Short thread about a father in Japan who's kid looked into SFV:
https://twitter.com/sprsk/status/818455650288050177
Pretty sad reading...
I really don't think this is about what you might think. He probably can't even do a fireball.
Outlined my mistake.You think it would be something the game teaches immediately but no. It doesn't go through specials.
I really don't think this is about what you might think. He probably can't even do a fireball.
But its one of the first thing the game teaches you is it not? When you first boot up SFV you play as Ryu go through a, albeit short and very light, tutorial which includes the varying difference in light/medium/heavy punch, how to do a hadoken, the buttons for vskill, the buttons for vtrigger, throws/throw tech, and how to block. You take this knowledge and apply it to everyone else and practice in training mode.
When you boot up Overwatch, you get to play as Soldier 76 in the tutorial and it shows how to look around, how to move, primary fire, secondary fire, first ability and then second ability. You take this knowledge and apply it to everyone else and practice in training mode. (I am unaware if training mode has been changed since I last played) The difference is you can check characters' moves mid-match to remind you of what they do and how to do them.
The only problem is not everyone has played a fighting game and therefore have to put in more time learning the basics. Everyone at some point has played a FPS since its one of the most popular game genres and already have the basics of the FPS genre under their belt.
His points on single player and DLC issues are not wrong tho.
being left close to the opponent after a SPD is the best thing
it was silly in SF4 cause you were left away but everyone just did a greenhand afterwards so it was more or less the same thing
Zangief being left kilometers away after a grab is stupid
Also Zangeif no longer has green hand to make up distance, so getting in is a bit more of a struggle for him this time. I think it'd be far more disadvantageous for him to be at neutral after an SPD in SFV.
SFIV had no tutorial at all which was very frustrating Considering all the mechanics in that game. Luckily I had a friend at the time run through everything for me and I'm very thankful for that. You do need to have a drive to play fighting games though, I wanted to get good at the game and it took me a very long time until I considered myself not a scrub. No tutorial will give you this drive.
But single player content is important for people to at least see if they are comfortable before going online. I know with 4 I didn't go online for a week at first because all I was doing in was practicing moving and motions in arcade mode. It's good to practice against a moving target (and one that isn't completely brain dead).
Overall though I think the amount of people who have the drive to learn fighting games properly is dwindling and will continue to dwindle. The moba/shooter market is eating fighters audience up.
Honestly the saddest thing about SFV. There is still character variety imo, but not to the lengths past games have had. Instead of trying to create fun characters, they are more pigeonholing them into a certain style. It's fine to balance a character a certain way, but I hope newer characters and balance changes going forward are more geared like Akuma or Urien and some of the buffed combo potential a lot of S1 characters got. Game needs another layer of depth still. I love the game, but sometimes it's still just not as fun as 3S or USFIV for me.
If anything, this is one of the SF games that isn't throwing people into a certain style of play per character. I've seen offensive Ryus, defensive Ryus, all of variance in success. XSam's Ryu is a defensive wall, as opposed to Tokido's super aggressive Ryu. Both are able to work, so long as you play within the confines of the game's system like every other fighter.
Compare that to 4, where there's a direct path of optimal play, and that's where everyone ended up with Evil Ryu and Elena and shit like that, doing the same combos.
V is far more expressive, but the combo system is a little more limited without FADC stuff tagging along in S1. S2 has gotten way, way better IMO just watching the past few tournaments. There's a clear difference of how people play these characters now, even goofy Lauras aren't doing the same things.
I don't think we're talking about Ryu here, he's always been a well rounded character.If anything, this is one of the SF games that isn't throwing people into a certain style of play per character. I've seen offensive Ryus, defensive Ryus, all of variance in success. XSam's Ryu is a defensive wall, as opposed to Tokido's super aggressive Ryu. Both are able to work, so long as you play within the confines of the game's system like every other fighter.
Compare that to 4, where there's a direct path of optimal play, and that's where everyone ended up with Evil Ryu and Elena and shit like that, doing the same combos.
V is far more expressive, but the combo system is a little more limited without FADC stuff tagging along in S1. S2 has gotten way, way better IMO just watching the past few tournaments. There's a clear difference of how people play these characters now, even goofy Lauras aren't doing the same things.
If anything, this is one of the SF games that isn't throwing people into a certain style of play per character. I've seen offensive Ryus, defensive Ryus, all of variance in success. XSam's Ryu is a defensive wall, as opposed to Tokido's super aggressive Ryu. Both are able to work, so long as you play within the confines of the game's system like every other fighter.
Compare that to 4, where there's a direct path of optimal play, and that's where everyone ended up with Evil Ryu and Elena and shit like that, doing the same combos.
V is far more expressive, but the combo system is a little more limited without FADC stuff tagging along in S1. S2 has gotten way, way better IMO just watching the past few tournaments. There's a clear difference of how people play these characters now, even goofy Lauras aren't doing the same things.
If anything, this is one of the SF games that isn't throwing people into a certain style of play per character. I've seen offensive Ryus, defensive Ryus, all of variance in success. XSam's Ryu is a defensive wall, as opposed to Tokido's super aggressive Ryu. Both are able to work, so long as you play within the confines of the game's system like every other fighter.
Compare that to 4, where there's a direct path of optimal play, and that's where everyone ended up with Evil Ryu and Elena and shit like that, doing the same combos.
V is far more expressive, but the combo system is a little more limited without FADC stuff tagging along in S1. S2 has gotten way, way better IMO just watching the past few tournaments. There's a clear difference of how people play these characters now, even goofy Lauras aren't doing the same things.
I'm just going to come out and say it: Laura is bullshit.
I wonder if its still too early to tell on this though? I feel like this took a couple of years with SF4.
I don't think we're talking about Ryu here, he's always been a well rounded character.
But what I want out of Street Fighter is archetypes of play. I want specific match-ups that I have to play a certain way and I want to learn that stuff and progress. In SFV there's a lot of similar offense and defense. Doesn't really matter if Cammy confirms mediums into a drill or Karin confirms mediums into tenko, you know? Or how every character can shimmy and so many could anti-air with jab.
Some of that is missing in V where even Dhalsim has decent offense and you can pressure Zangief from up close.
SF4 offered that and then filled out the rest of the spectrum. In V we started with more in-between characters and I hope they deliver the archetypes..
But like I said, they've gone into the right direction with the DLC characters and I hope they continue this trend.
I definitely think there is character variety in the game and you bring up so good points. I feel like Ryu himself is probably one of the more versatile characters in the game. I also think the game is headed in the right direction has making the combo avenues more creative and fun. It's easy to say "well this game was better at this" because SFV is still so new so only time will tell, but I kinda jumped the gun on the statement a tad.
I think there are some characters that I would like to have more options is more along the lines of what I'm thinking.
Sure, but then Capcom decided to nerf Nash bc Infiltration played him in a different way then they envisioned.
IMO Capcom has very specific routes for where characters should be doing what, it's why the game felt very linear in S1.
Yeah, it's basically two different philosophies at play and you can never satisfy both ends. The more unique you make your characters, the more one-sided match-ups you'll have.
When arrow ends and cammy is still sliding and on the other sideI've completely forgot when to do the last input on Cammy's Spike for this combo
jHP > MP > HP x Trigger > Arrow > Spike
yeah, Urien's problem is that he has long limbs in a game of mostly stubby guys AND he doesn't pay for this privilege cause he has great tools and good health
at least he can't combo from some of the worse cases but that's only until Capcom rolls the balance dice again
Think it's +2I don't think he's stupid OP. But he is over tuned. +1 on cr mk, get the fuck outta here, capcom.
Yeah, it's basically two different philosophies at play and you can never satisfy both ends. The more unique you make your characters, the more one-sided match-ups you'll have.
But I would much much rather have fun and unique characters with expressive styles with a few very lopsided match-ups than a homogenized idealistic fighter where everything is 6-4 or closer.
I actually think this is a problem with the current e-sports push, too. People expect an all around well balanced for every single character when that wasn't the case in the past when it was more of an arcade or dorm room game.
His cr.mk is +2 even. That was one of those rub-my-eyes type of changes.
His cr.mk is +2 even. That was one of those rub-my-eyes type of changes.
Urien's isn't special cancelable, but you can do v trigger off of it lol.Only FANG, Claw, and Urien have a cr.mk that is + on block. Pretty interesting.
Not sure why they needed one of if not the longest c.r mk in the game to have that level of frame advantage on top of his already strong neutral game either.
Urien's isn't special cancelable, but you can do v trigger off of it lol.
You guys remember Churning the Butter? It's a norcal tournament that used to be weekly, then biweekly, and now apparently monthly. I just read a FB post from who I assume is one of the TOs, and the primary reasons for cutting back on the tourny were attendance (smash 4 apparently eclipsed sfv) so they didn't feel like it was worth setting up for, and people traveling for other tourneys (this one makes no sense, since at most there would only be a couple players going to CPT events). But he also mentioned that he's been told by some members of the community that SFV isn't very well liked, which is the most disappointing part. Is the situation in the FGC really this dire? It's already hard enough finding locals in the area, and now even the few I was aware of are seemingly dying off.
You guys remember Churning the Butter? It's a norcal tournament that used to be weekly, then biweekly, and now apparently monthly. I just read a FB post from who I assume is one of the TOs, and the primary reasons for cutting back on the tourny were attendance (smash 4 apparently eclipsed sfv) so they didn't feel like it was worth setting up for, and people traveling for other tourneys (this one makes no sense, since at most there would only be a couple players going to CPT events). But he also mentioned that he's been told by some members of the community that SFV isn't very well liked, which is the most disappointing part. Is the situation in the FGC really this dire? It's already hard enough finding locals in the area, and now even the few I was aware of are seemingly dying off.
Lol no. It happens with every new SF. A loud minority of people will shout that the game is trash and nobody likes it, despite attendance numbers rising all over the place. But locals will die for a number of reasons. Price, people going elsewhere, etc. A single game isn't gonna kill off a local because there are dozens of other fighters.
Lol no. It happens with every new SF. A loud minority of people will shout that the game is trash and nobody likes it, despite attendance numbers rising all over the place. But locals will die for a number of reasons. Price, people going elsewhere, etc. A single game isn't gonna kill off a local because there are dozens of other fighters.
Are you in Norcal? There are many Locals I go to in South Bay. But yea CTB was the biggest. But yea I can see why they were cutting back , Numbers dont seem SFIV level.
Hmm idk man. USF4 seemed very popular , it could also be the SFV ( pre-release) hype that brought people back though.
As to why the game feels linear, I heard Chen talk about this, and I agree with him on this point - everyone is doing the same combos. Since you don't have weird cancels and shit, people would have the same handful of combos in their pocket. So you'd see Chuns pull off the same shit quite a bit. It was the usage, spacing, aggressive/passiveness, specials usage, and other things that made each player different. Alcurid plays like a damn nut with his Birdie, but Xyxxzy was more methodical, even if they were trying to confirm into super.
Hmm idk man. USF4 seemed very popular , it could also be the SFV ( pre-release) hype that brought people back though.
Except in this case it genuinely seems like the desire to play this game in locals is very low, as this is the second local event I know of to die due to very low community turnout. Maybe it's just the Bay Area that's losing its FGC.
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Yeah, it's basically two different philosophies at play and you can never satisfy both ends. The more unique you make your characters, the more one-sided match-ups you'll have.
But I would much much rather have fun and unique characters with expressive styles with a few very lopsided match-ups than a homogenized idealistic fighter where everything is 6-4 or closer.
I actually think this is a problem with the current e-sports push, too. People expect an all around well balanced game for every single character when that wasn't the case in the past when it was more of an arcade or dorm room game.
I think the reason is the lowered execution needed for combos; everyone focuses on optimizing combos so you cannot blame them for all using the same combo
there are two solutions to this; one is obviously rising the execution barrier, but the other is to make combos more situational. make juggles miss if they start from certain distance, make hits give more frame advantage depending on whether you hit with the tip or deep, don't have CAs that just suck people in the combo animation (like how Ken or Chun will have their CAs land the opponent even in a juggle), etc
problem is that this makes doing combos harder cause you cannot rely on muscle memory anymore, and it is a huge boon to people with better reaction, who can select on the fly the best combo to do from any distance. a lot of combos include one or two "adjusting" hits, that will put the attacker and attacked in known, reliable positions. mostly the target combos do that, but also certain special moves in most circumstances and of course most CAs. you'd have to take away that (or make target combos suffer damage penalties) so people had to concentrate on more honest combos that are harder to do but give better return. it is an execution barrier too, but one that relies on awareness of the fight, not necessarily muscle memory so I don't think it'd be that bad
Funny you say that, because some of Urien's combos practically rely on spacing and where he's at by the opponent.
But I actually like the idea, since it plays into the whole "fight the other person and not the system" well enough.
USF4 was lambasted everywhere. Not only at locals, but even at big events by top players. And that wasn't just USF4. SF4 got the same heat too. There's always a subset of people who just don't want to move onto the next game. SF4 was called baby's first fighter, and 3S was straight up hipster town.
Which reminds me:
https://clips.twitch.tv/avoidingthepuddle/SmilingGaurCmonBruh
Because more people are playing fighting games, it just seems like more hate.
Urien's forward mp is as good as Fei Long's lp rekka IMO. Turn's a lot of people's well spaced pokes into just in range of that button. Add to the fact that his throw range makes that button a fucking tick throw and with v trigger that button becomes gateway into derpville...and you got a problem.
I don't think he's stupid OP. But he is over tuned. +1 on cr mk, get the fuck outta here, capcom.