
designing the core game to where execution is important but not as much of a deciding factor is more along the solution line i'm addressing
also it's really funny that ultra drops are used as an argument against execution when it's actually like kind of a huge example for why execution is a core part of the human side of fighting games. even basic stuff like that can still be dropped because of nerves, and that risk/reward will always exist because it's a fundamental aspect of making fighting games interesting
the opposite is marvel 3 lightning loops by competent players, for what it's worth
edit: actually re-reading what kirblar said i'm retarded and disregard what i said as a reply to that because if it's an input glitch then lol jesus christ capcom
yeah, i'm not against easing execution barriers but i'm not sure how one would go about it in a way that wouldn't drastically affect the core game too.
designing the core game to where execution is important but not as much of a deciding factor is more along the solution line i'm addressing
also it's really funny that ultra drops are used as an argument against execution when it's actually like kind of a huge example for why execution is a core part of the human side of fighting games. even basic stuff like that can still be dropped because of nerves, and that risk/reward will always exist because it's a fundamental aspect of making fighting games interesting
the opposite is marvel 3 lightning loops by competent players, for what it's worth
edit: actually re-reading what kirblar said i'm retarded and disregard what i said as a reply to that because if it's an input glitch then lol jesus christ capcom