Rog's V-Trigger is a comeback mechanic. ;^;
It is and V-Triggers, in general, are comeback mechnanics but they all need more skill than SF4's Ultras which could be "guess right, do 50% damage using only Ultra." Rog's is pretty close, though.
Rog's V-Trigger is a comeback mechanic. ;^;
I used to ultra 1 rush punches on reaction in 4. I miss being able to play as reactive as I used to. That said, there's something fun about being about to just go in sometimes.
It is and V-Triggers, in general, are comeback mechnanics but they all need more skill than SF4's Ultras which could be "guess right, do 50% damage using only Ultra." Rog's is pretty close, though.
SFV making offline the same as online is/was such a bizarre design decision.I remember when people would command throw Balrog's ex rush punches on reaction in neutral in 4.
in 5 you can't eem walk/block them joints
More people play online than offline, so it makes sense to try and have them be as consistent as possible. As great as people remember SF4 being, the game was a completely different beast online. One frame link dependence on a game with delay-based netcode. Welp.SFV making offline the same as online is/was such a bizarre design decision.
SFV making offline the same as online is/was such a bizarre design decision.
If only sf4 had server maintenance.Whatever, ya'll. Go play SF4, lol.
If only sf4 had server maintenance.
I genuinely don't think that teaching people how to play fighters will help the genre at all. I think it's wasted resources because people can't handle losing. I think, at this point, that the people that really want to learn have the resources to do so from various communities.
I am not against the idea. I'm all for indepth tutorials like VF4:Evo, I just don't think they do any good. I don't think it would help player retention. I don't think it would help lots of players learn the game. I just think it's a huge waste of time for companies to court new players through indepth tutorials.
I've yet to see compelling evidence that tutorials help retain players or help a game sell.
The best selling fighting games have no tutorials (MKX, Smash), the worse selling games do (ASW games, Skullgirls, etc).
VF4:Evo had one of the best tutorials EVER in a fighting game.
Content that keeps casuals coming back is more important, imo, than tutorials. Make the game fun, make them willing to invest in an ecosystem, and maybe one day they'll move from casual to competitive.
Like I said, not against the idea, just disagree when people say that any amount of indepth tutorials is going to make gains on the playerbase.
You're absolutely right, people who complain about tutorials are straight up just using it as an excuse for why they don't play, and it's similar to the people crying for Arcade mode. If either of those things found its way to the game, I can guarantee most of them wouldn't magically start playing the game overnight.
Most people are just not willing to put in the time and effort it takes to learn how to play a fighting game, and they want to create an excuse for why that is. Losing is hard, and in a 1v1 game there's nobody to blame but yourself. Most people don't like that.
Having a ton of unreactable stuff is a deliberate design decision (because that stuff's unreactable online!) It's just not a good one, because it just normalizes the worst parts of the online experience.Double edged sword. They wanted people to have the same experience so practicing online was viable just as it is offline. This is especially great for those of us with a weaker local scene.
The tradeoff was having increased input lag due to the parity.
It's a lot harder to play.
SFIV had ultras, 4 ex bars, normals that didn't require you be a pixel away to land, and Focus moves. There was also much greater reward for putting time into the game and learning it's mechanics. SFV is a shallow puddle in comparison
I totally agree with all this.
I think super in-depth tutorials sound great on paper, but can easily become a huge task to actually design in-game. The resources are better spent elsewhere, especially for games with long support where the systems and balance may change..
I don't see how any of this stuff speaks to a game being easy to play, since you're just as likely to be on the receiving end as your opponent is. Offense being easy means defense is hard and vice versa.
I've been playing casual for an hour without fighting someone with a US flag. This is really awful matchmaking.
Meanwhile, in Tekken
I have 280220 FM. Can somebody tell me why it ends in 20? How could I have earned or spent an amount resulting in that value?
Huh. They couldn't just give the full amount to each player for something that happens once in a million matches.A Casual or Ranked fight that ends in a Draw gives 20 FM.
Otherwise you could game it.Huh. They couldn't just give the full amount to each player for something that happens once in a million matches.
Like everyone playing casual or ranked just decides to always try to end in a tie?Otherwise you could game it.
V Trigger is definitely a comeback.
As is no chip on pixel HP.
Comeback mechanic is something that greatly favors the losing person over the person winning. Losing person has faster access to V trigger in most cases and doesn't take damage past a certain point.
So saying SF4 has a comeback mechanic but SFV doesn't is not really true. Plus SFV's high damage/stun output makes it a lot easier to mount a comeback in general.
afk away!Like everyone playing casual or ranked just decides to always try to end in a tie?
Solid meter management.
SFIV is a beautiful game of chess
SFV is a Cleveland Browns football game
Deejay could have potential to be top 5 just off of his kit....
too bad we'll never seen that
A Casual or Ranked fight that ends in a Draw gives 20 FM.
Oh right. I forgot about time overs. Still, it's a massive prisoner's dilemma. Or tragedy of the commons, maybe. A critical mass of AFKers would need to exist for it to pay off, but for any given AFKer they're likely to be matched with someone who will beat them, resulting in nothing for them.afk away!
afk away!
(My current is actually 45; I lost the second match in this set, and then won the 3rd).
I feel like this really didn't get as much love as it deserved a few pages back.
Shin Akuma.That's called a Capcom buff right there.
Managed to break my win streak record after getting another breakthrough in how I play today.
(My current is actually 45; I lost the second match in this set, and then won the 3rd).
I feel like this really didn't get as much love as it deserved a few pages back.
He needs it
Akuma finally realizes the trade off for SnH's power weren't worth itI feel like this really didn't get as much love as it deserved a few pages back.
The only thing hard about SF4 was how skewed things were in frame link tightness versus the large reversal windows and bevy of invincible reversals. Focus attack is what I'd consider one of the most convoluted mechanics ever added to the series. Ultras were lame. USF4 felt like an amateurish last effort. SF4 was great for its fanservice roster, but I really can't stand going back to actually playing it.
It's a less organic experience. Guessing isn't a cohesive mechanic.
Do a 50/50 into a 50/50 into another 50/50, hit that optimal combo. Sway back and forth at close range until you can land a throw or CC, rinse repeat. Weakened anti air options, no invincible srk, no comeback mechanic, etc.. Not to mention huge character imbalances.
SF4 is still bad. Play A3 instead.